Dwarven Trader

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200 posts. Alias of DitheringFool.


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My PCs just rushed into a horrific situation. Outnumbered and surrounded they fought to the last man...and he surrendered. Not wanting a TPK, the thugs allowed the character to stabilize his dying friends.

They will be brought before the Boss for an opportunity to beg for their lives in the next session...personally, I see another TPK.


Dragonchess Player wrote:
Lizardfolk druid works quite well (especially considering your avatar), ...

Augh! Quit encouraging him!


Thanks guys...I've had to resign from all my other PbPs. Real life is taking entirely too much of my time lately! I can't believe so much time has just slipped by...Anyway, I'd like to promise to be better but I just don't know. I would like to try and continue but if this erratic spell is too much of a bummer let me know.

Again sorry.


I have been a terrible DM...

I am sorry that I have been avoiding this thread lately. I could give a million valid excuses (well, probably a couple anyway) but let it suffice to say that I love you guys and will attempt to be more attentive.

Let's play!


Hey Team, I will continue to review characters over the next few days...

In the meanwhile, the intro text is up on the game thread - roleplay away!


The next evening, one by one you approach the Vanderboren estate.

Vanderboren Manor is located in the eastern section of the Merchant District; the seven-foot-high stone wall that surrounds the estate is impossible to miss, as is the towering, gothic, three-story house that dominates the grounds within. Leering gargoyles and capering nymphs festoon the eaves of the manor’s roof, and several trees give the manor grounds a nice buffer from the bustle of the city. The front gates have been left open, but no one greets you until you reach the front door and knock. After a few moments, the same wizened halfling woman you met at the plantation answers the door. She thanks you for arriving on time and asks you to wait in the atrium, claiming Lady Vanderboren shall be with you shortly.


Summer Grey wrote:

Summer takes her split of the money and then leaves to go back to Elaine's.

DitheringDM:
** spoiler omitted **

Summer:

Spoiler:
Elaine offers to buy the mold so add that treasure before you go shopping!

MythrilDragon wrote:
WOW Ive missed a bunch. Havent even read the thread yet, been pretty sick and unable to take off work so Im not getting on the boards as I would like. I will try to catch up this week.

No worries! Just update your character to first level and ask any questions you have.

Everyone: I hope to start reviewing characters tonight. I'll post the next game session as soon as at least 4 of you are ready to go. If you think you might not get finished for a while, just please let me know :)


Lancet 'Lance' Trevoir wrote:

"Even split sounds fair to me. I'll take the dogs down to the trainers at the docks and see what can be done with them. Anyone want to give me a hand?"

DM:
** spoiler omitted **

Players:
** spoiler omitted **

Prat:
** spoiler omitted **

"I say we take the job. I am really beginning to like you guys. Plus a party would be fun. It is also very interesting how important people suddenly need us."

Lance and who ever goes with him: you take the dogs to the docks and find a burly crew that has interest in mean dogs...they offer you 1 gp apiece, seeing how they aren't trained and probably not trainable.


Radavel wrote:
I'm thinking of turning Lam-ang into an archer... but I'm worried that this might leave the party weak on the melee side, any opinions?

A considerable amount of the adventure is "outside." Ranged attacks may be fairly common. However, if that is your sspecialty, then yes, the party will be pretty light on the melee front.


Shenzoe wrote:

Yay! okay.

Also would it be alright if I took the Sidhe Scholar (Dragon 339) Variant Druid class?

OK, I've read it over and I have no problem with this choice...perhapse while busying yourself at the plantaion you discovered a little more than you let on!


Shenzoe wrote:
Do we get another feat for our first level?

Excellent question!

Yes, 1st level feats are class features. Everyone got a district feat as a Commoner and the humans got their racial feat. Now everyone gets their class-based feats. That means fighters get two!


SargonX wrote:

Question about skill points:

As a 1st level rogue, I would normally get 44 skill points (+11 more at 2nd level). But as a commoner multiclassing into rogue, I only have 20 points at 1st + 11 more now for a total of 31 skill points, less than I would normally have at first level!

I don't want to sound like I'm b~%&@ing, but I think that lots of skills are part of the rogue's abilities (or "powers" in 4e-speak).

Any chance I can get normal 1st-level rogue skill points, or am I just screwed since I'm playing the rogue? :/

2nd edit: And are max ranks for skills 4 or 5?

Excellent question. Yes take normal 1st level skill points. Might not make a lot of sense but, most of the Commoner stuff helps define a background. I'll make a note to flesh this out better sometime.

Max skill ranks is 4 just to keep it simple and encourage everyone to spread out.

SargonX wrote:
Hmmm, now I'm thinking of a level of fighter before I go into rogue (feats & base attack & hit points, you know). Will the lack of a real rogue starting off hurt us?

I'll never tell :)


SargonX wrote:

Woot! :D

Question: we were 0-level, and now we're 1st. But do we add all our bonuses and things together as if we were multi-classing. Or do our 1st-level bonuses overwrite our 0-level ones?

Add your new class just like when multiclassing. A commoner doesn't give you much. The end result should look like a 1st level PC with double attribute bonuses on saves and +4+Con Bonus hps. To keep XPs simple just assume you're starting with zero.

Shenzoe wrote:
Just FYI it may be a little while on Summer's update because I am teetering on the edge of sickness and am not up to much right now

Bummer - take care! I was pretty under the weather most of last week...I'm just starting to feel good again.

Radavel wrote:
So that's commoner 1/PC class?

Yes!

I look forward to checking everyone out.


Time for a little re-invigoration!

Congratulations!!! Everyone is first level!

Level up your character sheets and let me know here if you have any questions. You gain max hp for your chosen class but no money.


The house is dark and dank. Exposure to the humid air has caused everything take on a faded, sagging look. Anything that wasn't too big to fit through the doors has been taken. The few remaining pieces of furniture are in bad shape.

As you carefully inspect the top and then bottom floors you notice the house is still rather sturdy. With some dedicated effort it could return to its former glory. Although not very large, the manor is very functional.

After a few tense moments with creaking boards and random rats, the house is declared clear.

As Luenevyn hefts his club to finish the dog problem, most of the rest of the party heads out to arrange a less thump-laden solution. pieces of rope and strips from the meat sack make perfect muzzles, collars, and leashes. By the time the dogs begin to stir they are secured.

As the sun sets behind the trees and a wild gloom settles in, a quick reconnaissance of the yard yields nothing of note. There is a spider laden wood pile out next to a tool shed and fence gate leading to overgrown cotton fields.

Although none of you sleep comfortably, the night finally passes. The next day drags on and on and on. Eventually you find yourself trying to keep busy by engaging in idle chatter. Lam-ang, Lance, and Prat practice mock swordplay while Luenevyn watches from the porch. Summer mills about in the what used to be the garden. Evening comes and then night with any sign of your relief.

The second night in the old house is broken by the arrival of a huge owl in the upstairs master bedroom. It flaps and squawks and eventually leaves.

Morning and another day of trying to stay active. Just when the debate of whether you should stay or not starts getting heated, whistling can be heard from down the driveway. A lot of whistling.

Soon the dwarf companion of Tolin appears with a halfling and a small herd of gnomes! Several miniature donkeys with overflowing carts bring up the rear of this comical little caravan. The dwarf, Kaskus steps forward with a rather bright-eyes, older gnome.

The tethered dogs start raising a ruckus and the gnomes scatter. Once it is apparent there is no threat everyone settles down.

With a grumpy sigh Kaskus says "Well I see you managed to contain the situation here." He looks around and then to the gnome. "This is Urol Rorol, the new owner." The weathered old gnomes bows and then moves toward the house.

"Looks like you've made an impression with the boss." Kaskus says. The halfling steps forward

"I am Kora Whistlegap," the wizened old lady says with a bit of whistle. She eyes you for a moment and then hands Lance a satchel. Inside is a pouch full of gold coins and a letter. "I am to await your response and then hurry home...I'm waiting."

There are 100 gold pieces from all over the world. Most are rather plain but some are quite elaborate. The letter says this

"Now get these dogs out of here and be off with you!" Kaskus says.

Gnomes begin to scurry all over the lawn. Some seem to be inspecting the grounds or building while others begin unpacking the donkeys and carts. You're not sure but there seems to be a lot more gnomes than you first thought.

please go check the discussion thread here


Here is the plantation map.

Spoiler:
1. The outside balcony opens to a large gathering room with several doors and a flight of stairs leading down. With one of the balcony doors open, this room has seen a lot of humidity and smells a bit musky. The stairs lead down into a sitting room with a tall ceiling. Ornate wooden rails provide a very sophisticated view and add the openness of the tall ceilings.
2. A pretty decent sized bedroom. This room was probably used for guests or the children of the house. The wall paper, although faded, is still rather flamboyant. There are no other furnishings.
3. Master bed chamber. This room has a broken window. A large dresser leans against one wall. The top drawer is open and there appears to be a large nest in it. Several owl pellets litter the floor.
4. Master's Retreat. This room has a large red brick fireplace.
5. Servant's Quarters. There are several molded pallets on the floor.
6. Sitting Room. Built in bookshelves line the wall on the left of the stair's landing. Obvious faded squares on the walls indicate where grand pictures once stood. The floor is carpeted but stained badly and smells worse. A brief hallway to the foyer shows more empty picture spots.
7. Foyer.
8. Study. This large room is bare.
9. Feasthall. This huge room holds the remnants of a grand table. Someone chopped it into more manageable pieces.
10. Kitchen. The kitchen has a fireplace with room for grilling a small pig. There is also a huge metal stove and several ransacked cabinets. There is a door to the back of the house. A narrow doorway leads to an empty pantry and another to the crawlspace underneath the stairs.

Luenevyn:

Spoiler:
You find a small sack with 1sp and 8cp under a loose board under the stove in the kitchen.

Summer:

Spoiler:
You notice some of the mold in the sitting room is actually useful for for creating a plant toxin that sells in town for 25gp.

Let me know if you do anything that first night or next day I should be aware of.


What do you do with the sleeping dogs? Just let them lie? ...sorry, I couldn't resist.


Concerning the weird behavior with the giant dog, no one has heard of anything like that before.

Sorry, guys, I am going to be out of town until Saturday night. I will post some goodies on Sunday, including that map I promised. Please roleplay a bit! And someone, go harass Archlich :)


The party scrambles up the rope and onto the balcony of the plantation. Catching your breath you look out over the lawn to see the three initial dogs passed out and the one very large dog dead.

The balcony is a beautiful, sun bleached wood decking at least five feet deep and long enough to host several small tables and chairs for evening tea. Two lovely glass doors are centered on the wall. One leans slightly open. There are windows on either side but all the glass is crusted over. There are no sounds other than the singing of birds and an occasional monkey howl.

A glance behind you shows a very odd sight. The huge fiendish dog appears to be fading! List a morning mist, the visage seems wispy and dissipating. As you gawk, the monster is gone. In its place is very normal sized, battered, bruised, and stabbed dog.

Roleplay a bit, let me know what you do with your time, realizing that Tolin suggested at least two days down time. I will provide an interior map of the mansion soon...


Sorry everyone...my company has blocked all my DnD sites so I can't post from work any more :(

I'll try to reorganize my schedule to pick it up a bit.


Everyone wheels around and batters the giant dog with a rain of blows!

Summer:

Spoiler:
Out of the corner of your eye you notice that one of the other dogs is laying on the ground the other two are on the verge of collapse as they drunkenly circle the last piece of meat.

Lam-ang:

Spoiler:
You blow had a surprising result. Although you are sure you hit the dog there appeared to be no resistence to the blow and no cisible effects of the strike...curious.

It yelps and collapses.


Luenevyn wrote:
But his feet are already moving. Luenevyn runs away from the house, club held high, charging the dog.

As everyone runs toward the house, Luenevyn runs toward the dog. The dog seems slightly confounded by the new prey and skids to a stop. The elf bravely swings but the dog ducks.

round four!

Prat: I'm using your attack post for this round. Everyone else go!


ArchLich, where are ya? Jump back in or at least know how things are going.

Here is a quick synopsis: very big dog is chasing everyone towards a rope Luenevyn tossed onto the balcony of the plantation.


Everyone breaks toward Luenevyn's escape route at a dead run! The huge dog shakes its head a few times and lets out a chilling howl. It follows at full speed.

Luenevyn:

Spoiler:
From your vantage point it is clear your friends have no chance of getting away. The beast closes quickly...you may act first since you are higher in the initiative.


Lam-ang wrote:
Reflex Save (1d20+2=9) ** spoiler omitted **

I assume you use your action to stand up...


Here is the map at the start of round three: LINK

The huge dog slams into Lam-ang and knocks him off balance. The big man lands ungraciously on his back side (in (2,2)). With its ears pulled back and its gums raised in a snarl, the beast moves to devour Prat. Suddenly a brilliant flash explodes in front of the dog. It yepls in surprise. Summer brings her quarterstaff down with a solid thud across the beast's neck. It snaps its saliva coated teeth at her. The clashing of jaws is unnerving, but the attack misses. It takes a step backwards, shaking its head to get rid of the lingering afterimages from the flash.

In the meanwhile, Luenevyn finishes his dash across the yard and lets loose his grapple hook. It arcs gracefully through the sky, lands on the balcony, and pulls taut.

next round - post your actions!


Shenzoe wrote:
I have also added a bit of impressions and tactics to Summer's page.

Woo-hoo! Thanks! I appreciate it.


ArchLich wrote:

Sorry I have been away.

I have been sick all week. Sudden wham-bam flu out of nowhere.
Good thing I had a flu shot this year. :P

Sorry to hear that - so far I have managed to avoid getting sick. Unfortunately, my working conditions pretty guaruntee I'm doomed if anyone in my group comes down with it. Anyway, welcome back.

We are in round two, I moved you to the end of the initiative round, so go ahead a post!

everyone: I'll try to update the map and add the baddies tonight if I can.


The huge dog quickly covers the ground between the house and the party. The three smaller canines continue to fight over their meal, but duck out of their bigger cousin's way. Lam-ang tosses another hand full of smelly meat towards the dog. Luenevyn breaks away and heads toward the house, twirling his grapple hook at the end of some rope. Summer steps forward. The horse-sized dog uses the last ten feet of his charge to leap toward the party. With jaws snapping it lands in your midst. It ducks as Summer swings but Prat's blade strikes true. It's unnaturally intelligent eyes turn toward the youth. It's huge body slams into Lam-ang as it positions to bite.

time for round 2! Lam-ang, please include a Ref check.

the oversized dog is at (2,4), Luenevyn is at (9,5), and Summer is at (3,4). Everyone else is in their same position


Lam-ang wrote:
DitheringDM, do we still have some meat?

Based on the posts above, I'm assuming that you tossed the main hunk of treated meat. You still have a few hand fulls of scraps in a sack.


Luenevyn wrote:

Is saying "Ack!" a combat action? :)

Where on the grid is the big fire dog?

the very large dog starts at (12,14)

Initiative:
Prat
Lam-ang
Luenevyn
Summer
Very Large Dog
Lance


I'm still trying to recover, but this should help - battle map - refer to rows first, then columns, so Lam-ang is at (2,3) for example.

Three feral dogs crawl out from underneath the porch (starting at squares (11,14), (12,13) and (12,14)) and tear across the lawn, barking furiously.

Everyone draws their weapons. Lam-ang hesitates only a fraction of a second and then launches the bait in a high arch over the lawn. It lands perfectly in front of the charging dogs. They slow down, sniffing the air agressively. Their barking slows and they approach the meat without hesitation. While keping a weary eye on the party, all three dogs begin to fight over chuncks of food.

It seems like the plan will work...

But then you hear a fourth dog growling. This gutteral rumble is deeper and somehow more menacing. The entire porch jumps and dust fills the air. A mass moves into the sunlight. A massive dog, easily the size of a horse claws out from under the house. It stretches and sniffs the air. Eyes, red with hate, and seemingly giving off enough heat to warp the surrounding air fix on you. It immediately breaks into a run.

round 2: post your actions and please refer to the linked image above for coordinates.


Luenevyn wrote:
DitheringDM wrote:

...so what are you going to do, punch them? And don't give me that Top 4 excuse either :)

I'm just messing with ya - congratulations! We'll cover for you as much as we can.

Grumble, grumble, grumble. As I was foolishly taking point, I foolishly thought of myself as going in armed, which goes to show that I was even more foolish than I thought! :)

But this brings up a good point. You know you better than I do. Luenevyn only has a club so that makes sense. To avoid confusion, I would suggest everyone add a line or two on their characters that let me know their default behaviors.

For example:

TACTICS

Before Combat Keeps a throwing axe ready if his hand axe is not already there.
During Combat Gengar will try to stay out of melee as best as possible, prefering to throw axes instead. If there is no other choice the little dwarf will tumble around trying to set up flanking for others.
Morale If there is obvious treasure involved, Gengar is highly motivated to fight. However, he has no desire to die just yet and has no qualms with running away.

OR

Casual keeps hidden dagger in sleeve
Stealthy Keeps a dagger in hand
Adventuring always has club in hand


Team, my computer is connected to the datasphere via a humble little Buffalo Tech wireless dongle thingy. It has died. I'm borrowing my wife's PC to let you know I will (continue) to be out of the loop untill tomorrow night (I'll get a new USB adapter after work). Sorry about the delay.


Luenevyn wrote:

Initiative (1d20+3=17)

Also readying an action to attack if the dogs close in.

Attack roll; Damage (1d20=11, 1d6=1)

...so what are you going to do, punch them? And don't give me that Top 4 excuse either :)

I'm just messing with ya - congratulations! We'll cover for you as much as we can.


As you exit the tunnel of branches onto the lawn, you blink a few times to get accustom to the direct sun light. The opening is quite spacious and enough of the original landscaping is evident to relay a sense that this place was once very formal and beautiful.

Now however, the grass has gone wild and the bushes chocked with vines. A few fragrant flows bloom here and there as a last ditch effort to avoid total suffocation. The air is filled with their sweet scent and the buzzing of insects.

The mansion is two stories with a sizable front porch capped with a stately balcony. Windows line both floors. There are two large front doors, closed, in the center of the house. Their red paint is faded and peeling.

As your eye sweep past the house a deep growl can be heard coming from under the porch. Three feral dogs quickly scramble to their feet and start barking furiously. They begin to advance slowly but their pace quickens.

I will get a battle map up as soon as I can. In the meanwhile, the right most corner of the house is 45 feet straight ahead. The dogs are 8 squares diagonal (~60 ft) to the left from your party and approaching - go ahead and roll initiative and state any opening actions.


Summer and Lam-ang prepare the bait by rubbing a foul smelling herbal powder on a even more foul smelling meat. Once completed the party moves down the shady path with Luenevyn and Prat taking a somewhat lead. Lam-ang follows close behind, ready to chunk the meat at the first sign of trouble. Summer and Lance cover the rear.

All great adventures begin with a marching order!

Soon you see the tree-tunnel end and the mansion comes into view. It is far more stately than you may have imagined (link), but signs of age and neglect are present even from this great distance. The white paint is peeling. Red tiles are sagging. Shutters have fallen. One of the front windows is broken.


MythrilDragon wrote:

Question--

You posted that the shield was a heavy wooden shield with half toughness and a +1 AC bonus. I went to add the sheild to my character sheet since Lam-ang dosn't want it and found that in the PHB a Heavy shiled is AC +2 while a light shield is +1. The heavy one weighs twice as much and has has a 15% arcane spell fail over a 5% with the light. Both have a listed hardness of 5. The light has 7hp while the heavy has 15hp. My question is this a light shiled with half hardness as described on pg 165 of the players handbook or is it a heavy shield and the half is half the armor protection down to +1 from +2?

Thanks

True enough - I imagine a stage shield as being big and flashy so as to be easily identifiable, yet not quite up to weaponsmith standards. It's basically a light shield in benefit but a heavy shield in penalty.


Luenevyn wrote:

Prat's words are echoed by a rumble from Luenevyn's stomach as he realizes he's quite hungry too.

"Damn, all that planning and no one remembered food." He sighs. "Well, anyone know how dog tastes?"

Luenevyn walks up to the gate and peers through, looking and listening for any sign of these wild dogs.

Listen and Spot (1d20+7=14, 1d20+7=22)

The archway is wide and tall enough for a fairly good sized horse-drawn wagon to fit comfortably. The gravel driveway runs straight south as far as you can see in the gloom. Vast palms, cycads, and other trees line the sides. Their branches reach in all directions and tangle with its neighbors. A green canopy of leaves and vines block most of the sunlight. Sort of like this but even more jungley. Stray shafts of brilliant light create angled supports. Birds chirp and squawk. Although overgrown, the jungle has not yet reclaimed this path. There is nothing to indicate immediate trouble.


Sasserine was founded where three rivers pour into the sea. The slow moving Emerald river to the south gets its name from the algae grows in great shimmering patches along its surface. While beautiful, dangerous crocodiles, snakes, and worse lurk beneath its surface. The little crab river to the north winds through marshes and swamps that are generally safer than the lands closer to the Amedio Jungle. The more formidable Thunder River cuts through the lands in between and provides an artere TO. Along this waterway is the Amedio Highway, the road connecting Sasserine to distant Cauldron. For a days journey along the road plantations dot the countryside. These crucial pioneers constantly battle the encroaching jungle and flooding plains to provide timber, cotton, and a myriad of ordinary to exotic foods.

A trickle of people pass through the Dawn Gate and no one pays any attention to the odd little group of untried adventures that drag their cart of supplies into the hinterlands. Although Sasserine is a bustling port town, it only takes a few dozen yards out of its gates before you realize how untamed the surrounding lands are. The road is well maintained and trees cut back, but everywhere is evidence that the jungle wants to take over. Vines creep along the cobblestones. Moss hangs from the tangled branches. Occasional screeches echo from the darker depths.

Soon the road angles closer to the Thunder River. Shots can be heard from logriders wrangling lashed together timbers. Logging camps foray into the jungles in search of rare woods and sail them downstream. Lizardmen claim as many of these lives as do the river itself.

After traveling all morning you finally see the first of the great plantations. A few hundred feet off the road sits a stately white-washed mansion capped by red-clay tiles. Several small children run up and down the gravel driveway as men and women can be seen toiling endlessly in the fields. You press on. Several more are passed, some vast and grand, others no more than sodden rice fields with shacks on stilts.

Sometime just after noon the jungle makes a surprising return. Scattered trees become clumps and then copses and finally a torrent of trunks and branches. Even the sounds of the river are lost. Still, the highway persists like a tunnel through the heart of a mountain. Finally, a massive oblong stone appears along the road. Ancient and weathered the rock hints at having once been covered in markins or carvings of some such. Now, nothing by groves and cracks are clearly discernable.

Along side the stone is an impressive, wide iron trellis. A gravel road leads away from the highway into the jungle. This must be the place.

what do you do?


Summer Grey wrote:

Summer listens carefully as the debate of what to do ensues. "I think the drugging plan is the best although on second thought Bullrush night be better. Shall I go and get some from Elains's?"

sorry about my long ebsence.

Glad your back!


Lam-ang: You quickly find a vendor who sells you a sizable sack full of scraps and hunk of meat of questionable freshness (5sp).

Summer: You return from a quick foray into the Merchant District with some Bull Rush (Craft(Herbal): (1d20+6=21)). You feel pretty confident that if you could get the dogs to eat it, they'll be no trouble.

Prat: Sorry, I misread something above, add a heavy wooden shield (AC +1 and only half the hardness though) to your procurements.

Lance: Your choice, a tour through the Azure District yeilds the following from one shady dealer: a hammer, nails, boards, an axe, a shovel, and a cart for 20 gp (you'll get 13 back when everything is returned in good condition).

Luenevyn: you wait impatiently while everyone else runs around like chickens with their heads cut off. The promise of some much gold is the only thing that keeps you from going home.

more to come within the next hour


I will be posting the next push tomorrow morning* Central Standard time so everyone chime in and away we go!

*sorry I can't be more specific - I might suffer a drastic bout of laziness and sleep in.


Prat wrote:

Prat is obviously over stimulated by the prospect of being a real adventurer and geting paid such a large sum of money. Jumping up and down he says, "I've got an idea. I will be back in one hour with some stuff from the theater. Anyone who wants to go round up some mutts needs to be at the gate then so we can begin our quest." Prat takes off with out waiting for anyone to object and heads back to the Opera House to collect the items he has in mind.

For the DM:
** spoiler omitted **

Spoiler:
You run back to the opera house and most people are still sleeping (last nights production ran a bit late). You dig around and scrounge up 132 ft of rope (50', 40', and 42'). Unfortunately you only find one servicable club. On the other hand you grab a nice hand axe on your way out.

Lam-ang wrote:

"Hmmm, wild dogs... I think we should go with the plan of drugging them. But that means we're going to need some fine bait. Or some pit traps, instead?"

Lam-ang pauses to think of other things that might help the party against the wild dogs.

Knowledge (nature) (1d20+1=21)

Wow a natural 20!

Spoiler:
Dogs are nasty opponents in that they dish out quite a bit more damage than they can take. Nonlethal damage would probably do the trick in short order if you can avoid their teeth. Near rancid meat is fine way to attract/distract them...

Let's try to finalize our plans and shoping by the end of Friday so I can post some more exciting stuff on Saturday.

Summer: I responded to your questions over in the discussion thread...


Prat wrote:
Lam-ang wrote:
"Anyone know where I can buy armor, cheap?"

Prat catuiously approaches Lam-Ang and says, "I don't know anything about the buying and selling of armor, but I might be able to get you a shield. Last season we ran a show called The Fallen Heros of Goboran and I think the shields that the chorus carried might still be in my prop room. Whould that help?"

For the DM:
** spoiler omitted **

Prat:

Spoiler:
Rope comes to mind - there is a lot of it at the opera house. Serviceable clubs could also be gathered up with out a lot of notice. However, anything else would be missed - especially if you're gone too!

MythrilDragon wrote:

I think...

...where this adventure leads.

Thanks for taking the time to comment!

MythrilDragon wrote:
I have added a part to the bottom of Prats character profile showing his reactions to the other PC's. I will update it from time to time and may even include Prats personal reflections on reocurring NPC's to help you understand my roleplaying.

This is an awesome idea! You should spread the word on this...


In the spirit of open communication:

The game is not moving along as quickly as I expected. This is my first attempt at DMing a PbP.

Am I doing something wrong - or could I be doing something better?

Do you have any thoughts/comments/suggestions? If you are participating in other PbPs, what works over there?

Thanks!

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