Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo absorbs what the Chronicler says, wondering how trustworthy they are. Satisfied (or not), he moves past the creature and points at the doors, "Want to check these out Edra? Thunder and Leiko can keep an eye on our new ... her." GM:
Secret Perception: 1d20 + 6 ⇒ (2) + 6 = 8 Perception Doors: 1d20 + 6 ⇒ (18) + 6 = 24 Onyinyo will explore the other rooms with Edra, hopefully without issue.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo peers at the creature, trying to learn anything new and failing horribly. Lore: 1d20 + 7 ⇒ (6) + 7 = 13
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo stays toward the back, regretting that he didn't take a moment to heal up. he tries to determine what the guardian is before firing off some needle farts.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Will>17: 1d20 + 6 ⇒ (10) + 6 = 16 Onyinyo's mind bends a bit at the horrifying sight the orb shows him. He flails about with his weapon, trying to get it away from him before he raises his arm and casts shield! ◈ Earthbreaker 1 Frightened 1: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24 for Blud Dmg: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10 Personal Antithesis
HP 5/28, AC 18, Frightened 1
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo cries out in pain, turning his attention to the orb. He turns to it as he ponders the best way to use his new found knowledge. ◈ Exploit Vulnerability Orb: 1d20 + 7 ⇒ (6) + 7 = 13
He grabs a silver coin from his purse, forming three darts which he sends flying toward the orb. ◈◈ Needle Farts: 1d20 + 7 ⇒ (8) + 7 = 15 for Silver Damage: 3d4 ⇒ (1, 3, 2) = 6
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo glances through the door with his mirror, appearing beside the chair at the foot of the table. He looks at the orb to try and figure out what it is before turning his attention to the centaur, searching for a weakness. ◈ Mirror's Reflection
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo rubs his jaw as the tooth fairy collapses, "glad that didn't try for my teeth!" He helps the others collect the asks if anyone needs to heal up before moving to examine the door. Perception: 1d20 + 6 ⇒ (20) + 6 = 26 +4 gp worth of gold teeth
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyino peers into the faerie cloud, trying to suss out the best way to destroy them. ◈ Exploit Vulnerability: 1d20 + 7 ⇒ (5) + 7 = 12 Unable to determine anything more effective than acid, he blasts it again!
Tossed toward back corner - no splash on party
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo uses his mirror to find a clear space in the room, appearing behind Thunder. He points at the middle of cluster of faires and a cloud of acid fills the area. ◈ Mirror's Reflection Move
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Finally(!) Onyinyo locates where the gorgon is moving, and ◈ follows it. As he slides to a stop, he dips his hand in his pouch and retrieves some cold iron dust, slapping it against his Earthbreaker's spike before he swings it. Will DC 20: 1d20 + 6 ⇒ (20) + 6 = 26
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo hears someone fall and Thunder's cry and tries to move that direction. ◈ Move Will DC 20: 1d20 + 6 ⇒ (10) + 6 = 16
Confused, he turns and runs right into something! He rubs his nose and places a hand on the wall to try and guide him better. Will DC 20: 1d20 + 6 ⇒ (10) + 6 = 16
The battle echos around the room and he moves back into the darkness, muttering under his breath. Eventually, he stops and ◈ casts Shield, trying to make himself a smaller target. HP 24/28 AC 19
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo spins in place, "what? how?" He turns toward the sounds of battle and sees and inky blackness awaiting him. He takes a second to orient himself before charging toward the fight, [b[]"Remember cold iron if you have any!"[/b] ◈ Perception to pinpoint direction: 1d20 + 6 ⇒ (16) + 6 = 22
When he enters the darkness, he's able to fight off the mental strain ... this time.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo begins to call out to the group as darkness descends, "it hates cold iron!" He shrieks as the disturbing illusions surround them. Will DC 20: 1d20 + 6 ⇒ (4) + 6 = 10
He hears Thunder tear off into the darkness and tries to follow.
Double move. If he leaves the darkness at one point and can see the creature, he casts ◈ Shield. HP 24/28
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo looks intently at the creature, "what in all that is good and holy is that?!" He learns what he can before sending ◈ Exploit Vulnerability: 1d20 + 7 ⇒ (15) + 7 = 22
Assuming Exploit is a regular success, what's its highest weakness if it has any? I'll hopefully be using that once we're in melee range.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyiyo eyes the portal, "I might be able to use my mirror to take a peek in there. If anything happens, I should be able to return to this side." He shrugs, "of course doing so safely may be a bit optimistic." Esoteric Lore: 1d20 + 7 ⇒ (20) + 7 = 27 -2 for anything other than haunts, curses, and creatures of any type. Dubious Knowledge may also apply
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo is surprised by the gorgas and looks down in horror as he's hit twice. He looks closely at the creature, trying to gain some advantage before attacking. Exploit Vulnerability
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo nods slowly as Pa tells them about the skull-dogs and the shadowy figure. "Thank you for sharing Abel, you've given us a good place to start with next steps. I pray whatever you encountered leaves you be from here on."
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Embarrassed by his attempt to help Leiko, Onyinyo stands back and scowls, "did you say mule? You're a farmer for Desna's sake! Mules aren't pets! Tell us something useful so we can go take care of this!" His frustration is apparent. Intimidate: 1d20 + 7 ⇒ (9) + 7 = 16
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo squats beside Leiko and hands her items as she requires them. Sadly, he is a bit distracted by Thunder's guffaw and is less than helpful. Medicine Assist: 1d20 + 4 ⇒ (4) + 4 = 8
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo's eyes are wide as he looks at the tree. He mutters to himself about the endless knowledge to be found. Awed, he tries to focus and glean something useful. ◈ Esoteric Lore: 1d20 + 7 ⇒ (17) + 7 = 24 with Dubious Knowledge to learn about haunts, curses, and creatures
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
"I appreciate you laying that out so succinctly, Lemma," says Onyinyo. He gathers with the others, "we should find a place to unload some of this gear and maybe find some cold iron for the fey. Then I suggest we start in Quacking Stacks like Lemma suggested." She turns to Thunder Rolling, "did you happen to search Bolan when you tied him up? Find any thing interesting?"
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo nods along with Thunder, "agreed, if he's just the tip of the spear, we need to see where this leads. Is there anything you can tell us about the Thinlands? Or the people that make the edge their home?"
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Level 2 changes
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Reflex DC 18: 1d20 + 4 ⇒ (18) + 4 = 22
Onyinyo sees an opening behind the Leshy and ◈ apparates, patting at the scorch marks on his chest. He takes a deep breath to calm himself and lashes out at the plant.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Reflex >=18: 1d20 + 4 ⇒ (20) + 4 = 24
Onyinyo flickers as the thorns shoot up into his legs and is surprised when he feels no pain. He flashes his mirror at the oaksteward and appears beside him, ◈ swinging the pointy face of the Earthbreaker Attack: 1d20 + 5 ⇒ (2) + 5 = 7P Dmg: 1d6 + 4 ⇒ (3) + 4 = 7 before ◈ shoving back with the head Shove: 1d20 + 5 ⇒ (11) + 5 = 16 Onyinyo HP 18/18
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo trails behind, examining Bolan finally. He then turns his attention to the leshy, determined to figure out what makes this one special.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo stands off to the side as the others assist the gnomes. When Thunder starts amping himself up, Onyinyo moves toward the door, getting himself ready to engage.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo gathers the vials and stashes them away, "I can certainly hold on to them until we need them. We might want to dispose of the shiver and cytillesh oil, though, both are pretty nasty." Added the shiver, antidote, and cytillest oil to inventory.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo ◈ glances in his mirror and appears beside the oaksteward, his earthbreaker already mid-swing. ◈ Earthbreaker 1: 1d20 + 5 ⇒ (5) + 5 = 10 for Blud Dmg: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12 Personal Antithesis
HP 12 or 18/18
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo eyes the Oaksteward, confident he can figure out what makes him tick. ◈ Exploit Vulnerability: 1d20 + 6 ⇒ (9) + 6 = 15 He ◈ moves over to put the table between him and the man before taking a better look at the spider. Esoteric Lore with Dubious Knowledge: 1d20 + 6 ⇒ (6) + 6 = 12 Current Exploit is on the fox so resetting it to the Oakstewards. K check only on spider.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo watches the wall suddenly start moving and somehow manages to reach out and grab the ledge. He looks toward Leiko and Thunder to see if they were able to react fast enough. Reflex>18: 1d20 + 4 ⇒ (20) + 4 = 24
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo is beyond talk and just swings.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Now that he's closer, Onyinyo starts wailing away with his weapon.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo tilts his mirror and ◈ appears next to the fox, flanking with Leiko, He swings his earthbreaker at it's back.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo ◈ strides forward and strikes the Oaksteward twice.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo curses to himself as he ◈◈ runs around the tree, "why can't we sit down and have a nice talk before all the shooting!" As he rounds the corner he gets a good look at the fox, trying to learn anything useful while staying out of he way for now. ◈ Recall Knowledge: 1d20 + 6 ⇒ (12) + 6 = 18 with Dubious Knowledge
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo joins the gremlins in their mirth and he begins to laugh, "Ho, that was fantastic! You must teach me how to make those! In fact, I have a gold coin if you'll sell me one, two if you'll set them to catch Bolan!" Knowledge: 1d20 + 6 ⇒ (6) + 6 = 12 w/ Dubious Knowledge
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo eyes the leshy, curious to see how they respond to the two approaches. He tries to recall anything that may be useful.
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo ◈ moves up to join the others, ◈ flashing his mirror toward the bridge until he's standing before the last Oaksteward, ◈ who he swings at. This is the one we could see from below, right? Earthbreaker 1: 1d20 + 5 ⇒ (11) + 5 = 16 for Blud Dmg: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7 Personal Antithesis
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Right before running into the building, Onyinyo eyes the man looking down at them, trying to figure out what makes him tick. ◈ Exploit Vulnerability: 1d20 + 6 ⇒ (17) + 6 = 23
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
Onyinyo sidles up next to Thunder Rolling, "Friends, Oakstewards, countrymen, lend me your ear. We come to trade Korimona, not to harm him. The evil that men do lives after them, the unicorn has fled to the woods. So let it be with Koriama. The noble Bolan hath told you the path is righteous. If it were so, it was a grievous fault, and grievously hath Bolan uttered it. He pauses to catch his breath, "So let us in and we can have a palaver!" Diplo: 1d20 + 6 ⇒ (15) + 6 = 21
Male Gnome Thaumaturge 2 | HP 28/28 | AC 18 | F+8 R+5 W+6 | Percep +6 | Esoteric Lore, Deception, Diplo, Intimidation +7 | Athletics +6 ◈
When the unicorn bolts, Onyinyo makes his way back to the team. When he hears movement from one of the dead Oakstewards, he whirls around, ready to attack. And when he hears the words, "I surrender," he's wary. "Toss your weapons away and roll onto your back."
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We just started a Quest for the Frozen Flame playthrough called "Broken Tusk Rising." Please give us a listen! We're having a lot of fun. Broken Tusk Rising - Apple Podcasts
We've also got a Discord server, and you can ask Mike, the GM, questions about his decisions. He's sticking as close to the book as possible. He also loves getting feedback: positive, negative, constructive, whatever.
In my opinion, PF2’s best version includes a mechanic for player character’s to perform certain skills more consistently than their party members, not just slightly better. Modifiers have been reeled in to make the critical success/failure system viable. In PF1, to make a consistently successful character, players just blow the top off of their modifier to ensure a high likelihood of success in a d20 system. In PF2, the super specialization for modifier building goes away, but we retain the variability of the d20 system. This makes for a very unsatisfying experience of player’s trying to build a character that’s good at “that”. Whether “that” is being stealthy, jumping, lying, whatever. It’s most apparent when the group is trying to stealth, the rogue rolls poorly while the cleric, with an abysmal DEX and heavy armor, sneaks by just fine. This happens more often than is fun due to RNG and the d20, as many who have played THE GAME THAT SHALL NOT BE NAMED can attest to. I believe a large portion of the player base likes to create characters that are good at “that”. The Assurance Feat is there, and it’s ok, but I’d prefer something more universal. Assurance Feat:
What are some solutions?
Assurance Feat wrote:
Ideas (some from other threads and posters):
What else can we come up with? What would be more fun? Anyone willing to test out a different mechanic and report back?
Several short threads on the advice board discuss when to full attack as GM and the mathematical superiority of full attacking as an NPC. I find that full attacking with NPCs increases the lethality of the combat almost exponentially with their high to-hit bonuses. For the ol' home game, I do what I want but what's the consensus on society play? Should we full attack only if it says so in the tactics of the NPCs stat block?
Sandpoint is a small town on the Varisian Coast. Most of the buildings are single-story, constructed of wooden walls, wooden roofs, and stone foundations. The dirt, hardpack streets make for decent transportation by foot or horseback. Not even the light wagons, drawn by mule or ox, of the hinterland farmers kick up much dust. While there is some activity, the town remains quiet and conversations prone to eavesdropping. Sandpoint divides into Uptown and Downtown. Uptown—not so cleverly named due to the literal exaltation of the buildings on a level bluff on the north side—is less crowded. Downtown resides on an easy slope running down into the harbor and river. Most Hinterland residents enter into Downtown through the southern and eastern entrances, both wooden bridges over the Turandarok River. Also containing the Harbor, Downtown seems much more active than Uptown. Besides, most residents believe that Uptown lacks anywhere to get a proper drink, an opinion that Garridan of the White Deer Inn would dispute. A fifteen-foot stone wall and a gatehouse ostensibly protect the northern entrance. Gregor, an elderly one-legged guard, greets visitors amicably during the day. While Sheriff Hemlock assures of Gregor’s constant vigilance, most residents will be satisfied if Gregor will just hop over to the alarm bell and clang it a few times before a goblin raid. The cordial and industrious people of Sandpoint greet one another in the streets by first name. Strangers and visitors are welcomed unless sporting goblinoid or aberrant features. Public magic users elicit uncomfortable glances from commoners, but are not arrested outright. The residents are mostly Varisian with a few clear lines of Chelaxian descent among the wealthier humans, while other common races regularly do business in town. Many of the commoners only speak Varisian but the shopkeepers and anyone involved in politics or trade speaks fluent Taldan (common). Today’s Date: 7 Pharast, 4711
Today’s Events:
Future Events:
Rumors:
Market: A huge shipment from Qadira drove the price of linen way down. Price in copper pieces. One pound of wheat 5
Greetings! I would like to begin a Sandpoint Sandbox PBP “Campaign” that is character driven and MMORPG inspired. Instead of a campaign, this is more of a setting. For example, I will not be coercing players to form a party to accomplish a specific task. I will plant little seeds for typical adventures, but a character could literally be mundane as can be if the player so chooses (go to work, roleplay that or not; go to the inn for drinks, roleplay that or not; walk home drunk, singing songs about Aroden—awesome!). Basically, my intention is for this to be a roleplay heavy game for anyone, and an adventure/dungeon crawler for few. There are pros and cons to this idea, but it may be nice place for someone to have a character that you can hop into and roleplay a bit without much of a commitment to a party or an adventure path, though some—I hope—will head down that route. I've drafted some "rules", but I would really like board feedback especially from those that have tried this already. Rules:
As much as I’d love to have none, for this to work we’re going to have to have a few. Books: Let’s try and stick with materials available on the Pathfinder Roleplaying Reference Document. I can’t afford to buy and read everything. Go Home: If you don’t like what’s going on, your character can go “home”. NPCs cannot interact with your character when they go home and neither can other player characters. This solves vacation issues as well as gives someone an out if they don’t like roleplaying with someone else. Home can be a room in an inn, a shanty somewhere, a tent outside of Sandpoint, anywhere a recent immigrant without much wealth might live. The Go Home power can’t be used to escape negative consequences (just snatched that lady’s purse and the guards are about to pound you…sorry, go straight to jail, do not pass go, do not go home). Player versus Player: Only between consenting players. That is, your character may not want to fight, but the player may. I would need to see both players agree in the discussion section. Fight may continue to the death with player consent. Battle must occur either outside of town or inside a private(ish) building so as not to interrupt other roleplaying. Sandpoint Based: Until I’m more comfortable, don’t have your character leave the Sandpoint area. Obviously, you can go to the surrounding wilderness and dungeons after discovering their location via role play, but no trips to Korvosa or Magnimar or wherever yet. Time: We’re going to have to be nimble with time. Some scenes will be progressing in slow motion while others going through hours in just a few posts. I will start the game with a week in real time lasting for one day in game time. Perhaps your last or first post of the week should summarize how your character ended the last day and where they’re starting in the new day. Players outside of the city of Sandpoint will go through time differently. I will try to make a post on Monday mornings signifying the next day has arrived and maybe an intro to the goings on in the city.
Guidelines:
Party by Post In the discussion section, list your likely posts per day or week. Try to stick to other characters with similar posting patterns without breaking the roleplaying narrative. Mind Ya’ Business If another party is roleplaying in an indoor location, then leave them alone unless it really makes sense for your character to appear. Roleplaying in the streets of Sandpoint should be thought of as a public activity and anyone should be able to interject or observe. Spoilers by Party or Location To help clean up the message board, once it’s pretty clear you are in a “party” with someone else, or at least heading towards a clear goal together, then put your whole post in a spoiler, aptly titled something appropriate for the group you’re in. Or if you’re in a building/private location, then title your spoiler by where you are. Formatting Regular text for character actions and other goings on. Italics for our Pulitzer prize winning inner monologues. “Bolded quotes for dialogue.”
Character Creation:
Level 1, 15 point buy, starting wealth by class, full health for first level, let’s start with only core races for now Alignments All alignments are okay with some restrictions on evil. Lawful evil are okay in moderation. If we have a game of 15 people going, then we shouldn’t have more than 2 or 3. Chaotic evil characters are only okay when paired with a Lawful Evil, and the Lawful evil is clearly the boss instructing the chaos. We’ll tread lightly with the evil characters and I reserve the right to have an epic Paladin NPC show up and smite them all if they are getting out of hand. Background All PCs should be coming to Sandpoint from somewhere else, for whatever reason. It would be difficult for me to work in PCs with native Sandpoint backgrounds.
So let me now what you think. I'd like to get at least 3 interested folks before starting. |