

Leconair wrote:
The carnival games were ok, but the rules were hard to follow at times. We probably could've just waved our hands at it with a few rolls and role-played it out for a few days and moved on. Or, may be have less events, but with all of us were involved, like in the one throwing contest. That was a nice alternative to typical DnD combat that everyone could do something with.
Yeah, that was a real object lesson in what works in a real life game often doesn't translate to pbp. When I did that section in a face to face game of course (as with everything) it went much more quickly, so we were through it in an evening. Maybe I got the descriptions across better then too as in this version there were more bits that when I read it back, even I realised it was rather unclear. Good call on less games I think; should have thought more about the ones that were a bit too complex for pbp - and made sure I had a better idea of the rules in my head. My bad on that, screwed up and really lost the momentum at that point.
Otherwise, thanks for the positive feedback. I'm pleased I managed something right!
Johan Seiberling wrote: And, for the record, I wasn't apathetic in my post, I was just waiting to see the results of my poor roll before moving on...And, or course, baiting Petus again...; ) Well I did ask for a Disable Device check for anyone who had it - and that was specifically for you as you were the only PC to have that skill - but you just gave me the INT check... No matter.
Thanks again folks, and sorry for the abrupt finish. Don't know where my enthusiasm has gone, but I've dropped out of most of the games I was playing as well for now.
As it was my first time GMing too, then please feel free to give me any feedback on what you felt you enjoyed, what was wrong, what you would have liked to see etc. If I run something else I'll give you all first refusal and try to take any comments on board.
Well, looks like the apathy is extending beyond me, judging from Johan's last post... Gents, I think it's time to stick a fork in this game as it appears to be done - when I'm typing about 20 words for every 1 I get back, and people are just going through the motions, it's probably best to draw a veil over proceedings than stagger on. Apologies to Aelden as he hasn't really had much chance to get his feet wet, although I notice you've all managed to find other games to play here (or elsewhere) so it's not as if by pulling the plug I'm denying anyone a game completely.
Thanks for your participation. I'm still very pleased we've passed 300 posts, especially with a small group. I hope it has given you some perspective on how some pbps go. Good luck with your gaming in future and maybe our paths will cross somewhere else down the line.

Apologies gents, I appear to be going through the dreaded dip in enthusiasm, and only 2 months in. Thought my holiday would refresh me - and it's not as if I don't have plenty of material - things are just dragging at the moment. I've just dropped 2 of my games, recused myself from a recruitment thread I started, and had one other game die under me. I'll try and battle through it for this one, if only so we can get a to a reasonable jumping off point at which to tie it up - although I hope that won't be necessary unless some of you have had enough by that stage.
@Aelden - the rules for the marksmanship were spelt out because, well, there wasn't really anything you *could* do other than throw at the targets. If this was a series of big rocks waiting to be lifted, then I'd tell you what was required. I was hoping you'd get some clues from the description of the device...
Both Johan and Leconair are getting that pleasantly numb feeling at the end of the nose that comes with the consumption of alcoholic beverages. Just as they are about to get up for another circuit of the table, two gnomes make their way round the table handing out small trinkets to the drinkers. They look like simple child's toys of interlocking wooden squares, arranged in such a way as to allow them to be moved around - in the correct alignment they form some sort of image.
'At this stage' shouts the announcer 'tests of mental as well as physical wellbeing are required. Please complete the puzzles you have been given to progress to the next round'
No minuses for being tiddly, Disable Device is what you need, or an untrained INT check if not
Aelden Cormallen wrote: Aelden steps up to the ball, taking time to look it over. He attempts to plan his route from platform to platform, hoping to reduce fatigue by reducing the time he has to carry the ball.
He steps up and attempts his lift.
1d20+4
Obviously not getting the right purchase, he warps his arms around the ball and tries again.
1d20+4
With a tremendous heave, Aelden lifts the weight from its starting point.
Aelden Cormallen wrote: What kind of rolls do you need? What sort of rolls do you want to make?

Aelden's task in the Test of Strength appears fairly straight forward. In the arena in front of him is another feat of gnomish engineering - this one has a large circular metal base from which extends a vertical arm hinged like an elbow. At the end of this arm is a large round ball of metal - obviously a significant weight. Around the circumference of the outside of the metal base are a number of metal platforms at differing heights.
The rules are simple: contestants must lift the weight from its resting place, then move round the contraption in a clockwise direction, lifting the weight onto each platform in turn as they go. Winner is whoever makes the most successful lifts, and in the event of more than one contestant completing all lifts (there are 8 platforms in all) then fastest time will win.
Needless to say, this is another event where the number of local entrants is small; in fact, only 1 gnome joins Aelden, a handful of humans - mostly burly farmers - and a gnoll at this contest.
First up is one of the farmers. He strips off his shirt in the summer sunshine, revealing a powerful frame running a little to fat. He moves over to the device. Aelden notices that the round weight itself appears to be quite smooth and lacking in handholds, which proves to be the man's downfall. His hands move over it for several seconds searching for purchase, but eventually he gives a grunt of frustration, and, wrapping his arms round the ball like one might lift a barrel, he heaves. And heaves. Stepping away, he scratches his head for a moment and returns for a second try. Equally fruitless. With a shrug he collects his shirt and walks off.
Several others fare no better, then the 5th contestant is the gnoll. This is probably the biggest of the bunch of them, a fearsome sight in full armour and swinging a greataxe no doubt, but even shorn of its weapons of war, still an impressive specimen. It steps up to the weight, wraps it massive arms round it and heaves, and for the first time the weight moves upwards. Powerful legs begin to shuffle round, and it drops the weight on the first platform - about waist height. Pausing for breath, it heaves again, and struggles round to the next platform, which is a little lower. With a considerable effort it puts the weight in place and begins to suck in air.
The third platform is slightly higher, requiring more upper body strength to press the weight into place. The gnoll, now obviously fatigued, struggles round til it is in line with the platform, but below it. Some of the crowd's eyes widen as, with a titanic effort, the gnoll begins to snarl and, somehow, it fits the weight home. With hands on knees, it shakes its head, and signals to the judge that it will go no further. It draws a round of applause as its fellow helps it from the ring.
One contestant withdraws having seen this, leaving only 1 more farmer, the gnome, and Aelden. The farmer says to him 'friend, if you can match that beast you'll be the toast of the festival!'.
Aelden steps up to the device.
Time to show what you can do

Leconair and Johan eagerly make their way to the drinking contest, which, unsurprisingly, is being held in one of the refeshments tents. Once they arrive, they are each given a clay mug for their drinks and directed to a long banquetting table which has been set up.
Johan spies Petus amongst the other contestants, and when he goes to wish him well he sees the big man has obviously been, 'putting some practice in', as his eyes are already somewhat unfocussed, and he takes a moment to get his bearings when Johan speaks to him. Once he realises who the speaker is, a nasty sneer spreads across his face, and waving a finger in Johan's direction, he slurs 'ha, we'll see whose the best now, eh?'.
Leconair and Johan are seated, and once the other contestants have taken their places, a couple of gnomes begin to make their way round with large flagons of ale, which they top up everyone's mugs with. The judge shouts 'round 1, begin!', and with shouts of 'cheers!' and clinking of mugs between neighbours, the drinking starts.
Having already sampled some of the tasty brew, it seems a shame to guzzle it so quickly, but as the majority of the contestants do just that, then turn their mugs upside down on the table and raise their other hand to indicate they are finished, Leconair and Johan follow suit.
After a brief pause, the judge's voice sounds again. 'To ensure no-one's health is placed in unnecessary peril during the contest, we will periodically check to see that everyone is fit to continue. Please be upstanding, make one circuit of the table, then return to your place'. With that, people clamber from the bench seats and begin to make their way round the table. Everyone makes it safely, although there is more than one contestant who weaves a little in the process, including Petus.
Mugs are refilled, and the second round takes place. Again, everyone drinks, but this time there are a couple of 'casualties' who stumble a little too much when walking round the table, and are eliminated.
Onto Round 3.
Can our two interpid drinkers give me Fort saves please?
Leconair wrote: "I will join you indeed! It's time for the real festivities!" Leconair joins Johan, silently reminding himself that two will be quite sufficient...or perhaps eight or nine, since the glasses are likely to be small. Leconair - Scare the Witch or Drinking Contest? Both taking place at the same time.

The horsemanship proves to be a big draw, if only because no sooner has the event been announced than there is a tremendous explosion of sound from the event venue. A sound like the roaring of twenty lions fills the air for a few seconds, causing several small children to run for the safety of their mothers' skirts, then a plume of black smoke begins to rise. Taking a closer look you are amazed to find that in the middle of the arena is what look like a horse sculpted out of metal. 'A wondrous piece of craftsmanship' pronounces Aelden who goes to take a closer look.
A rather grubby looking gnome with a red nose stands close by. As Aelden watches, he starts to shovel chunks of some sort of black rock into a large metal container - the source of the black smoke. A bewildering series of gears connects the 'boiler' as the gnome refers to it, with the mechanical horse, and the apparently simple task of staying astride it for a few seconds proves to be a real challenge, as, as soon as a competitor sits in the saddle, the gnome pulls a lever and the beast begins to thrash and rattle like there was an earthquake! Luckily the surrounding area has been liberally covered in cushions so, apart from a few minor bumps and bruises, there are no serious injuries. The contest is eventually won by a gnoll - who receives a hearty cheer from the crowd as he stays on for almost 15 heartbeats before being tossed head over heels to land in a heap. He even manages a lopsided grin as he gets to his feet, a trifle unsteadily.
Leconair does about as well in the 10 yard dash as he managed in piglets. The trick in this 'race' is to complete the 10 yards before your opponent; the catch is that competitors must carry an item with them as they go, and if any of the judges lined up beside the track hear it make a noise, the racer must start again. The first couple of items present him with no problem, but once he is asked to carry a small crystal bell, he finds that he has to move so slowly to avoid it tinkling gently, that he is beaten by one of the locals who turns out to be surprisingly surefooted and stealthy!
No prizes for guessing the skill need this time...
However, after a short pause for some sustenance from the excellent food vendors, Leconair discovers an event for which he has an intuitive grasp: 'give and take'. This game, quite simple in execution, involves 2 players who are each given a box of 5 items. Each of these items, they are informed, has a different 'value' and the aim of the game is to trade some of your items for higher value items from your opponent, thus making a 'profit'. Not only does Leconair's keen eye for detail and monetary value serve him extremely well, his vast knowledge of obscure subjects helps him figure out that some of the items on offer - a leaf, a lump of mineral, an insect - are far more valuable in other ways. He easily bests his first 2 opponents, and much amusement is had in the second match, where his opponent, one of the local craftsmen, clearly has no clue about at least 3 of his items. Realising he is beaten, the fellow entertains the crowd (and even gets a laugh or two from Leco) by hamming up his valuations, and making outrageous boasts about their worth.
The final proves to be a close affair, as Leconair's opponent is...Jellardo! The items picked in this round are somewhat esoteric, and even his great knowledge can't help our hero on a couple of the items - a potion of some sort, and an arrow head. He is forced to guess, and during the trading phase he ends up offering a lower value item by mistake giving Jellardo the victory. The fat merchant is magnanimous in victory, however, and offers Leconair his choice of any remaining items from his stock by way of a gift. As the 2 men walk of, Jellardo confesses that he too was unsure about a couple of the items, and confesses to a lucky guess.
Or rather, his hefty Bluff was what clinched it.
With barely time to for the event to settle, you can hear the next round of contests being annnounced.
Ladies and gentlemen, please make your way to Area 1 for 'Scare the Witch', to Area 2 for the 'Test of Strength' and to Area 3 for the 'Drinking Contest!
Apologies for the monster post - I was setting it all up so 1 of you could have post #300, until someone jumped in ;)

While Leconair has been trying his luck, a couple of other events are decided.
The wrestling title goes to one of the gnomes; not his first crown, and many of the outsiders found themselves bamboozled by the combination of his size, and the oil...
The first non-gnome winner turns out to be one of the local farmers from Redmoss, whose combination of fitness, climbing and swimming ability allow him to build up a handy lead in the round the grounds race. Even though he takes a little longer to secure the last token, he is far enough ahead not to be caught. Second goes to Camlon, who overtakes one of the gnolls who had been clear in second place; he also finds the last token harder to come by. Indeed, he is overhauled by another couple of competitors during his fruitless quest - something that could prove rather frustrating - yet he takes his turn of bad luck with surprisingly good grace and eventually finishes 6th.
The storytelling is not quite what it seems, much to the disappointment of Petus who obviously had a stock of tall tales ready. He is horrified to discover that it turns out to be a puzzle game, where a story is represented by pictograms on tiles, with the winner being the one to solve the puzzle, and thus 'tell the story', quickest. Needless to say, this 'deception' is not well received by the burly warrior, who stomps off, fuming, and has to be calmed down by Asko...

OK folks, apologies for the interruption. I'd like to say I feel wonderfully refreshed after a few days of home cooking at my folks' place, but 1 day back at work...;)
Before I left I also came to the realisation that I had made my first fairly major pbp error. Note to self: *don't* put one person in the position of having to drive the plot and leave everyone else twiddling their thumbs. Chalk that one down to experience I guess. So I'm going to 'handwave' a number of the remaining events, and have you all compete in one at the same time to move the plot along.
Leconair puts his time studying the first bout to good use, and his natural nimbleness and speed of thought allow him to beat his first opponent even though this is his first time at 'piglets'. In his next bout, however, he is unfortunate to draw the eventual winner. A surprisingly elderly gnome, what he lacks in flexibility, he more than makes up for in nous and knowledge of the tactics of the game.
Leconair appears to be in a winning position, but a couple of clever moves forces him to either re-focus and lose the advantage, or go for a tricky stretch over 2 discs. Just as it looks like he might pull it off, he begins to over-balance, and despite a valiant attempt, he topples over and forfeits the match.
Key skill for this game was Acrobatics, but as the picking up of the piglet required a roll to hit, a decent BAB, Two Weapon Fighting (for those difficult '2 at a time' shots), and a knowledge of the game would also pay dividends. Without any of those, our hero's raw talent only took him so far...
I'm actually getting a few days' holiday from work. Unthinkable ;) So I'll leave you to ponder the game - I'm making it up as I go along, so if it is less appealing than it might be, then we can handwave the results based on a few INT and DEX checks - which should suit our hero. Otherwise I might actually have to think about DCs for Balance checks and difficulties of picking up piglets with your toes. Any suggestions from the other players will be very welcome! I'll be back online on the 6th (Tuesday)

The first match has been arranged between a couple of the gnomes to give newcomers a flavour of this 'traditional' gnomish game. The 2 players enter the play area and take up their stances.
Gnome # 1 - a gaunt young man called Melthus, who looks like he has a slightly withered left arm, stands on B4 and C3; he leans over and drops his first piglet on C4
Gnome # 2 - a young woman called Listra, takes up B2 and C1. She drops her first piglet on A2
The judge produces a red ball from the bag.
Melthus bends down and puts his right hand on B3. Listra follows by placing a hand on C2, meaning both players score 1 point. Neither tries to collect a piglet.
In round 2, Melthus drops a piglet on A4, while Listra deposits her next one on D1.
This time the ball is yellow, and Melthus, having already secured a point, moves his right hand to A3. Listra moves her foot back to B1 to score.
And so the game continues, with both scoring in most rounds, and occasionally picking up one of the piglets. Once all the piglets are in play, Melthus takes a turn to 're-set' (he lifts his hand so he is only standing on 2 feet) to give him a better balance and increase his chance to collect more piglets, and the game heads for a conclusion. At one point, Listra goes for a more difficult piglet and looks like she might topple over, but manages to keep her balance on a difficult stretch. It proves a worthwhile risk, as she ultimately wins by a point.
Other matches are also taking place, and soon Leconair's name is called. His opponent is a young gnomish girl who seems slightly overawed at facing a stranger. She smiles shyly at Leconair and takes her place.

Leconair wrote: Before starting, Leconair asks for a couple of clarifications of the rules
1. Will they take turns alternating and dropping all the piglets down before the first color is announced? If it's just one each, when will the other five be dropped?
Every turn each player drops one piglet (until they have none left) and may attempt to pick one (or more!) up
2. Is it that they can move one appendage to an open circle after the announcement, and then attempt to grab at a piglet with the free hand (hopefully it's a hand), without the three appendages planted on the colors leaving the circle?
Players are assumed to start by standing on 2 discs, then putting one hand down. There's nothing stopping you starting with one hand and one foot, then putting a second foot down - but it is assumed you would find it easier to put a hand down and grab a piglet than pick one up with your toes ;)
3. If they already have an appendage on the color called, can they put an appendage on a non-matching circle, and still score? And get piglets?
Yep, as long as one of the three matches the colour you score. You could then use any other hand/foot to try and pick up a piglet as well for more points.
As Leconair isn't up first, he can watch a couple of matches to see what happens.
OK, hope the rules are reasonably clear (this is very home-made!). You need to decide where to stand by nominating 2 of the discs. Then nominate where you want to put your first piglet and we'll take it from there. I'll try to keep updating the 'map' as we go. If you haven't guessed it's a version of Twister ;)
And here's what the game playing area looks like
Game area

Leconair notices that most of the piglets players are removing their shoes in preparation for the event. The judge begins to recite the rules for newcomers.
Piglets is a game of skill and dexterity in which players must collect piglets from the playing area - he holds up a small carved pig as an example. The playing area is a patch of grass onto which coloured discs of cloth, about 4 inches across, have been placed in a regular grid 4 x 4. There are blue, green, red and yellow cloths.
Players compete against a single opponent, and are given 6 piglets. To start the match each player stands on any two of the coloured cloths. On their turn, they place one of their piglets onto another cloth within reach; their opponent does likewise. The judge then draws a ball from a sack - this ball matches the colour one set of cloth discs.
Player 1 tries to place at least one of their hands on a cloth which matches the colour of the ball. Any round in which they touch the grid in 3 places, any one of which matches the ball, they score 1 point. If they can pick up a piglet which has been placed on that coloured cloth they score an extra point. They may, if they are able, have both hands and feet on the grid at once. Touching the circle of cloth in this way doesn't score any more points, but it may allow the chance to pick up more than 1 piglet for the more lithe and dexterous competitors. Play concludes once all of one players piglets have been picked up.
'Oh yes' he adds with a chuckle, 'anyone who falls over forfeits any accumulated piglets'.
The crowd obviously approve that the spirit of fair play has been observed by Johan, and he and Fester get a rousing cheer from the assembled throng.
Leconair stays long enough to congratulate the pair, before heading off to the the start of the piglets tourney.
Aelden, attempting to keep his face neutral, exchanges the gnoll's 'pretty lump of stone' for the shield - and a fine shield it is too. The gnoll grunts - presumably in approval, and takes its new purchase away. Aelden notes that it heads to the edge of the showground and adds the shield to the pile of equipment which the gnoll group stowed there earlier.
The next door stallholder is a rather portly gent, with a large wide-brimmed hat. He takes the gem from you, examines it for a moment or two, then hands it back and says 'nearer 50 I'd say'.
Meanwhile the round the grounds race competitors have set off. As the object is just to collect all the tokens, racers can choose which route to take, and once the starter gets it underway, people rush off in several different directions so it is difficult to gauge who is leading.
The early bouts of the wrestling are also taking place, with new entrants discovering that these bouts are held under traditional gnome wrestling rules. Victory is determined by score, with points awarded for pushing your opponent out of the ring, or forcing him to touch the ground with anything other than hands or feet. The twist in this case is that gnomish wrestling is conducted after both wrestlers first coat themselves liberally in what looks suspiciously like oil...
Leconair finds out that piglets will start in a while, and is directed to another of the competition areas.
'Hmmm', thinks Aelden, 'I have no idea how much that is worth...'
Appraise appears to be another one of those skills that you are either good at, or don't bother even trying... Perhaps one of your fellow merchants could assist?
I'll assume heavy steel, and it was one you made a particularly good craft check on
The gnoll barks something in return, and reaches inside its clothing. It pulls out a small red gemstone and offers it to Aelden. 'Take?' it barks.
Appraise would give you a value for it
The gnoll at Aelden's stall spends several moments examining the shield without touching it. It then seems to 'sniff' it, before lifting it clear of the bracket it sits on and trying the weight of it. Despite its solid construction, when the gnoll begins to swing it around, while ducking and spinning, it seems to be light as a feather. It starts to weave and jump, even cartwheeling at one point, but always well balanced and holding the shield in a position which it could defend with. It is at this point that Aelden realises that it is a female gnoll.
After several minutes of this impressive display it comes to a stop and unstraps the shield holding it in one large paw-like hand. In broken common it barks at Aelden 'good shield. Sell?' while pointing to itself with the other hand.

The tension is mounting in the final round. Word has spread about how close the contest might be, and there is a decent sized crowd now gathered. The 3 finalists line up and begin to throw.
With the first ball, both Camlon and Fester miss, while Johan clips his target and it wobbles, before hitting the ground. In the next round, Johan and Fester both hit, while Camlon misses again. In the 3rd round, Camlon scores a solid hit, while Johan misses; Fester's shot just catches the target and after an agonising wait the ball topples over the edge onto the ground. In round 4 Camlon is again wide, while Fester hits and Johan misses by a hair's breadth. A gasp from the crowd! Going into the final round it's Camlon on 1, Johan on 2 and Fester with 3.
Camlon's last shot is also unsuccessful and he leaves, wishing the other 2 good fortune as he goes. Fester steps up, his face a picture of concentration; a bead of perspiration runs down his cheek. He throws, and the ball squirms out of his sweaty hand to land well short of the target. Johan has a chance... With a measured gaze, he pitches the ball. Smack - a direct hit! The crowd applaud enthusiastically as he draws level with the home favourite!
The judge steps forward and announces that the winner will be decided by a sudden death throw off: both contestants throw again and if one misses and the other hits, the contest is over. The marshalls begin to move the target back again when Fester steps forward and says 'fellows and friends, I think we have seen a fair contest today. Much as I would like to add to my list of titles, I propose that we share the prize. What say you, sir?' he asks Johan.
Leconair announces his withdrawal from the race, and heads back to watch the final.
Aelden wanders back to his stall to see that there is a gnoll eyeing one of the shields he has made.
Someone is obviously smiling on Johan. As he watches the other contestants throw, Camlon scores 3, as does one of the gnomes, but none of the other competitors can score more than 1 until the last thrower - a villager from Red Moss who has scored well in each preceding round. For some reason, the smaller target beats him, and apart from one hit dead centre, his shots fly wide. With a shrug of his shoulders, he leaves the competition area, as the final round is announced.
In lane 1 is Camlon, in 2 is the gnome (a rosy cheeked fellow called Fester), and 3 is Johan.
For the final round of the competition, the target is again reduced in size - AC now 13. If there is a tie after 5 throws, the contest goes to sudden death.
The rules for the round the grounds race are as follows: contestants have to make their way from the starting line round the course in any order they choose, and collect 5 tokens en route. The path of the course is approximately 1 mile long, and circumnavigates the entire site.
1 of the tokens is located in the branches of a tree on the south side, 1 token is buried in a sand pit on the north side, 1 token is found on the raft which has been moored in the centre of the pond, and the other 2 need simply to be picked up from other parts of the course. First person to collect one of each and return to the start is the winner.
Base land speed is the biggest advantage here, so not many gnomes have entered this contest. Anyone with the Run feat gets a bonus, and Endurance and Con checks may come into play in the closing stages. Acquiring each token will also require a certain amount of 'skill'
Alas, with only 2 successes Leconair and Aelden are eliminated in this round.
Down to the final few competitors, of which Camlon is one, for the following round, rather than moving the target back further, the ball on top is replaced with a smaller one.
Another 5 rolls from Johan please, this time to hit AC 11
Round the grounds race is next, so Leconair can opt to watch the final rounds, or go and prepare.
Petus jerks more from surprise than pain when Johan's errant shot hits him. Looking around, he spies the thrower and his face darkens. 'YOU! he shouts, and picking up the ball, hurls it in Johan's direction.
Unfortunately, unaware of the ball's aerodynamic 'properties', it sails well wide of the mark, and bounces off the leg of one of the gnolls who has been watching his comrade try his hand. When he spins round to see where it came from, Petus has suddenly remembered an earlier appointment, or so it appears given the speed with which he hurries away from the pie tent.
Aelden prepares to take his leave, having managed only 2 successes, but once he notes the difficulty several others are also having, his spirits pick up. He decides to stick around, as he may yet find a place through to the next round.

In the next round, the format is the same, but the target has been moved back to 10 feet.
In game the target difficulty is now AC 7
Aelden10d10 ⇒ (3, 7, 5, 2, 6, 6, 2, 10, 6, 4) = 51 - totals 12, 11, 17, 15, 16 - 5 hits!
Leconair10d10 ⇒ (8, 1, 10, 3, 9, 9, 3, 9, 6, 9) = 67 - totals 12, 7, 3 (1), 18, 14 - 4 hits!
Johan10d10 ⇒ (2, 3, 1, 2, 3, 1, 1, 3, 4, 8) = 28 - totals 14, 7, 12, 5, 14 - 4 hits!
Again, Aelden's steady hand, obviously honed by years at the forge, proves true, while Johan and Leconair do enough to make it through as well. Camlon also progresses, but the gnoll has a bad run of throws and is eliminated.
On to round 3, for which the target is moved back to 15 feet.
Now there is also a range increment penalty of -2 on shots, and the target AC has risen to AC 9. Aelden still has a bonus of +1 but for Johan and Leconair it's a straight dice roll. Time for you to take over. Can you give me 5 D20 rolls each - just normal rolls (not using the pre-rolled set this time, they are only for me to speed things up when I'm rolling for you). Describe the results!

I've got party to hit bonuses as follows:
Aelden +4 base, +2 Dex, +1 PBS, -4 = +3
Johan +2 base, +3 Dex, +1 luck from Red Moss water, -4 = +2
Leconair +2 base, +3 DEX, +1 luck from Red Moss water, -4 = +2
Party rolls (and using the table of pre-rolled D20s you gave me, the final 'to hit rolls' for each of 5 tries are:
Aelden 10d10 ⇒ (10, 5, 1, 8, 10, 6, 5, 5, 1, 6) = 57 - totals 22, 8, 7, 13, 15 = 5 hits!
Leconair 10d10 ⇒ (9, 10, 9, 9, 2, 3, 1, 3, 7, 10) = 63 - totals 16, 3 (1), 20, 10, 10 = 4 hits!
Johan 10d10 ⇒ (3, 9, 10, 9, 10, 7, 4, 6, 5, 5) = 68 - totals 15, 11, 18, 9, 18 = 5 hits!
Aelden quickly gets the measure of the weight of the balls, and although he only clips the target with a couple of shots, it's enough to send it tumbling to the ground on each occasion. Johan is similarly steady-handed, although one of Leconair's shots whistles over the top of the pole.
Your respective scores are easily enough to move you on to the next round, where you are joined by Camlon and the gnoll, plus others.

Heh, somebody's going to be busy!
First event of the day is the marksmanship contest. All those who have signed up - which includes all of you, one of the gnolls, Camlon, and a wide variety of others - are called to one of the event areas, where a gnome stands on a crate to explain the rules.
The event is quite simple. Each contestant lines up in a lane, and 5 feet in front of them is a stand consisting of a pole (of varying height according to the competitor) with a dish-like holder on top. In this dish sits a wooden ball about 4 inches in diameter. The object is to knock the ball out of the dish by hitting it with one of the balls (slightly smaller) which you will be given. Only clean hits score; knocking the pole to cause the ball to fall are disallowed. Each player is allowed 5 tries per round, with total number of successes counted. Players with the highest scores proceed to subsequent rounds.
Names are called, with a little 'fixing' of the draw obviously having occurred to allow the children and some of the gnomes to go first. One small child falls flat on her face as she tries to hurl one of her balls at the target, prompting her to burst into tears. Her mother hastily appears, and amid much cooing from the crowd, the child stops crying and is taken away for a treat instead.
Back to the serious business, first up is Aelden, who steps into his lane. A box of wooden balls lies beside him, and he reaches down to pick one up. As a craftsman of no small skill, his first thought is that the ball is not solid wood; indeed it must be hollow with some sort of weight inside it. Flipping one in the air a couple of times he realises from the erratic flight of it that it is totally unbalanced, and likely to nose-dive as he tosses it.
The mechanics of this game are as follows:
Only a touch attack is required to knock the ball off the stand, and at this range the target AC is 5. All normal attack bonuses apply, as do feats such as Point Blank Shot. However, as the balls are so badly balanced, anyone without the Throw Anything feat automatically takes -4 to hit. Luckily, as Simple Weapons, there is no non-proficiency penalty!

Leconair is told that rules for the events are explained at the start of each contest - when he tries to press one of the marshalls, the gnome simply says 'the round the grounds race is won by the first person to make it round the outside of the festival ground' he gestures round the line of carved stakes which mark the boundary, 'and the other events are similarly self-explanatory!'. He looks at Leconair as if to say 'isn't it obvious?' when plainly it is not, but he refuses to elaborate.
Johan makes his way to sign up for the drinking contest, and finds himself standing in the queue with several gnomes and humans (villagers mostly) plus the only dwarf you've seen so far. He gives Johan a friendly greeting, and announces his name is Boylan. From the size of his stomach and rosiness of his cheeks he obviously fancies his chances. Once Johan has entered, he is told that this contest is one of the last to take place; successful participation might hamper a contestant's chances later in the day so they like to leave it til near the end.
Meanwhile Aelden has no trouble signing up for the test of strength, and his fellow competitors include 2 of the gnoll contingent, and Johan's 'friend' Petus. As he is standing in the line he is passed by Ragnar the giant who has come from the queue for the 'give and take', and is musing over which other events to try out. Aelden wonders if he is proposing to sign up for the test of strength too (probably bad for the other competitors) but Ragnar shakes his head and with a slightly sheepish grin tells him that he tried it last year and didn't do very well!
They both meet up in time to get in line for marksmanship, and are somewhat amused to note that the line for his event is quite long, and includes a number of women and children!
OK, you need to decide which events you want to participate in from the list below. It's a case of going to the appropriate registration line, and adding your name to the list so they can make up brackets. If you don't register in advance, then you can't enter them later on.
Lines are beginning to form, people of all ages, and drawn from locals and visitors alike. The list of events on the noticeboard is:
- wrestling
- marksmanship
- drinking contest
- storytelling
- test of strength
- round the grounds race
- horsemanship
- 'piglets'
- 'scare the witch'
- 10 yard dash
- 'give and take'
The eating, drinking and talking goes on into the evening, until people start to drift away to their beds, ready for the big day...
...which dawns gloriously, the sun illuminating the valley as it climbs above the hills. People are soon up and about, and a crowd gathers to eat breakfast at the festival ground. At about 9 o'clock, you are politely asked to make your way to the largest of the marquees, outside of which is a raised platform. On it are several gnomes, one of whom has an air of some importance about him.
'Friends', he shouts once you have gathered, 'you are most welcome to our vale. Enjoy the festival, be lucky in the games, take pleasure in each others' company. Let the festival BEGIN'.
This elicits a great cheer, and the crowd disperses as people form queues to sign up for events, examine the merchants' stalls, or just wander round and enjoy more food and entertainment.
What are your plans for the day?
Johan Seiberling wrote: I will take my hit points now.
Everybody just keep taking max HP per level
Before the fun starts (hopefully!) you can all gives yourselves a mini-advance as per the rules in my profile.
I'll give you another day to interact with each other and any of the NPCs you choose, and then I'll move it on to the festival proper. There's a note in the OC thread about it what I would like people to do in preparation.
As an extra to my last post, I'm also going to steal something from one of the games I am playing in, namely that unless there is a specific need for me to ask you to roll, I'm assuming you are all effectively taking 10 on Perception checks at all times. If the DC of a check is such that taking 10 means you can't succeed, then that's an example of where I will ask for a roll.
I'm also inclined to use the 'auto take 10' for Knowledge checks, but with the same rider that if that isn't enough, then I'll call for a roll from you. Knowledge check are still trained only though.

I'm aware that the common consensus about combat is that it can kill a pbp game because everything starts to slow down if one person needs to act. While this isn't a fight, it shares some elements in that there will be a lot of to and fro between characters and/or NPCs. So, I've seen various 'solutions' to the problem, and I'm going to experiment with trying to keep the action flowing and have some out of time sequences so nobody (should) be waiting long to be able to act.
In preparation for the festivities, can all of you roll me 10 sets of 10d20 but keep them in one post. Like this:
10d20 ⇒ (19, 20, 5, 13, 6, 19, 2, 7, 6, 11) = 108
10d20 ⇒ (7, 19, 6, 16, 14, 7, 4, 7, 6, 7) = 93
10d20 ⇒ (20, 18, 4, 16, 13, 3, 5, 16, 6, 18) = 119
10d20 ⇒ (12, 16, 6, 20, 4, 16, 6, 17, 19, 13) = 129
10d20 ⇒ (12, 8, 7, 5, 5, 19, 10, 15, 1, 14) = 96
10d20 ⇒ (9, 1, 19, 6, 17, 12, 1, 11, 1, 3) = 80
10d20 ⇒ (9, 1, 20, 5, 13, 8, 8, 13, 9, 19) = 105
10d20 ⇒ (5, 11, 3, 17, 8, 2, 9, 11, 20, 8) = 94
10d20 ⇒ (3, 17, 14, 10, 20, 16, 5, 10, 15, 4) = 114
10d20 ⇒ (20, 7, 19, 4, 13, 16, 8, 11, 8, 12) = 118
Whenever the need for a roll comes up, I'll randomly generate 2 d10's to determine row and column, and use that to determine the result of your action. As I can't edit anyone else posts (or my own after 1 hour), rather than discard any numbers that come up from future rolls, I'll continue to use the whole set for actions.
If it all goes horribly wrong then I'll have a re-think!

Despite their general tendency for mayhem and destruction, the humanoid visitors are indeed gnolls; and what's more, the gnomes don't seem to be paying any special attention to them (although some of the other first time visitors like yourselves are a little more surprised by their presence, and in some cases give them a wide berth). They certainly don't appear to be about to embark on a frenzy of mayhem, keeping a respectful distance from other people and generally acting in a civilised fashion.
As evening draws in, and the sun dips behind the hills, people start to make their way to the showground for the evening feast. The gnomes have laid on a great array of foods at long tables, and everyone forms an orderly queue, where they are handed wooden plates and invited to help themselves. People then gather in groups to talk, make friends or perhaps renew old acquaintances, and listen to the music a gnomish band is playing - the atmosphere is very congenial.
Notices have also been posted showing the events for the games tomorrow. They are: wrestling, marksmanship, drinking contest, storytelling, test of strength, round the grounds race, horsemanship, 'piglets', 'scare the witch', 10m yard dash, and 'give and take'. There are also a team tug of war contest, cookery competitions, animal obedience displays (a sidebar asks that familiars, animal companions and any other exceptional beasts NOT enter this contest!) and a number of events like traditional dancing and folk tale recitals.
Seems like a reasonable spot for the PCs to find themselves in close proximity. You also spot Jellardo, Ragnar, the gnoll leader, and Johan and Leconair's old friends Asko, Camlon and Petus who have obviously found time in their hectic schedule to pay a visit.

Aelden observes as the humanoids get closer. They appear to be almost marching, certainly maintaining a disciplined pace. The group arrives at the ring of stakes which has surrounded not only the camping area but the festival ground itself; one of the creatures barks something to the rest, and the whole group stop. They begin to unship their armoury, laying the weapons in individual piles, before those who were wearing armour also remove it.
The one who gave the order appears satisfied, and motions them forward. They cross the line of stakes, and split into 2 groups. One group, including the 'leader' heads for one of the tents in the show ground, while the others make for the campsite.
---------------------------
The giant emerges fully from the tent. Standing up he towers over Johan and Leconair, being perhaps 15 feet tall. He looks down at the pair and grins. 'Hello there' he booms, 'first time here? My name is Ragnar, nice to meet you'.
He closes up his tent, and strides off towards the festival ground. As you watch his receding form you are aware of several figures who pass him on the road. As they draw closer, and make to pitch their own tents, Leconair turns to Johan and says 'do those look like gnolls to you?'

Meanwhile, Aelden has decided to take a stroll round the showground to see what his fellow merchants have to offer, and maybe check out some of the games venues. He wanders over to the small lake where a couple of gnomes appear to be marking out some sort of path round the perimeter, and a couple more are paddling a small boat out to the centre towing a raft behind them.
As he watches the idyllic scene in the late afternoon sunshine, his eye is caught by a sharp flash of light, as of the sun glinting off metal. Shading his eyes as he looks to where the sun is now beginning to sink close to the top of the hills to the north, he sees a group of figures heading at a brisk pace towards the show ground. Squinting a little, once they are within a hundred yards or so, he sees that they appear to be humanoids of some type - he's not sure what exactly, but they seem to be covered in fur. The one thing he is sure of, though, is that several of them are armoured, and positively bristling with weapons. And they appear to be closing fast.
'Bah!' says Rath, grumpily, 'I don't care if it's a troupe of performing dwarven acrobats, I'm staying here to make sure nobody steals my stuff, stone or no stone'.
Johan, not being renowned for being a shrinking violet, approaches the large tent, just as the leather thong holding the flap shut is loosened. Pulling open the tent is a hand; a *huge* hand, attached to an equally huge arm, and then the rest of a huge creature. 'Heaven's above' he thinks, 'a giant'!
The head is covered in a shock of red hair, with a large red beard - the creature sees Johan staring and starts to pulls itself out of the tent.
Johan et al return to the campground to wait for the evening festivities. When they arrive, they notice it has filled up a little since they left, and their eye is caught by one very large tent in the middle of the site - at least 3 times as big as any other, so comfortably housing half a dozen people.
Would Aelden like to make me a few Craft checks - say 5 - to represent the types of goods he has made for sale

Having arranged your belongings, Leconair has a chance to examine the gnomes' stone a little more closely. A surreptitious Detect Magic indicates it radiates a mild aura of Abjuration, although its exact purpose eludes him.
As it is late afternoon by now, delicious smells of cooking food are emerging from the show ground as cooks begin to prepare for the evening feast - to which all visitors are warmly invited. A number of merchants have set up their stalls in preparation for the event, and the finishing touches are being put on what you assume are the locations of the events. Some rather oddly shaped items are being carried around - sometimes requiring teams of workers - but everything is securely wrapped up so it is impossible to see what hides beneath.
Johan, Leconair and Rath find Jellardo unloading his wagon and help him with several of the boxes. He tells them that some of the goods have been sold directly to the gnomes and he will transport them there once he is finished. Once everything is in place, he opens his pouch and counts out 10 gold pieces each for Johan and Rath.
'For services rendered' he says with a bow, 'our contract is fulfilled in full. I hope you will accept this small bonus by way of thanks'. He shakes everyone by the hand and says he would be delighted to do business again in future.
Jellardo claps Leconair on the shoulder and says that although he doesn't have one, he knows a man who does. He offers Leconair the tent in payment for his services rather than the agreed upon fee of 5 gold.
Johan finishes pitching his tent, and happens to notice that what he originally thought were just wooden stakes marking out the edge of the campground appear to be finely crafted pegs, each topped with a small carving of a gnome's head. They are spaced about every 30 feet.

Jellardo, who is feeling much better after Johan's ministrations, says he intends to drive down to the festival ground and start setting things up. He would appreciate some assistance, but suggests you arrange space in the campsite for yourselves, and perhaps get some food and drink first.
At the entrance to the campsite there is a small registration desk manned by a smiling gnome. A couple of travellers - villagers from another settlement you imagine judging by their clothing - are just finishing up when you arrive.
'Greeting to you, and welcome to the High Vale' says the gnome. 'You may pitch your tents over there' he says, pointing. He then gives you each a small red stone.
'No weapons or armour are allowed at the festival site' he continues, 'but the campground is warded against theft. Place this stone at your tent whenever you leave to safeguard your belongings'.
Rath splutters at the mention of no armour or weapons, but grudgingly accepts the stone.
'I hope you enjoy yourselves' concludes the gnome with another friendly smile, and waves you on your way.

Time to introduce our third (or fourth, really) musketeer I think. Feel free to chime in any time - treat this this like another 'start of game' intro session
As you make your way into the gnome vale, you see that several tracks converge just in front of a sign which says 'Welcome friends old and new'. Beyond that, the road splits into 3.
To the right it goes through a pair of stone pillars, atop each of which is a ferocious beast carved out of stone. The gnomes' small settlement is of typical rustic design, largely single storey dwellings, apart from the building at its centre which is larger and has a considerably different architectural style.
To the left you can see a field has been set out as a campground, and there are already a number of tents pitched.
And straight ahead is the festival ground itself, nestling beside a small lake. Currently bustling with activity as the gnomes put the final touches on things, there are a number of marquees set up, areas have been marked off for events, and some merchants are already beginning to set up their wares for display.

Like a well-oiled team, the heroes spring into action!
Having disabled 3 of the pesky lizards, Leconair deftly scoops them up and into a bag, tying the top with a flourish.
Johan concentrates for a moment before allowing healing energies to surge into the injured merchant; Jellardo's eyes flicker open and he rubs the lump on his head. With a few encouraging words, Johan tells him everything is under control, before pointing out the last lizard to Leconair - a few seconds later it's in the bag with its fellows.
And at that moment, looking slightly flushed, Rath appears leading the horse.
While Jellardo rests, the three of you spend some time re-attaching the wheel - very securely this time! - getting the horse back into harness, and loading up the boxes which had been spilled.
With a look of gratitude, Jellardo remounts, and you resume your journey. About an hour later, as you crest another small rise in the rolling countryside, you find yourself at the mouth of a small vale. Looking down from your elevated vantage point, you see a small settlement, a number of tents, and people beginning to arrive from the local area. It looks like you have arrived at your destination.
Thinking quickly, Leconair incants briefly and sends a spray of shimmering light at the escaping reptiles. 3 of them are caught in it and slump into unconsciousness, but the cascading colours just miss the 4th which scuttles swiftly into a patch of long grass.
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