The Rusty Flagon Inn (Inactive)

Game Master Nightfiend

Maps

Completed Scenarios

Found Journal:
Entry Eleven: The track down the Sellen River was unbearable. Although Captain Shearwart did his best to accommodate our clergy, the trip was tedious. Luckily, we didn’t encounter any of the river patrols that we thought might come across our path. Once we reach Cassomir, we should be boarding a sea vessel large enough to accommodate our trip to Korvosa. We haven’t heard anything from our contacts from that regen for quite some time but the shipping lanes in that area are flush with potential. I suspect, after greasing the wheel a bit, we can pick up a few extra girls Korvosa. After resupplying, we will head to Magnimar, where Jonavan has arranged for four new girls. The pickup should be smooth, considering the area is well off the beaten path. From there, we will head to Sandpoint and meet with Gidra. Her and her crew should have a solid number for us.

Entry Fourteen: We have brokered a deal with the curator of the Quarterfaux Archive’s Darrick Humphry. He heads one of Caliphas’s underground gangs, which governs the city’s sewer system. The oversized system should take us directly to the temple without having to navigate through the city with the girls.

Entry Twenty-Three: We have collected fourteen girls in total, which should be enough to justify this trip. Adding these girls to our total should please Lord Eastabon. Assuming he doesn’t eliminate any of them, we should have enough to attempt the Gulden Ritual. If the ancient text is correct, this could free Tar-Baphon.

Entry Twenty-Seven: After investigating a disturbance that took place late last night, we have concluded that Sandpoint is aware of our operation. This could undermine our plans if they choose to pursue things further. I have decided, at no small expense, to attempt an old ritual called the awakening. If successful, it will leave Sandpoint with enough on their plate to keep them occupied for quite some time.

Entry Twenty-Seven: is the last entry within the journal.

Copied Ledger Note:
“Lost Minimum Wage Guy:” On the seventh page, second entry: The curator of the Quarterfaux Archive’s Museum, which is a subdivision of the archive, is requesting help locating a missing assistant. The contract offers round trip accommodations aboard a merchant vessel to Caliphas and four paid nights at a location of the group’s choice. The contract offers 1,000 gp on completion, with another 1,000 gp if the assistant is returned. The contract is sponsored by the Quarterfaux Archive. The listed contact is the museum’s curator Cynthia Nail.

“No More Squatters:” On the sixth page, first entry: A request to investigate and eliminate suspected cult activity north of Caliphas, in Ustalav, stands out as one of the higher paying contracts. The contract provides comfortable round-trip travel and accommodations at the Vodavani Lodge for the group’s entire stay. The contract offers 2,000 gp upon conformation of the cult and another 6,000 gp if they are eliminated. The sponsor for the contract is the Royal House of Ordranti. The listed contact is Lord Leopold the III.


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CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Fine with me. Ceru can't deal a lot of damage but, RNG willing, can survive long enough to wake everyone up, and can use inspiration to improve to-hit chances (among other things).


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F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

Besides, if we get ambushed while we're sleeping, we're already in deep trouble.

No, the real risk is Talienda and Ceru finding something to geek out about. :D


Ceru wrote:

Because I am a weirdo who likes to keep track of these things for my own character at least (and because sometimes these details can come in handy), I have purchased for Ceru with her own money a Small-sized tent for herself, 50 ft of rope, a grappling hook, and some flour, potatoes, and apples. I've also added a few more days' worth of animal feed.

She of course will expect her rope and grappling hook to be shared with and used by the whole party. These items are on her donkey.

Good to know that GM is not a stickler about encumbrance, although I still will try to be reasonable about what a particularly not very muscular 3-foot-tall person might be able to carry. Easiest way to do this is track encumbrance, but I won't worry if I'm over a pound or two. And yes of course as we get into high levels, I highly support handy haversacks, bags of holding, and portable holes for all.

If encumbrance isn't a big deal, can I change one of my spells known (which is ant haul) into something else?

I wouldn’t go as far as to say that I hand wave encumbrance. At a glance, if a character looks like they are loaded down, it will come into play. As you stated, a pound here or there, I’m not going to micromanage it. If your group comes across something that is a weight challenge, like a heavy load of coin, Ant Hall will be useful.

I have put you down for the added food stuff. That will be handy for the entire group.

Ionatan Deverin wrote:
Works, but it looks like the final watch doesn't fight very well. <grin>

OK, this made me chuckle a little.

I’m going to assume that light armor means you sleep in it for warmth and security. Unless told otherwise, I'm going to assume medium and heavy is going to be removed during your sleeping cycle to avoid the fatigue the following day. If you intend for anything other than this, please say so.

Three watches of two characters as follows. Unless someone changes this, I will assume this is the setup for future camp set ups.
1. Bryndis and Wayilant
2. Dario and Ionatan
3. Talienda and Ceru

To clarify how much food stuff will feed a person for a day, unless something is stated specifically in the products description, I'm going to measure everything based on weight. So, 1 lb. of food product is equivalent to 1 lb. of rations. I'm not going to worry about expiration as I believe the perishable items / cook adds flavor to the game. Anyone wishing the adjust their quantities in food products may do so in order to compensate for this.

Food & Water
Bryndis: Food 5/days | Water 1/skin
Wayilant: Food 5/days | Water 1/skin
Talienda: Food 5/days | Water 1/skin
Ionatan: Food 0/days | Water 0/skin
Dario: Food 0/days | Water 0/skin
Ceru: Food 1 hunk of cheese, 1 jar of honey, 2 portions of cake mix, 2lbs.potatoes, 2lbs. apples, 2lbs. flour | Water 1/skin.

Currently working on a game play update now. Should be up before long.


Male Human Bard (dervish dancer) 1 | HP 11/10| AC 16, T14, FF12 | F +2, R +6,W +2| Perc +4| Init +4| CMB +2, CMD16 | Battle Dance 5/6 | Active Conditions:

Whoops, I didn’t notice that I hadn’t brought food. I’ll fix that if it is okay.


Dario Zaizarko wrote:
Whoops, I didn’t notice that I hadn’t brought food. I’ll fix that if it is okay.

This is fine. Happens in almost every game I have played in. Food and spell component pouches are the most common things missed.


Male Human Bard (dervish dancer) 1 | HP 11/10| AC 16, T14, FF12 | F +2, R +6,W +2| Perc +4| Init +4| CMB +2, CMD16 | Battle Dance 5/6 | Active Conditions:

I think I’ll be buying a spell component pouch too :(


Male Human Bard (dervish dancer) 1 | HP 11/10| AC 16, T14, FF12 | F +2, R +6,W +2| Perc +4| Init +4| CMB +2, CMD16 | Battle Dance 5/6 | Active Conditions:

Updated.


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Dario Zaizarko wrote:
I think I’ll be buying a spell component pouch too :(

All is well Dario, it's the beginning of the game and flexibility is a bit loose right now because of it. I address this stuff not to apply pressure, but more to iron these things out early vs. latter when we are deep into the content.


Male Human Bard (dervish dancer) 1 | HP 11/10| AC 16, T14, FF12 | F +2, R +6,W +2| Perc +4| Init +4| CMB +2, CMD16 | Battle Dance 5/6 | Active Conditions:

No worries. I actually appreciate the attention to detail. I also purchased a bed roll and a backpack.


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CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Ceru would flavorwise use her stuff to make breakfast for the team (along with whatever they contribute from their own rations) but yeah, we can say for eases' sake that it's overall I think about 8 days of rations (10 for Ceru alone, as a day of rations for a Small individual is .75 lbs).

I like to detail the ingredients, particularly with a character like Ceru, because in other games it has come oddly in handy to be able to do things like hand a beggar an apple or distract a guard dog with cheese or throw flour at an invisible person.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Also, as a reminder, I just as a last ditch to avoid complicating things any further, bought 50 feet of rope and a grappling hook. If anyone else also bought adventuring supplies they should say so to be sure we actually have anything we need now that we've spent so much time talking about it. ;)


F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

I thought we bought 200 ft. of rope and a climbing kit as a party. Talienda would have put up what she has available for the purchase.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

I'm at work and can't access google maps. I'll post my actions when I get home after 7:00pm EST.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4
Talienda Blackhorn wrote:
I thought we bought 200 ft. of rope and a climbing kit as a party. Talienda would have put up what she has available for the purchase.

I'm not sure we confirmed it and marked the expense on character sheets which is why I wanted to check. If this is confirmed I can add it to Gary's load.

I'll put Ceru's 50 ft of hemp rope toward the 200 ft. So we need 3 more 50 foot lengths of rope. If it's just hemp (which I think is fine, I think between stronger party members and the donkey we can manage the weight) that's 3 gp. Plus 80 gp for the climbing kit, for a total of 83 gp. Ceru can contribute an additional 9 gp toward this cost.


F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

We did get a 100 gp advance, so that'll cover it.


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Ceru wrote:
Ceru would flavorwise use her stuff to make breakfast for the team (along with whatever they contribute from their own rations) but yeah, we can say for eases' sake that it's overall I think about 8 days of rations (10 for Ceru alone, as a day of rations for a Small individual is .75 lbs).

Most mundane items like potatoes, carrots, meat, fish, rations, etc. I’m going to leave it to 1 lbs. = 1 days’ worth of food for a single medium sized character. I have something different in mind for the travel cake mix seeing it specifically states it can make a dozen biscuits.

I’m thinking Travel Cake Mix will be a Profession Cook roll. +1 to the roll for adding things like honey, eggs, etc.

DC 10+ (It tastes so-so) you make enough food for 1 person. For every point beyond DC 10 you exceed, you make enough for 1 extra person, up to DC 14, which feeds 5 people.
DC 15+ (It tastes good) you make enough to feed your entire group for the day, granting them a +1 temporary HP for the following day.
DC 20+ (It’s amazing) you make enough to feed your entire group for the day, granting them a +2 temporary HP for the following day.


Male Human Bard (dervish dancer) 1 | HP 11/10| AC 16, T14, FF12 | F +2, R +6,W +2| Perc +4| Init +4| CMB +2, CMD16 | Battle Dance 5/6 | Active Conditions:

Looking forward to breakfast!


M Chelaxian Aasimar Swashbuckler 1 | HP 11/11 | AC17, T14, F13, CMD15 | Resist Acid/Cold/Electric 5 | F+1, R+6, W+1 | Init +4 | Perc+1 (darkvision 60'), SM+6+ | Speed 30' | Glitterdust | Panache 4/5

All the food conversation started after I went to bed, and I just got online tonight, so . . ..

Bought a Swashbuckler's Kit, and plan to just hang the pack on the donkey. (Not that he can do that after we climb down the rope . . ..)

Ionatan needs to stay light on his feet.


Ionatan Deverin wrote:

All the food conversation started after I went to bed, and I just got online tonight, so . . ..

Bought a Swashbuckler's Kit, and plan to just hang the pack on the donkey. (Not that he can do that after we climb down the rope . . ..)

Ionatan needs to stay light on his feet.

Thats ok, I assumed you were going to grab something.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

On the road through the weekend and my access may be spotty. Please bot me as needed. For this combat, Ceru will probably cast shield on herself and draw her short sword on her next turn. After that, as needed, she will move into combat, trying to flank with a more martial-focused character. While she will attack with her short sword, the priority is more assisting others by flanking. She will use Acrobatics if needed to avoid AOOs to maintain a flank as needed.

If the scenario is desperate (several people badly wounded and hitting a monster will make a difference) she may spend two inspiration points to add 1d6 to her attack roll (this can be added after the d20 is rolled), but only if it's really needed.

Sorry for short notice, site keeps going down every time I tried to post.


All is good Ceru. I have noted everything and will try and do what you have asked. Enjoy your trip.


Wayilant Arden wrote:

I forgot I wanted to post this in Discussions, but I'd like to add some flavor to the caydenite cleric's use of positive energy:

Any time a character receives positive energy healing, via a cure spell of channel energy, the character rolls a Con saving throw. The DC is 10 + the level of spell/ability used. If you make the DC, the character is healed and makes a small but audible burp. If you don't make the DC, the character is healed and makes a loud, almost obnoxious belch. If you fail the DC by 5, the character is healed, and makes a loud, almost obnoxious belch, and takes 1 point of nonlethal damage. If you fail the DC by more than 5, the character is healed, and makes a loud, almost obnoxious belch, takes 1 point of nonlethal damage and is sickened for one round.

First, I would like to say that anything you add to make a cleric more enjoyable to play, would be considered a good thing. The burp, is an interesting flavor, considering your choice of God. I would caution about the very last part though. Forcing sickened and non-lethal damage on a player COULD create an additional hardship on that player in a precarious situation, depending on the timing.

I.E., if you channel energy during combat in order to save someone who is literally on the verge of passing out. Or the group is dealing with a creature that imposes the sickened condition, which is set up to elevate if the character is already sickened. just something to consider.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

My two cents: I don't mind the flavor of channel energy from Cayden being that you feel momentarily buzzed or have a certain taste in your mouth or temporary dyspepsia. Without a mechanic attached, folks can RP that as they prefer.

However, flavorwise, Cayden being a good god I do not think would allow someone to feel sick from the effects of his healing. I also think the proposed mechanic is both too complex to remember to have to do every time one gets healed, and potentially, effectively punishes someone for rolling badly at a time they really don't need it, as the GM suggests. Also the mechanic of inflicting nonlethal damage doesn't make any sense as any curative effect is supposed to heal nonlethal damage.

Cayden can be a fun and cool god to explore the lore of and play. Yet I'm not keen on constantly playing off his role as a deity as an ongoing drunk joke with nothing more to it--yes, he is fun loving and a god of drinks, but he is also a god of adventuring and bravery. There are other aspects to play up and enjoy.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

I will gladly remove the nonlethal and sickened aspect of the fluff.


M Chelaxian Aasimar Swashbuckler 1 | HP 11/11 | AC17, T14, F13, CMD15 | Resist Acid/Cold/Electric 5 | F+1, R+6, W+1 | Init +4 | Perc+1 (darkvision 60'), SM+6+ | Speed 30' | Glitterdust | Panache 4/5

I'm currently actually sick. Fluid coming out of both sides kind. Maybe that has reduced my comprehension, but I couldn't keep up with the assortment of desired responses to being healed.

Complicating healing isn't flavor. Flavor doesn't alter mechanics. Making it so that one of the purely positive mechanical items in the game is suddenly not purely positive is a very significant change to game balance.


Male Human Bard (dervish dancer) 1 | HP 11/10| AC 16, T14, FF12 | F +2, R +6,W +2| Perc +4| Init +4| CMB +2, CMD16 | Battle Dance 5/6 | Active Conditions:

@ Ionatan - get well.


Wayilant Arden wrote:
I will gladly remove the nonlethal and sickened aspect of the fluff.

I agree that this is best. Seems a lot of the players are responding with the fluff aspect of your idea, which in itself is fine. I had a player a while back, who was playing a druid. He wanted to rub dirt in someone's wound to heal it. He felt that added flavor. It's all good as long as everyone is on board with it. But, unfortunately, not everyone has the same opinion about such things. If I were a player, I personally would be ok adding a small fluff-belch with each heal. That said, someone else might not enjoy the aspect.

Ionatan, I hope you feel better soon. Sucks being sick.


M Chelaxian Aasimar Swashbuckler 1 | HP 11/11 | AC17, T14, F13, CMD15 | Resist Acid/Cold/Electric 5 | F+1, R+6, W+1 | Init +4 | Perc+1 (darkvision 60'), SM+6+ | Speed 30' | Glitterdust | Panache 4/5

Okay, trying to understand the intent, here . . ..

Way wrote:
Any time a character receives positive energy healing, via a cure spell of channel energy, the character rolls a Con saving throw. The DC is 10 + the level of spell/ability used. If you make the DC, the character is healed and makes a small but audible burp. If you don't make the DC, the character is healed and makes a loud, almost obnoxious belch. If you fail the DC by 5, the character is healed, and makes a loud, almost obnoxious belch, and takes 1 point of nonlethal damage. If you fail the DC by more than 5, the character is healed, and makes a loud, almost obnoxious belch, takes 1 point of nonlethal damage and is sickened for one round.

CON SAVE - Do you mean a Fort Save, or a Con attribute check? Because a Con attribute check is going to be failed more often than made at higher levels.

DC10 + level of ability/spell used - So HEAL is a DC 16 Con attribute check or something goes wonky? And the failed attribute check can leave the individual with a condition the Heal spell specifically clears from the target? Is a Level 17 caster using channel (for 9 dice of healing) using a level 1 ability, or a level 17 ability, or a level 9 ability?

This proposal explicitly makes the more powerful healing spells more problematic instead of more beneficial.


Male Human Bard (dervish dancer) 1 | HP 11/10| AC 16, T14, FF12 | F +2, R +6,W +2| Perc +4| Init +4| CMB +2, CMD16 | Battle Dance 5/6 | Active Conditions:

@Ionatan - the GM has addressed this. No negative effects.


Looking back on it and realized that I mixed up the watch rotation. That has now been corrected and will reflect the following going forward. I'm not entirely sure how I messed that up.

1. Bryndis and Wayilant
2. Dario and Ionatan
3. Talienda and Ceru


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

Before we start the descent, I want to ask a couple of things.

1. As is, with the harnesses and such, we have a +2 on climb checks correct? What is out DC and how many times will and individual need to roll checks?

2. How would it change things if we used a 2 rope system in which the person descending climbs down the existing rope, and they are tied securely with a second rope that the people remaining above hold and play out as they go down. If someone falls, the people holding the second rope use a strength check (I guess) to prevent the fall?


Bryndís Raelyosradinsdóttir wrote:

Before we start the descent, I want to ask a couple of things.

1. As is, with the harnesses and such, we have a +2 on climb checks correct? What is out DC and how many times will and individual need to roll checks?

2. How would it change things if we used a 2 rope system in which the person descending climbs down the existing rope, and they are tied securely with a second rope that the people remaining above hold and play out as they go down. If someone falls, the people holding the second rope use a strength check (I guess) to prevent the fall?

Knotted rope with a wall to brace against is a DC 0 before any modifiers for armor, encumbrance and what not. Multiple people holding a second rope in case they fall; I would say no check is needed to prevent the fall. Last man to go, obviously wouldn't have the luxury of the extra rope unless you made some sort of pully system. This would be possible using the climber's kit and a knowledge engineering DC 12. Climbing speed is 1/4 normal movement unless you hurry the climb, taking a -5 to the climb DC. A successful hurried climb would result in you being able to move at 1/2 your speed. Current climb distance is 50 feet. Unless someone wants to carry a lot of stuff down the rope, I'm going to say everyone can take 10 and hurry down the rope at 1/2 their move.

All that aside, I will need to know what you want to do with the mule and how much, if any, of the mule carried gear you want to bring.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

I am fully back. My IC post involves what to do with Gary. Once we figure out where to leave him, she'll leave him with food and a bonus apple. If folks have insights, Aid Another checks, and other ideas, all is welcome.

My character sheet is up to date with what Ceru is carrying and what her donkey has, except if someone else takes the rope and grappling hook, that will be removed from the donkey, obviously.


Next point is meant for humor only: Ceru finds a large bush to conceal the mule in. It's a big and fluffy shrub, should be a good spot, right?. EMmm, Yummy shrub! One day of concealment followed by back up food for when the chow runs out.

OK, bad joke is over: Finding a place to park the horse/mule has always been a risky burden for adventurers. The good part is, if they end up making it, you have a lot of carry weight. All the loot leaves with you. Downside is, if they die you are looking at a lot of stuff to carry back along with anything the group picks up during the adventure. Luckily, in this instance, you are only ten hours out of Sandpoint. If attacked, a mule can fight back, somewhat.


Male Human Bard (dervish dancer) 1 | HP 11/10| AC 16, T14, FF12 | F +2, R +6,W +2| Perc +4| Init +4| CMB +2, CMD16 | Battle Dance 5/6 | Active Conditions:

Unfortunately, I cannot take the grappling hook and rope off the mule as it will encumber Dario. Dario likes to stay light on his feet.

:(


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4
GM Nightfiend wrote:

Next point is meant for humor only: Ceru finds a large bush to conceal the mule in. It's a big and fluffy shrub, should be a good spot, right?. EMmm, Yummy shrub! One day of concealment followed by back up food for when the chow runs out.

OK, bad joke is over: Finding a place to park the horse/mule has always been a risky burden for adventurers. The good part is, if they end up making it, you have a lot of carry weight. All the loot leaves with you. Downside is, if they die you are looking at a lot of stuff to carry back along with anything the group picks up during the adventure. Luckily, in this instance, you are only ten hours out of Sandpoint. If attacked, a mule can fight back, somewhat.

Reposting from the IC thread, with added emphasis:

Quote:
(1)I'd like to wait to see if players can offer Aid Another for a better result before determining/deciding anything.

This has been resolved as Dario did a separate result of Survival 20

Quote:
(2) To clarify what Ceru is doing, Ceru is looking for a shaded/somewhat concealed area that bandits or the like wouldn't immediately spot him if they were passing by. It's fine if it's not right next to the ravine; better to have to walk a bit to a place where he can (more) safely graze. I recognize abandoning him is a huge risk no matter what; just trying to mitigate that risk as much as we can.

So what part of "I am just trying not to leave him in the most obvious place so predators will immediately eat him or bandits will notice him to give him a slightly better chance at survival" do you not understand? What am I failing to get across here?

Before we had cars, people in the real world used to have to travel with their pack animals. Sometimes they had to leave them behind for a bit. It was always a risky proposition. In situations where they were certain they might be left for dead they might even kill the animals to spare them. Nonetheless people also knew how to find places to leave the animals where they were safER so they had a chance of not losing a valuable beast of burden, understanding there would be inherent risk. People would have skills to know how to do this successfully. I don't think I am being ridiculous in requesting this, and I don't appreciate being mocked simply because you're not understanding what I am asking. Labeling it as a "joke" doesn't make it okay and it certainly doesn't make me feel any better; it just tells me you're aware that you sound like you're being a jerk and choosing to sound that way anyway.

Also, Ceru is leaving 1 day of food because she doesn't expect to be gone for more than 1 day (she could leave out all the food but she's worried he'd eat it all in 1 day). She might be wrong about this, which is an in game risk. She is not an experienced adventurer. She doesn't know how long it takes to explore a dungeon. She knows enough to know she shouldn't just leave the donkey in the open so a wyvern that flies by notices the buffet. But she doesn't know everything, and she has "eternal hope" so she tends to view her chances optimistically. I'm willing to have her be disappointed if things go badly.

However, I feel like I am not being unreasonable by trying to use reasonable Skill checks and contingencies to be sure the donkey has a chance of surviving at least a day or two. Am I really being unreasonable? Over what should really be a factor, gamewise speaking, of inventory management more than the narrative gameplay that's really important?

Quote:
(3) The only other option is to give him to Alina to take him back to town, if Talienda wants to send Alina back to town, but that is up to Tali. Ceru in that case can take her extra food and just be encumbered or whatever.

This is still an option and we could wait to see what Talienda has to say.

I also want to note I asked about including the donkey in my equipment and if it would be a problem. If I recall correctly, you said it was fine. If I had any sense it was going to cause this much of a derailment this early in the game, I would have come up with another solution during character creation.

PCs handling heavy adventuring equipment at early levels is a common conundrum. Certainly again I understand there can be major risks and challenges when contending with it, and a good GM can make these things interesting without making it a game-slowing stumbling block. Making it this much of a bone of contention suggests to me you're just planning to have the donkey killed to "teach us a lesson." I don't mind the low level PCs getting some hits of reality in the face, but I feel like now you're making fun of me as a player after setting me up by letting me have the donkey in the first place. That's not a good look.


M Chelaxian Aasimar Swashbuckler 1 | HP 11/11 | AC17, T14, F13, CMD15 | Resist Acid/Cold/Electric 5 | F+1, R+6, W+1 | Init +4 | Perc+1 (darkvision 60'), SM+6+ | Speed 30' | Glitterdust | Panache 4/5

Pulling my pack off the donkey and carrying it is going to encumber me, as well. But I pretty much have to. I mean, I can leave behind a few things (Why does everyone need an iron pot?), but that will just change how far into the encumbrance level I am, not being there.

So, in any encounter that matters, my first action is going to need to be dropping the pack, because too many of my class abilities don't work when encumbered. <shrug>


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

I'd like to retro Wayliant's previous post: the cleric takes the mule down the crevasse with him as he descends.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

First, sorry for not posting over the weekend.

Second, the reason I didn't post was because I wasn't sure how to respond to what happened and I wasn't sure of the proper forum to voice my frustration in.

I don't know if this is the game for me, mainly because of playstyle and consistency. I like banter and roleplaying my character. I like building relationships, and I don't feel like we've really gotten a chance to do that, or at least not in a way that's satisfying.

As for consistency, if I'm being honest, I was annoyed that you brought Alina back into the story after telling me she wasn't coming and I thought up a reason for her to have to stay back in Sandpoint. I didn't know how to respond to that, which is why I've been radio-silent since that post.

Look, I don't mind if you don't want to deal with her. I can work with you to come up with a reason that she wouldn't come on missions with Tali, or I could have even figured out something to happen to her before the game even started. That said, I do want some consistency. If you say she doesn't come, then reverse course and have her follow us, when by all rights she should be sick in bed, then I'm going to get a little confused and annoyed as both player and writer.

To be fair, there's more to this whole Alina situation than that. Looking back, it seems like, to me anyway, you may have been happier if I hadn't written her into Tali's backstory, and if that's the case, I would have liked to know that and been able to change things.

At the moment, I'm not sure if I want to continue. Maybe that's petty, but I'd rather bow out now than ruin the fun for those that want to stay. Maybe I should sleep on it, but I'm not sure that's fair to y'all.


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

If there's any frustration due to Bryndís's widespread and ongoing abrasiveness, I can certainly dial her back.

She's supposed to be cocky, self-regarding, blunt as a baseball bat, and kind of awful. Even if she's not claiming it out loud, she thinks she's in charge, and she's in it for the glory and money.

But she's not supposed to be completely awful, and she will soften some as she gets to know everyone. Her Taldane will also get better as she practices it more.

But I can speed up the process if needed.

A special aside to Tali: Bryndís is not considering trying to kick you out of the group, if you actually thought that. If asked about it directly, she would say it isn't her place to make such a decision.

What she does want is to make Tali her philosophical acolyte because Bryndís believes it will save Tali's life and make her prosper. Unless Tali wants to do something lame like become a clerk or whatever. In that case Bryndís can't help her at all.

But, we'll wind our way back around to the rest of that conversation.


F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

Bryndis is fine. I've never taken her abrasiveness personally, and I think she's a good foil to Tali. I don't think Tali will ever see the world through the same set of lens as Bryndis, but I do see her wising up and learning the world isn't a nice safe place.


Wow, ok, looks like I have a lot to address in discussion tonight. I’m going to break this down into two separate posts due to the size of the responses.

AdamWarnock wrote:
Second, the reason I didn't post was because I wasn't sure how to respond to what happened and I wasn't sure of the proper forum to voice my frustration in.

This is absolutely the forum to address these kinds of issues. In fact, I appreciate that you took the time to voice the concern.

Talienda Blackhorn wrote:
I also have a bedroll for Talienda, but not for Alina if she comes with us. (Which I can't think of an in character reason why she wouldn't)

Because of the above statement, I was under the impression that you actually wanted to bring Alina along. At that time, I wasn’t sure if adding a 7th functioning character to the group would distort the content to much. As it is, I believe the original content was more designed for four players, meaning I’m going to have to make adjustment as we go to compensate for six. Those adjustments can be sometimes tricky. After the last couple encounters, one which I created (the sailor ambush), and one that was baked in (the stick encounter), I began to feel that adding Alina to the group would be possible without rebalancing the encounters too much. I felt a bit bad having to sideline her after you took the time to flush her out and felt that, after the above post, you truly wanted to bring her along. So, I created an encounter where she followed you in order to explain the opportunity, I wanted to grant you. Ultimately my goal was to allow you to choose whether she was going to come along or not. (Shrug) I was trying to be thoughtful on this. Looks like it didn’t work out that way.

AdamWarnock wrote:
To be fair, there's more to this whole Alina situation than that. Looking back, it seems like, to me anyway, you may have been happier if I hadn't written her into Tali's backstory, and if that's the case, I would have liked to know that and been able to change things.

That’s not the case Adam. I only had two reservations about Alina. One was mechanical. Specifically, balancing encounters. The second was your investment/reaction if she died. The backstory, I thought was good, which was the reason why I allowed here in to begin with.

AdamWarnock wrote:
I don't know if this is the game for me, mainly because of playstyle and consistency. I like banter and roleplaying my character. I like building relationships, and I don't feel like we've really gotten a chance to do that, or at least not in a way that's satisfying.

Ok this is a very legitimate concern. I added what I had available of levels 1-4 content for the group to select from. That content ranged heavily. Some revolved around problem solving, other’s more dungeon oriented, and some that was set as long invested AP's. The one the group selected is, without a doubt, a more dungeon-oriented storyline. This content will have less sitting around with more interactive activity. If you truly don’t enjoy that type of content your above observation might be a legitimate concern. If your concern is more about the pace, rather than the type of content, then slowing it down could be an option. Keep in mind that a module such as this is broadly different than one like the Hangman’s noose, which seems like a more investigative/interactive type of module.

Dario Zaizarko wrote:
I’m for anything that moves the game along quicker so I lean towards group initiative.

Because of comments such as Dario’s here, I have been trying to keep the pace moving along at a fairly brisk pace. If it’s to brisk, let me know, and I can defiantly slow it down. That applies to everyone at the table. Please let me know if you feel the pace is to slow or two fast.

With all that in mind, I will have no hard feelings if you decide to step out. Ultimately, the choice is yours.


Ceru, I really don't know how to address this without being transparently blunt. So, I'm going to side with direct vs. indirect.

First: The joke had nothing to do with you, personally, or your intent to locate a safe place to tie off the donkey. It was a joke about the donkey eating its own cover, which I feel is an extremely lite joke. Up to this point, I have embraced all your requests, both in game as well as private. Going forward, I absolutely do not intend to ask the other players to refrain from posting the occasional joke or tippy toeing around role-playing their characters. That said, I also intend to post an occasional joke and intend to role play with the players. Ultimately, I don’t intend to allow anyone to be belligerent, overly offensive, or demeaning in any way. From what I have seen, I don’t believe anyone else intends this either. I don’t feel a joke about a donkey eating a bush in which it is concealed in, warrant’s your reaction. Going forward, there will be jokes, role playing, and times when people simply want to convers openly in discussion without feeling like they have to walk on eggshells. So, I ask you to please evaluate the game and step down if you feel the content is too much for your taste. That is simply the chemistry and dynamic of playing with other people, so no hard feelings on my part regardless of your choice.

About Gary: Your reference about people leaving such animals outside throughout history is, at best, an abstract comparison. I say this because, in a fantasy world, we have MANY fantastic creatures that simply didn’t exist in reality. Now, as GM, it is completely up to my discretion if such things occur. In most cases, I award a percental chance per day of such encounters. Fortunately for me, in this case, the material has already done that.

My personal feelings: I feel, due to your attachment to the mule, that you are simply over stressed about the idea of leaving it out. I’m of the mind that because of this attachment, that you simply overreacted. I can state, due to being the one who determines such things, that I honestly didn’t have any intention to assassinating the mule regardless of the content or your ability to roll/find a good spot. The joke, in reality, was HINTING at the idea that the maid was hiding in a shrub large enough to conceal her, so perhaps that might have been an option. I just found it a bit funny that the mule would likely eat the shrub, which in the long run, would have been a backhanded benefit if it ran out of food.

Let me know what you decide to do.


F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

It's late here. If you need to bot Talienda, she provides light for the others and will zap monsters in combat.

GM, I've skimmed over some of what you wrote. Know that I appreciate the time it took you to write it and I want to give it attention it deserves. I'll have a response for you tomorrow after I've read it all and have some time to think about it.


Male Human Bard (dervish dancer) 1 | HP 11/10| AC 16, T14, FF12 | F +2, R +6,W +2| Perc +4| Init +4| CMB +2, CMD16 | Battle Dance 5/6 | Active Conditions:

@GM - just wanted to let you know that I have been enjoying the pace of the game and appreciate all your efforts. I am fine if you want to slow things down a bit or any other changes.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

GM: Tone is hard to interpret in text. I manage text for a living, yet I can still both screw up reading and interpreting it in interpersonal settings. It is even harder when people are just getting to know each other in a text-based environment like this, and we have not yet gotten used to people's idiosyncrasies and choices of phrase. So for whatever it is worth, I did not get your joke as it was intended. I am sorry for misunderstanding and that it led to your feeling hurt.

I am not sorry for pointing out that I felt made fun of and won't retract that. I moreover still struggle with your tone--I don't need someone else to tell what I am stressed about, thank you--and can't help feeling condescended to. I trust you're not trying to do that, but the disconnect I am experiencing tells me we are not a good match as GM and player.

I appreciate that you have tried to make concessions and make systems that work for myself as a player and Ceru as a character. It takes a long time as a GM to prepare for any game and bring a group together, and it is doubly hard in PBP where pacing and meshing playstyles is an additional challenge. I can tell you've put a lot of time and energy into this and deserve to work with players who can adapt to your dynamic, detailed, and crunch-heavy style.

I submitted my character presuming that as the proposed sandbox adventure, there was going to be a lot of more story and flavor-based RP and slower exploration. For such a game, I figured Ceru would be a good fit. I know I added stuff that could be a potential pain, like the cooking obsession and the donkey--and I do want to reiterate that asked about it if it would be problematic. I would have happily taken no for an answer and adjusted. For what it's worth, and I only say this because it seems to be a theme at the moment, sometimes the best thing a GM can do is not be accommodating if it's what is best for the game. Take that or leave it.

Instead I've clearly created a character who does not work in this environment, and I am obviously complicating things massively and generating unnecessary drama. I'm also slowing things down for everyone else and ruining their fun at this point. To all of you I sincerely apologize for interfering in your interaction and in mucking up the pacing of the game. If this were an RL table game we might find a way to work things out, but my extensive experience in PBP tells me the best thing to do for everyone is cut loose and go.

As such, effective immediately, I withdraw from the game. Please mark my character as inactive. You are at the start of the adventure so it should hopefully not interfere too much with your plans. You could turn Ceru into an NPC who stays on the surface to keep watch with Alina and the donkey, and write her out when the party returns to sandpoint. ETA: I want to make very clear this is not about the question over the donkey per se, but that I have realized through this conversation and previous interactions that this is the wrong character for this story and I am the wrong player for this group.

This is an incredibly dedicated group of players here and I am sorry I will not have the chance to RP with most of you any further.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

No! No every group gels right away. That's part of the fun. It's not drama, it's RP! Please stay, Ceru!

Ceru is an amazing bada$$! Please don't leave!! I like how practical she is!

Have I convinced you not to leave yet, Ceru?! Ceru is pretty and smells nice. She likes newborn babies and puppies! Don't leave!! You are welcome here!!

AND Ceru cooked an amazing breakfast!! NO WAY The Flagon Slayers want to let the gnome go!


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

After sleeping on it and thinking about it a bit after reading GM Nightfiend's post, I'm going to bow out after all. It's not anyone's fault, except mine, maybe. I'm definitely more of a writer and like to have time to noodle around in the story with my character, especially in the PBP format.

GM, would you mind marking me as inactive in the Campaign tab. You should see a section for that when you click edit.

Sorry for the trouble, and thanks for the opportunity. I wish all of you luck and happy gaming. :)


M Chelaxian Aasimar Swashbuckler 1 | HP 11/11 | AC17, T14, F13, CMD15 | Resist Acid/Cold/Electric 5 | F+1, R+6, W+1 | Init +4 | Perc+1 (darkvision 60'), SM+6+ | Speed 30' | Glitterdust | Panache 4/5

Well, pooh.

Nobody likes to see this happen, but, at the end of the day, nobody likes feeling stuck in a game they aren't enjoying.

Given that we knew there would be multiple hooks, and our choice would determine what kind of adventure we ended up in, I'm not sure about expecting one type of adventure over another.

To me, writing can take place within any adventure, if the group wants to have that kind of game.

Some adventure types do lend themselves to less writing very easily, though, and dungeon crawl is one of that type.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Agreed, but it depends on how the GM paces things. You can certainly have an RP heavy game even in a dungeon crawl, but a lot of it depends on how much time and space the GM gives for characters to interact.

Besides, it looks like I may have overcommitted myself anyway. That's on me.

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