| Ragadolf |
Long-winded alert on Slidell's latest post!
(Oh, wait, that's nothing new,...) ;P
NICE work on the tension/reactions from the townsfolk there BTW JSL, I hope I didn't add to it more than you intended, but I have a vivid imagination, and Slidell ALWAYS just assumes the worst! So I went with a 'his worst fear' scenario.
I would tell you exactly what that is, and/or just ask you outright, but I'm afraid of giving you any more ideas than you already have! Because the ones you have are good. (Not always good FOR us, but VERY GOOD ideas nonetheless!) :)
Interesting work with Salome too Dreamer. Correct me if I'm wrong, It looks like you are playing her as if she doesn't realize that she almost single-handedly kept us (or at least SOME of us) alive despite our best efforts to get ourselves killed? I can remember at least 3 people (Slidell, Vesh & Malcolm) who directly owe their lives to her timely intercession. (If I were to go back and read a few pages, probably more?)
I also like the glimpses your allowing us of her obviously troubled past. Very well-written and disturbing, yet I'm guessing that this is where she gained the inner strength you play her with. Interested in seeing how it plays out.
I'm also hoping that the assassins/wrathspawn are simply her brain combining two of the most horrible things she has ever seen, and NOT your way of foreshadowing something we're looking at in the near future!!!
;P
JSL- Obviously there are a couple of us with things we need to resolve, and I'm happy to play my part. But you guys know how I can get, don't let me keep dragging it out after everyone else is all ready to continue!
Keep up the good work all, see you inside! :D
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Everyone's enjoying the weekend, I guess? Or if not "enjoying", at least being kept busy by it.
I've had intermittent internet access the whole weekend. So my ability to post or read everyone else's posts has been spotty at best. Zieke's in a holding pattern anyway.
I've updated the game to get to the next morning. My intent is to get everyone moving again as quickly as possible. However, Vesh and Slidell suffered damage that will require treatment at the temple. Other than that, there is nothing keeping you from heading back in other than your own desires.
I saw your note about the 15 gp per month as a town guard. Has Zieke been there for long? If I start out with a month's wages, I can pick up 1 flask of acid, it seems. Is that correct?
--Neil
| Dreamer |
Interesting work with Salome too Dreamer. Correct me if I'm wrong, It looks like you are playing her as if she doesn't realize that she almost single-handedly kept us (or at least SOME of us) alive despite our best efforts to get ourselves killed?
I'm really not sure where Salome is going at this point. I haven't even figured out what she's going to do now that she's at the river. Start walking? Certainly she wouldn't be the first of our party with an apparent death-wish... ;)
I see Salome as someone who sees herself as completely alone in the world, surviving through sheer force of will. She's acutely aware of her inadequacies, but like Vesh said in his post, she gives everything and still doesn't feel like it's enough. She'll never single-handedly save the world! I think like many healing/helping types, she truly wants to make a difference, is a little idealistic, but has never been taught how to ask for or receive help from others -- and when she has tried to rely on others, she has been severely disappointed.
I also like the glimpses your allowing us of her obviously troubled past. Very well-written and disturbing, yet I'm guessing that this is where she gained the inner strength you play her with. Interested in seeing how it plays out.
I'm also hoping that the assassins/wrathspawn are simply her brain combining two of the most horrible things she has ever seen, and NOT your way of foreshadowing something we're looking at in the near future!!!
I had an outline of her past way back in December/January when I started. so the basic plot is completely out of my own head; details and flourishes come from the game experience or whatever I'm thinking about at the time. We've discussed a little of the escapism that comes with an RPG. In my work life, I hear about other people's terrible experiences--and carry a lot of their grief--and it's kind of nice to have a creative way to re-imagine it and maybe have some power over the outcome or the process. But I'm not forshadowing anything game-wise. That's the DM's job. And of the whole group, I'm probably the most ignorant of where this story is going!
...Let alone how we'll get there.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
I'm really not sure where Salome is going at this point....I see Salome as someone who sees herself as completely alone in the world, surviving through sheer force of will. She's acutely aware of her inadequacies, but like Vesh said in his post, she gives everything and still doesn't feel like it's enough. She'll never single-handedly save the world! I think like many healing/helping types, she truly wants to make a difference, is a little idealistic, but has never been taught how to ask for or receive help from others -- and when she has tried to rely on others, she has been severely disappointed.
From a literary standpoint (which admittedly is how I think of most RPG adventures...they're all just telling a story and we're the authors of our own characters)...maybe you should look for ways to change Salome. Not necessarily for the better or worse...but rather just as a result of experiencing everything throughout the adventure's storyline, create your own individual storyline for Salome.
And if you have a goal for where you want to take her...say, eventually she comes to accept and even rely upon the assistance of the group in order to "save the world"...or, she flirts with that concept and then draws back after being disappointed yet one more time, which finally leads her to sacrifice herself in order to "save the world"...or anything in between.
Define such an end-game for your character. Leave it open-ended so you can adapt it if elements of the adventure wind up impacting her so strongly that they take her in a different direction. And, in the end, you'll have a really interesting character story in the midst of everything else that's happening to the rest of us and Sandpoint.
I had an outline of her past way back in December/January when I started. So the basic plot is completely out of my own head; details and flourishes come from the game experience or whatever I'm thinking about at the time. We've discussed a little of the escapism that comes with an RPG. In my work life, I hear about other people's terrible experiences--and carry a lot of their grief--and it's kind of nice to have a creative way to re-imagine it and maybe have some power over the outcome or the process. But I'm not forshadowing anything game-wise. That's the DM's job. And of the whole group, I'm probably the most ignorant of where this story is going!
...Let alone how we'll get there.
I tend to outline my character's past and future. I call it "roadmapping" from a literary perspective. Just general milestones in the past that influenced the character. And major milestones I want to explore in the future to further change or develop the character. Not everyone plays RPGs in that way, though. There are all kinds of styles out there...none more "right" than the other. But that's just the way I approach it and I thought I'd share that perspective in case it might apply to you and how you'd like to portray Salome going forward.
As for your implied "ignorance" of where the story is going...I envy you. That's the best place to put yourself with respect to immersive roleplaying. Because if you don't know where things are going, that makes roleplaying your character's reactions more genuine...and more entertaining for everyone else. It's why all of us enjoy Salome's perspective on the story's events.
Just my two-cents,
--Neil
| Dreamer |
...maybe you should look for ways to change Salome. Not necessarily for the better or worse...but rather just as a result of experiencing everything throughout the adventure's storyline, create your own individual storyline for Salome.
Certainly, change--to a degree--is part of the development of any character. At the same time, I think I'm still trying to define who this character is now. After about eight nor nine "days" of adventure, there is still much these characters don't know about each other. I didn't know that Salome's mother could have been a healer or follower of Sarenrae until I wrote about the golden scimitar.
And if you have a goal for where you want to take her...Define such an end-game for your character. Leave it open-ended so you can adapt....
There are several ways to conceptualize and develop a character. Did this person exist before the game, and will they exist after? Or do they only exist as long as this window is open? Will this character live within the constraints of the game-world, or will they try to bend the game to their own will? Does game development trump character development, or vice-versa? Is there a clear end-game from the beginning, or is there an organic development that flows out of the interactions of the character with plot, setting, and other characters? Or is it a mixture?
As I'm getting to know this character, I'm learning what's right for her, within the constraints of the game. For example, I didn't plan (or really want) to write a dream for her at this point, but the DM said she had nightmares, so, OK, we'll go with that. Is there a way I can use this to help illuminate who my character is or why she is doing what she's doing? On the other hand, it wouldn't have been so helpful if I had written, "She falls into a dreamless sleep," contradicting the DM, or worse, written some beautiful happy dream, or even worse than that, waited until conditions were EXACTLY RIGHT to do something I want to do with the character, regardless of where the story was going or the needs of the game.
There are all kinds of styles out there...none more "right" than the other. But that's just the way I approach it and I thought I'd share that perspective in case it might apply to you and how you'd like to portray Salome going forward.
Thanks; you did give me some things to think about. (Does Salome eventually find redemption through self-sacrifice? Does she ever get her losses restored? Will she ever be able to love and be loved? If she does see her own value, then what? Where will that take her?) Tune in... though it may take a while. It's a long game, and, in truth, she has only "existed" in game time for about a week. :)
| Ragadolf |
I'm really not sure where Salome is going at this point. I haven't even figured out what she's going to do now that she's at the river. Start walking? Certainly she wouldn't be the first of our party with an apparent death-wish... ;)
Ouch! Touche'! ;P
I understand exactly what you mean about not being sure where your going. About half the time when I start writing, I'm not even sure where the PARAGRAPH is going to end up, much less where the character might be heading! ;)
And to be honest, other than reactions to certain events in-game, I believe this is actually the first time I've ever actually considered 'character growth' while playing any RPG. Which is actually kind of funny, since this is probably the shortest length (in game time) that I have played a character. I have played characters over a period of game years, and they never actually changed. They grew more powerful, and had powers/items stolen, were thwarted by villains, and defeated the same villains in a climatic battle, but over that period of time they never actually 'grew' in any sense that we could have measured or defined. But then that wasn't what we were playing for. Now here we have a group of characters that have existed for a little over a week of game time, yet in that week they have gathered enough experience and power to achieve the cusp of 4th level, and we are talking about making life-changing decisions to reflect what they have experienced. Wow.
I guess we'll see where we're all going when we get there. Until then, I plan on sticking around and enjoying the ride!
I'll try to catch up with my 'lost post' tonite, see ya all in the game!
| Ragadolf |
OK, new rule. I am gonna have to STOP writing posts after midnight! :P
After midnight my attempts at even the simplest expressions look like I put them in a blender and hit 'puree'. :(
EDIT- OK, after re-reading it again, it isn't as bad as all that, but it is nowhere near what I thought I was trying to say last night!
Alas Sant, I never thought I'd admit this, as i usually enjoy my verbosity, but I find that I envy your ability to express as much in a carefully crafted sentence what it takes me two paragraphs to say! :)
'Brevity-Challenged People of the Posts, unite!' ;P
In short, (before I take up the rest of the week to say it) what Slidell is trying to say is that he respects Zieke's fighting prowess, and understands that he is correct about working better together, and being more careful yadda yadda, But Zieke's personality is just as annoying as Slidell's, and Sli doesn't want to admit that the brawny warrior is right. About anything. If I can ever get Sli to spit out what I'm trying to say, the resulting conflagration should be entertaining. :)
Although I think we'd be hard pressed to match what Zieke & Ehlissa have going. That was just bloody brilliant! I'm still LoL'ing! :D
See you inside!
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
...OK, after re-reading it again, it isn't as bad as all that, but it is nowhere near what I thought I was trying to say last night!
I thought it came out great. I followed what Sli was trying to convey. And you hit just the right undercurrent of gee-this-guy-is-annoying-with-his-attitude-and-approach while responding to Zieke. Heck, I thought you used incredible restraint for Sli in responding to him. Hats off!
It's also very intentional on my part to roleplay Zieke that way. He's average when it comes to Charisma and Wisdom...and so that affects how he interacts socially with people. But he's got a decent Intelligence (not as high as Sli's of course), and a tactical mind with a high degree of responsibility and personal accountability as a result of his devotion to Irori, the goddess of perfection.
As a result, it affects how Zieke perceives the world and others around him. And it affects not only the words he says, but also the timing of when and how he delivers them. That's why he may be right about whatever he's talking about, but his manners and overly-critical eye get in front of those words and put people off so they don't necessarily listen to him. Which frustrates him and starts the whole cycle over again...
Alas Sant...I envy your ability to express as much in a carefully crafted sentence what it takes me two paragraphs to say! :)
'Brevity-Challenged People of the Posts, unite!' ;P
I'm down for joining that club! I can't be brief if my life depended on it... :-D
In short...what Slidell is trying to say is that he respects Zieke's fighting prowess, and understands that he is correct about working better together, and being more careful yadda yadda, But Zieke's personality is just as annoying as Slidell's, and Sli doesn't want to admit that the brawny warrior is right. About anything. If I can ever get Sli to spit out what I'm trying to say, the resulting conflagration should be entertaining.
It'll be interesting to see where you take Sli's thoughts and actions after Zieke's last response. And don't feel like you need to interject further conversation between them for the moment. Zieke is very much going to take his leave of you guys. And maybe between the three of you, you can hash out whatever reactions your characters would be expected to have towards him after what he shared.
Although I think we'd be hard pressed to match what Zieke & Ehlissa have going. That was just bloody brilliant! I'm still LoL'ing! :D
Yeah, I'm hoping Fabes and I can continue that. The arguing couple is always a great read. There's this whole will-they-or-won't-they vibe that carries the reader. For anyone who remembers the old "Moonlighting" show with Bruce Willis and Cybil Sheppard, they had that kind of vibe going too until they ruined it by bringing the two characters together romantically. And that's why I'm not angling to have Zieke and Ehlissa become a real couple (as one of the previous commenters suggested). The energy is maintained by keeping the characters apart. They'll basically never come together because they're too busy verbally sparring with one another to see past their own words...and faults.
--Neil
santinj@
|
Okay, I am more-or-less caught up on both threads. After looking back over the thread, I'm thinking we're up 5905 on the XP front, correct? It's 5430 + 400xp for the fight + 75xp for 5/25, right?
On another front, I'm finding that I'm having a hard time conceptualizing Vesh's development right now. He's just come up out of darkness, he's survived a near-death experience and faced real evil with the Quasit, and now he's back in the real world contemplating his next move.
Remember that a week ago, he was a man on the run. So, what would motivate Vesh, with his CG alignment, to keep on fighting for Sandpoint? He feels no sense of duty to the town. He probably liked the hero-worship at first, and the money, but demons and cults are way different than pesky goblins. He is loyal to his friends, but is beginning to see how tenuous those relationships are...Naelah has taken off and Corran has too.
To top it all off, he's had such an interesting series of 'religious experiences.' He very nearly touches the hand of his goddess, and then goes to the cathedral for help. What does he get? A vision? Some wise counsel from Father Zantus? Nope. A dreamless sleep on a cold bench and some bread and water in the morning. I don't think JSL intended it to be so, but the starkness of that scene really struck me. How many of us have had "mountain-top" experiences, even under duress, only to be confronted by cold, hard reality upon returning home? Right now he'd likely feel more like Salome does and pull a Naelah, taking off for greener pastures.
What is keeping him around?
P.S. I also got Shadowfell Keep the other day. I've been focusing on the quickstart rules and some of the beginning encounters (rather than reading the whole adventure--just in case I find someone to DM the thing). Some of it looks pretty cool, and it makes me want to play it to see how the whole thing comes together, but--just like with my first look at PRPG--nothing blows me away. It all looks...harder. Not the rules per se, those actually look more like 3.5 than I was expecting. But the encounters, even the first kobold-fodder encounters, look pretty tough. Unfortunately, I'm an experiential learner, so reading the thing more closely (even with the relative peace and quiet I have now) wouldn't teach me much. I might have to slog through DMing the thing once the rulebooks come out in a few weeks, just to see what the game feels like.
Happy to say, however, that unlike the contentions of many anti-4e nay sayers out there, it still looks like D&D. Maybe a little too much so!!! It actually reminds me a little of B2: Keep on the Borderlands: Combat encounter, blah, blah, blah, combat encounter, blah, blah, obligatory blurb about D&D not only being about combat, combat encounter, blah, blah, etc. Typical old-school dungeon crawl stuff as a matter-of-fact! It may be closer to OD&D than 3.5 was in some ways. We'll see.
| Arctaris |
I dig the interaction between Slidell and Zieke. Very nicely written.
I've completely lost track of our XP count.
I had a similair problem with Mal, which is why I didn't post for a while after we came back from the Catacombs. I wasn't quite sure how he would react to it all. Fortunately I can use his loyalty to his friends and his lack of a better place to go to keep him in Sandpoint.
Vesh could always marry Shayliss;) The ranger in my RL group is happily married to her so it might work twice.
santinj@
|
I dig the interaction between Slidell and Zieke. Very nicely written.
I've completely lost track of our XP count.
I had a similair problem with Mal, which is why I didn't post for a while after we came back from the Catacombs. I wasn't quite sure how he would react to it all. Fortunately I can use his loyalty to his friends and his lack of a better place to go to keep him in Sandpoint.
Vesh could always marry Shayliss;) The ranger in my RL group is happily married to her so it might work twice.
Mmmm. Shayliss. Vesh could do with some sexual chocolate.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
What is keeping him around?
I would say if and when he becomes aware of Salome's soul-searching, he may want to stick around for her sake.
And I'm also hoping the hunchback encounter or Zieke's own reassurances might bring Salome out of her funk and convince her to stick around, too.
So, yeah, loyalty to your newfound friends...especially your "soul" sister, would probably make for a good reason. Or...any other devious reasons JSL dreams up from the NPCs. Shayliss could make for an interesting angle...
Just my two-cents,
--Neil
santinj@
|
That's a good two cents! I think you're right. Vesh won't bail on the group--and Salome in particular. His relationship with Salome is a good opportunity for him to show some growth--to relate to a woman as equals and with respect and not just as a sexual object like he normally has to this point. He may have to get confused and trip over the concept of a non-sexualized affection for her (especially if she reveals a softer side), but I think I'll play Vesh fairly straight with Salome since he's already done the head-over-heels thing with Naelah. He'll get the picture once he is rebuffed and/or corrected by Salome a time or two.
As far as Shayliss goes, I've actually worked out a background reason as to why he has spurned her up until now. The reason is pretty flimsy, and I have written him as a rather hormonal (read 'randy') young man, so we'll see if the concerns from his past will continue to outweigh his...um...needs, shall we say.
P.S. I hope you all noticed that the 'sexual chocolate' statement was a movie reference and link, not just a random--and somewhat offensive--non sequitur from some dark recess of my brain.
| JSL |
I don't think JSL intended it to be so, but the starkness of that scene really struck me.
No, I really didn't. It's been a rough week here. Our babysitter informed us that she is going on vacation at the last minute. As a result I have had to take two little kids to work the last two days.
On top of that, I'm taking alot of work home and rarely have the peace and quiet I need to formulate good story development while I'm awake enough to do a good job of it. Even now, I have the two-year old banging a toy shelf against the wall and the four-year old running around in a stocking cap that covers all of his face and shouting "gummy gummy gummy!"
Furthermore, I'm feeling a bit of pressure - mostly my own doing, mind you - to keep the story moving and pass the requisite plot mileposts so we can complete the adventure in a reasonable time frame. While I'm generally in favor of character development and roleplaying, in this format a trip to town for two days to heal up can take us weeks to play through. I know some folks want to reload and get back in the dungeon ASAP, so I'm trying to leave the option open by not overtly adding rp elements to the story. That should not necessarily mean that you cannot or should not add those elements. Only that I'm leaving the choice up to you (all of you) whether to RP or monster hunt.
Also, I feel that we do have something special with the group and should try to keep the plot-driving momentum while we all can; the rp momentum will always be there.
I hope this doesn't come off a harsh or critical. That is not my intent. I'm just in a hurry and have to run out again in a few minutes. Maybe this afternoon some kids will nap and I'll have a chance to post something more meaningful in the game thread.
santinj@
|
Santinj@ wrote:I don't think JSL intended it to be so, but the starkness of that scene really struck me.No, I really didn't.
Well, you're doing a great job of sparking my imagination. Even if you are posting with one hand tied behind your back. I've tried posting with an 18-month-old on my lap. Once. I had to backspace so many errant letters, tapped out by my kiddo, that I spent more time keeping his hands away from the keyboard than actually writing. Like I said: once.
...Even now, I have the two-year old banging a toy shelf against the wall and the four-year old running around in a stocking cap that covers all of his face and shouting "gummy gummy gummy!"
I know that you did not intend that to be as cute or humorous as it came across, but I couldn't help but laugh. See above. I remember the scene in Parenthood where Steve Martin's youngest son runs into wall with a bucket on his head and Rick Moranis quips, "My, how proud you must be."
Furthermore, I'm feeling a bit of pressure - mostly my own doing, mind you - to keep the story moving and pass the requisite plot mileposts so we can complete the adventure in a reasonable time frame.
Look, I am all for pushing the plot forward and agree with you here...
Also, I feel that we do have something special with the group and should try to keep the plot-driving momentum while we all can; the rp momentum will always be there.
...Especially when you compare the pace that we're keeping now as compared to the holiday lull we had in December/January. But there is also a sense in which I kind of savor the in-game down time for Vesh. It gives me a chance to assimilate all that has happened to him and tweak his character from an RP POV. Also, it gives me adequate time to plot some Vesh-related metagame issues, like where I go with his Feats, Skills, etc.
I hope this doesn't come off a harsh or critical. That is not my intent.
Not at all. You sound pretty slammed--for the past four or five days, I can really relate. I'm out again tomorrow, as a matter-of-fact. I'm all for getting to the next level and the next encounter and all that. But don't sweat the downtime pace too much. I'd rather suspend the weekly XP award if that means that during the next week we roleplay our planning session, and Vesh learns more about Ehlissa's mysterious past. Or Vesh gets a tidbit of wisdom from Father Z. Or not. Or Mal and Vesh become faster friends. Yes, it slows down the pace a bit, and, no, I don't want the party to eat dinner at the Rusty Dragon for a month, but let's not rush the good stuff either. It's all been fun so far, so take the pressure off.
Look, even if we don't suspend the weekly xp award, we're not in dire straights. (Dire Straights! I love those guys!) Even with next Monday's award, we'll be at 5980--20 short of level-up. That gives us 10 or 11 days to sort out the next in-game 12-to-24 hours AND get back underground. Let's set the goals ouselves, folks, JSL doesn't need to be the only one in charge of pace! I think we can have a goal of being actively engaged in the next combat encounter (presumably with the Quasit) by Tuesday or Wednesday of next week. Like I said, I'll be on the road a good chunk of the day tomorrow (I'll probably manage a late afternoon/early evening post). And my posting level goes in the toilet over the weekend with better weather, so that leaves me Friday, Monday, and Tuesday as good posting times. I think I can manage a RP post of some sort and whatever preparations Vesh needs to make in that amount of time. We can then push back into the dungeon with only a day or two having gone by IG.
| Ragadolf |
JSL~ first, PLEASE don't add any more to your obviously stressed schedule! I am enjoying the game IMMENSELY, and that is due primarily to your excellent re-crafting of the module and excellent presentation, and I would have a hard time continuing to enjoy it (IE= feel very guilty) if I thought it was causing problems to someone else! I play this game get RID of stress, not to add stress to myself or anybody else!
I appreciate you wanting to keep the momentum going, (and I feel it's only logical, the characters should feel a sense of urgency concerning taking care of the demon before it rebuilds it's defenses or just decides to leave and set up shop elsewhere.) But for heavens sake! Your having to take your kids to WORK, which is obviously causing you to have to take work HOME, (which is just wrong, seriously), give yourself a break! Take a couple of days to catch up to your home needs, Let us carry it for a few days, (which, as Sant pointed out, would still only be a MAX of 2 days game time! About the max a nervous mage would be willing to allow the Imp to run unchecked!) And pick it up when you can, I don't think any of us will begrudge you that!
From a purely selfish standpoint, if YOU burn out on the game, how am I going to find another of equal quality to replace it?!? ;P
Seriously, I appreciate all of the work and effort you have put into this, and would love it to continue. Indefinitely. (As long as possible), Please take care of the family first. I'll be here when you get back.
OK, Serious time all done now,... :)
Sant~ With Vesh having been thru all that you mentioned, and then waking up to 'reality' as he did. I'm sorry, but I had to laugh at your description! I am a Christian who was raised Baptist (now a practicing Catholic with my wife), and have met many, MANY Missionaries who all have almost an exact same moment in their testimonies. (Art imitates life?) No one ever said that serving God was easy! As clever as I've seen your writing be, I'm confident that you'll be able to take that moment and make it into an important milestone in your character's development. Somehow. (Don't look at me, I'm the verbose one, not the clever one!) ;)
To all who said nice things about Sli's & Zike's interactions, thanks. I was personally hoping to give 'Z' a full-frontal Slidell Verbal-barrage, but like I mentioned earlier, at midnight my brain turns into a pumpkin! I think I did manage to get the basic feeling across though, and I can always justify it by claiming that not even Slidell is crazy enough to pick a fight with a Lou Ferrigno/Schwartzenegger wannabe when he's basically mummified and down to 2 HP! (I'd like it to be noted that at sunrise this game day, the BIRD had double Sli's HP!) ;P
As above, I'm all for slowing or freezing the weekly XP until we get caught up, (or until the game catches up to us!) I also don't feel like RP'ing a week's worth of Dinner discussions, but let us coast and prep until JSL is caught up and Sant is available, and then we can hit the rematch running!
OK, that's enough from me for tonight! I think I'll try to turn in at a decent time for a change! G'night all, see ya all in the game!
| Dreamer |
Re: Game Pace
It seems to me that it takes about a month for our characters to experience a day of game time. It's not breakneck speed (though when I have my long work days on Tuesdays and Wednesdays, it seems like it!), but it's also not chess-by-mail. I think we're doing fine.
I imagine that summer is going to bring a few delays (vacations, yard work, holidays), and all of us have some days that are better for posting than others. I'm perfectly happy not getting back into the dungeon (or at least confronting the quasit) until Fabes gets back Monday, so that leaves plenty of time for re-upping, character interaction, and whatnot.
Re: "Character Development"
Again, what's the hurry? Over time, certainly these characters' relationships with each other and with themselves are going to evolve as they fight together in the trenches and alliances are built (and possibly broken) and they deal with their own -- ha! -- demons. I like what santinj@ said about taking some downtime to assimilate what has happened up to this point.
In my rl experience working with therapeutic "character development," rarely do people have life-changing epiphanies, and when they do, it still takes a week or two to assimilate it and commit to acting on those changes. (And yes, often there is a let-down afterward, or a period of "silence" after a peak experience--leaving a lot of time for questioning the reality and significance of the event.) In my work, I typically ask clients to commit to an initial (avg. 8-week) period, because it takes about that much time to 1) figure out what's going on, 2) figure out what we want to do about it, 3) see measurable change, and 4) evaluate whether it's worth continuing.
This game has been going on for about 8 months (or 8 days in game-time). It makes sense for the characters to be engaging in some self-evaluation and maybe questioning a few things (e.g., Salome and Vesh are both asking, "What's keeping me here?"), but it still seems premature to be making final decisions about character relationships and personalities; eight days is hardly a lifetime.
I'm enjoying the organic feel of the interactions right now. The group had to recalibrate after Naelah and Corran left, and after Salome joined. Now Zieke is part of the group, and everyone's adjusting to that change. I'm sure that once everyone comes together again (at lunch or dinnertime?) they'll be rarin' to go once more. Plan some strategy, charge into the dungeon, and forget it all all over again. (That seems to be the pattern thus far.) :)
| JSL |
P.S. I also got Shadowfell Keep the other day. I've been focusing on the quickstart rules and some of the beginning encounters (rather than reading the whole adventure--just in case I find someone to DM the thing). Some of it looks pretty cool, and it makes me want to play it to see how the whole thing comes together, but--just like with my first look at PRPG--nothing blows me away.
The adventure itself is rather pedestrian. I think that has already been pointed out by some in the 4e board. However, when you consider that they have to cram the general "what is D&D?" statement, quick start rules, setting info, and roughly 20 encounters (with tactical maps) into 80 pages, you can see how story is almost a secondary concern. I think this is a good adventure for an experienced DM to take and run a 4e game. A neophyte would struggle greatly as RP aspects are almost completely relegated to a couple of short paragraphs here and there. One thing that is nice is that they give sample NPC responses to questions the PCs might ask. This gives a DM an idea of who knows what and what it takes to get it out of them. I like having that info consolidated. Now, if only the story were compelling enough that anyone would care...
But it is a good product for what it does. And even if I never use it exactly as written or intended, I'll almost certainly use every little bit of it eventually.
It all looks...harder. Not the rules per se, those actually look more like 3.5 than I was expecting. But the encounters, even the first kobold-fodder encounters, look pretty tough. Unfortunately, I'm an experiential learner, so reading the thing more closely (even with the relative peace and quiet I have now) wouldn't teach me much. I might have to slog through DMing the thing once the rulebooks come out in a few weeks, just to see what the game feels like.
My wife and I ran through the first encounter just to see what would happen. I played the PCs and had her play the badguys. We did it as a minis game - no RP, just combat. Two things that stood out:
1. The DMs job is much easier. My wife has never DMed. But after showing her how to read the stat blocks, she had no problem effectively running the three different kobolds used in the first encounter. They have pretty natural synergies, nifty abilities, and there is little to keep track of.
2. The players' job is alot harder. True I was playing 5 characters, but I still found myself taking delay actions, coordinating things, etc. much more than I ever would have to in 3e. For example, the Cleric has an ability that (if it hits a foe) grants an ally a +2 to his next attack against that foe. So in the first round, I had to drop the Fighter all the way down the initiative order so that the Cleric could go earlier and give the Fighter the bonus.
We both had some crappy dice. I went 1-4 with the Wizard's area attack and then 1-3 with the Paladin's breath weapon against a group of kobolds managing to kill all of two minions with the attacks. I also used the Rogue's action point to set up a double move to charge into flank... and rolled a 2. But I got some justice, too. The Fighter is king against shifty guys like the Kobolds. Once I based four of them with the Fighter, I was able to lock them in place enough to get the rest of the party into its comfort zone. Cleave is also a great ability vs. minions. Since they only have 1 hp, it is basically killing two with one blow. I also pulled out the flurry attack (the one that does damage on a miss) at just the right time - when the last Kobold was down to 1 hp.
All told, the first battle cost the PCs a total of 6 healing surges and one action point. Two characters survived without taking any damage. That seems right given the presumed goal of 3-4 encounters between extended rests. I could easily see the characters taking on two more EL 1 fights before I'd start thinking about shutting them down to get some mojo back.
One concern the increased durability of the PCs brings to mind is the possibility of leveling up in a single adventure day. I think the DM will need to set a more realistic pace and hopefully adventure design will support that through more lower level encounters as opposed to the rapidly escalating encounter levels typical in published adventures. At least in theory, it should be possible for a slightly lower EL encounter to injure the party in 4e. This is not typically possible in 3e. Alternately, I guess the DM could just divide the XP in half.
Happy to say, however, that unlike the contentions of many anti-4e nay sayers out there, it still looks like D&D. Maybe a little too much so!!! It actually reminds me a little of B2: Keep on the Borderlands: Combat encounter, blah, blah, blah, combat encounter, blah, blah, obligatory blurb about D&D not only being about combat, combat encounter, blah, blah, etc. Typical old-school dungeon crawl stuff as a matter-of-fact! It may be closer to OD&D than 3.5 was in some ways. We'll see.
I had to LOL at that. All the talk about how 4e is all combat, yada, yada. Were there rules other than for combat in the earlier editions? Not really that I recall. I think the skill challenge rules have taken 4e farther than any predecessor in terms of running and adjudicating non-combat encounters. As our game shows, the RP has got to come from the players making the effort to RP. Its not the fact that Sli casts magic missile - its that he writes a book about it. I think the 4e powers are going to be even more fun to describe and I wonder if the game might actually play better in a medium such as this where people who maybe aren't always on-the-fly with the improv skills can maximize the blend of RP and mechanics.
I thought Wizards online gaming table thing was a joke at first, but now I'm really wondering...
It's all been fun so far, so take the pressure off.Look, even if we don't suspend the weekly xp award, we're not in dire straights. (Dire Straights! I love those guys!) Even with next Monday's award, we'll be at 5980--20 short of level-up. That gives us 10 or 11 days to sort out the next in-game 12-to-24 hours AND get back underground. Let's set the goals ouselves, folks, JSL doesn't need to be the only one in charge of pace! I think we can have a goal of being actively engaged in the next combat encounter (presumably with the Quasit) by Tuesday or Wednesday of next week.
I appreciate the understanding. I also appreciate that people have been able to RP (and well at that) with my infrequent posting of late. I think your goal is a good one. Does it make sense to keep the RP going in game and handle any maintenance simultaneously either OOC or here?
santinj@
|
Does it make sense to keep the RP going in game and handle any maintenance simultaneously either OOC or here?
I think that's cool:
Here's what Vesh wants to find out and/or get:
1. He's got one CLW potion, he'd like to get another
2. He'd like to find out how much cold iron arrows cost and perhaps get some of those
3. He'd like to purchase, or have the party purchase, a net. I think someone else came up with this idea for the quasit, and I think it has some merit. Or, a web spell scroll???
That's all for maintenance that I've got. Should probably get a cash advance to get all that.
Anyway, in terms of RP, I think Vesh is going to have what he wants shortly now that Father Z. has shown up. In general terms, he's looking for Father Z. to give him encouragement and guidance. Vesh is looking for a reminder as to why he should remain in Sandpoint and fight the good fight.
EDIT: Good RP post, BTW. I like the scene that Salome is having with Naffer (and now Zieke). I keep thinking that if this were a book, I'd keep reading. Also like the Mal/Ameiko angle. Simply wonderful, and I think it'll reveal more of Mal's character. Won't be able to post Vesh until later today, but driving usually gives me some inspiration. See ya'll.
Oh, and I hope Vesh's dream wasn't too over-the-top sexually for anyone. Sorry if it was. I never try to be too explicit--I actually find it more challenging as a writer to let the reader fill in some of the blanks. I originally had Kimri in her late twenties/early thirties until I realized what I was writing. Vesh is fifteen in that scene. Needless to say, I went back and revised her age making the whole scene really creepy rather than outright obscene. I'm no Nic Logue wannabe.
| JSL |
Here's what Vesh wants to find out and/or get:1. He's got one CLW potion, he'd like to get another
Ok. In general, there is not a town apothecary cranking these thing out. If there were, they wouldn't need your help to deal with goblins, right?
But they can be had by certain characters under certain circumstances. Zieke can occasionally get them through the garrison. Salome can get them pretty readily, but in small quantities.
Other sources include F. Zantus and Hannah, both of whom do not just have them up for sale. In other words, they would need to be sweet-talked by someone they like. Currently F. Zantus is more partial to Vesh and possibly Ehlissa. Hannah does not want much to do with you guys - though that could potentially change if someone could get on her good side and figure out what her problem is (hint, hint).
2. He'd like to find out how much cold iron arrows cost and perhaps get some of those
I think the cost of cold iron is simply double the regular cost. They are readily available in quantities up to 5.
3. He'd like to purchase, or have the party purchase, a net. I think someone else came up with this idea for the quasit, and I think it has some merit. Or, a web spell scroll???
A net is easy. Mal could get one at the docks for a copper or two. A web scroll is harder and would probably have to be commissioned from someone who knows the spell. I think the headmaster of the school - check page 1 or 2 for his name - is the only wizard in town. He probably knows the spell, but it will take some diplomacy if you want it anytime soon.
That's all for maintenance that I've got. Should probably get a cash advance to get all that.
You'll have to hit up the Mayor if you want an advance. She is willing to give up to 50%, but will require some good diplomacy (again) and Zieke's word that the work is almost done.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
I hope to post during naptime, and early enough that NSpicer can get a Zieke post off before the day is done, if he'd like. Like santinj@, I need a little time to figure out what I want to say.
Zieke's post has been rendered. Lots of interesting tension could be present for this scene. :-)
santinj@ wrote:I'm no Nic Logue wannabe.Apparently. Both of the characters were alive! And there weren't any intestines, either.
Now that's LOL funny... :-D
Other sources include F. Zantus and Hannah, both of whom do not just have them up for sale. In other words, they would need to be sweet-talked by someone they like. Currently F. Zantus is more partial to Vesh and possibly Ehlissa. Hannah does not want much to do with you guys - though that could potentially change if someone could get on her good side and figure out what her problem is (hint, hint).
Hmmm...maybe Zieke could gain her confidence since he's meant to be a guardian of the town and might have a little more cache with her. Something to consider down the road, at least. I guess it depends on how much time he spends down at the cathedral in the days ahead.
A net is easy. Mal could get one at the docks for a copper or two.
I think that's probably the best option. A net would be reusable as well...unlike the scroll of web which would be a one-time hit or miss thing, provided we knew what squares to target to try and pin down the quasit. I think the net makes a lot of good sense, too. It gives Mal a perfect "story reason" to both select and provide that option to the party. And, as a former seaman with a high Dex, hopefully he can cast it better than most of us. I doubt Zieke has proficiency in net weapons, for instance...but it makes sense for Mal to have it.
A web scroll is harder and would probably have to be commissioned from someone who knows the spell. I think the headmaster of the school - check page 1 or 2 for his name - is the only wizard in town.
That's Gandethus, I believe. I'm kind of surprised Slidell hasn't rubbed elbows with him yet.
You'll have to hit up the Mayor if you want an advance. She is willing to give up to 50%, but will require some good diplomacy (again) and Zieke's word that the work is almost done.
"Absolutely, ma'am..."
"Yes...I guarantee it'll help us get the job done...""Of course, my professional opinion...yes..."
"A wise investment in the safety and future of Sandpoint..."
"Full responsibility, yes...I know..."
:-D
| Ragadolf |
Second the great job by all. I also would keep reading if this were a book. (IF [BIG IF] I ever get off my ever-widening @$$ and make time to do something constructive, I would love to take this and turn it into a book. [With fully-disclosed creative bylines, of course!] What the heck, it worked for Weis & Hickman!)
Regarding restocking and inventory, Sli needs/would like;
1)NEW CLOTHES! :D (He just CAN'T be seen in a ROBE, that is so CLICHE'!)
2)Current heal potions=0, would like to have at least 1!
3)Would gladly spend the craft point(s) to make another item, but all the things that I have thought of that might be useful against the Imp are 2nd level! :P I'll research again tonight if I have the time,...
4) We definitely need a net, maybe two
5)New lamp and more oil! I was thinking of the smoke from the burning oil the first time, it wasn't enough to fill that huge Runewell room, but if we can corner the Imp in a smaller room, we could smoke it out! Last I checked, they still needed to breathe!
6)Naw, that's all I got. ;P (For now?)
EDIT-
Hannah does not want much to do with you guys - though that could potentially change if someone could get on her good side and figure out what her problem is (hint, hint).
Yah, Despite Sli's higher than average Charisma, I somehow get the impression he might not be the best man for that job. Though if he were to catch wind of a problem, he would probably make a pest of himself until he at least discovered what it was! And who knows, sometimes opposites attract, it would be funny if it was something that he really could help with!
A web scroll is harder and would probably have to be commissioned from someone who knows the spell. I think the headmaster of the school - check page 1 or 2 for his name - is the only wizard in town.
That's Gandethus, I believe. I'm kind of surprised Slidell hasn't rubbed elbows with him yet.
I actually never got that far when I WAS reading the scenario. (And magic guys are usually the first thing I look for!) But JSL threw me a tidbit about Brodert Quink, (the Sage of Sandpoint) and I followed that lead,... till now. ;P It's not beyond reason to believe that Slidell simply never turned down that street during his first few days there, and never thought to ask! :D
See ya all inside!
| Ragadolf |
Woo-hoo! Long-windedness IS contagious! :D
Nice 'summary' Malcolm! I enjoyed reading how some of the events looked from Mal's point of view. (Slidell? Plan? Really? Who knew!?)
Love the interaction 'twixt Father Zanthus and Vesh, can't wait to read Vesh's reply. And if I can't find Zieke, maybe I can bump into Vesh (literally, this IS Slidell we're talking about here!) And he can help me find him!
ALSO looking forward to Salome's response to Zieke. Is she gonna ream him a new one? (Acting tougher than HE does?) Or is she going to show this 'tough guy' a sensitive side? (Something she hasn't give any of us a glimpse of yet, excepting maybe Vesh.)
This, THIS is why I can't get stuff done at work! Or clean my house at night! I'm too busy re-reading this PbP!
Thanks for letting me be a part of this! :D
See you tomorrow, (I have to clean my tiny apartment, family coming into town for 5year old's BDay party on Sat.) I'm going to SLEEP! Nighters!
| Dreamer |
As far as restocking gear and such go, I don't have anything -- and don't have any way of acquiring more things, as far as I know. (I could certainly be wrong; I have yet to grasp the economics of this game. Killing monsters for free useful loot and stopping by the all-you-can-carry potion shop makes no practical sense at all, but you have to admit it was a convenient model!)
Salome was not inducted as one of the Heroes of Sandpoint and is not earning a wage. I suppose she could work at the cathedral, as she was doing when she first met the merry band of heroes, but I don't know if they pay. (My rl experience with non-profit agencies providing services to the needy is that they don't! Unless you count "getting paid in blessings.") I think I originally put some skill points into an unnamed craft, so I suppose making and selling something is a possibility.
Thoughts from the more experienced?
| Ragadolf |
Thoughts from the more experienced?
I don't know about more experienced,... but anyhoo,...
There are rules regarding actually making money with Skills. Crafting, performing, etc.
I'm not all that familiar with them as I've never ben in a game where we worried about it. Most of the games I've played in never seem to have much 'down time'. ;)
But basically, you invest a day making an Craft item, succeed at a Craft check, and you have an item you can sell for X # of GP. But then you have to actually go and sell it.
For 'long-term' monetary income, you make your a Craft or Performance check for the WEEK, and you bring in X # of GP depending on what DC you meet or exceed. This basically combines all that is needed to 'make a living'. (Creating crafted items & selling it, performing every day on the street corner, etc.)
You'll never get rich off of it, but I believe they balanced it enough that you can usually afford the generic upkeep costs to pay for living in between adventures. I believe all those rules are in the DMG if you have access to that book.
Basically a long-winded way of saying 'I'm not sure!' ;P
I think if your looking for 'Quick cash' we might need to look in another direction.
I'm not against spending a couple of Sli's craft points to make a magic item to sell, (if I thought anyone in this town could afford to buy it!) But that's not a get-rich-quick scheme either, since you have to spend 1/2 the GP of the item to create it!
That's all I got for now, i'll brainstorm in my copious spare time! (Ah-Hah! I kill me!) :)
Laters! :)
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
I think I originally put some skill points into an unnamed craft, so I suppose making and selling something is a possibility. Thoughts...?
If you put points into Craft, I'd suggest something like a jewelry-maker...not necessarily with gemstones and what-not, but more like Qadi-inspired bracelets, charms, and necklaces. Such items could be sold around Sandpoint, particularly if they have a Sarenrae theme to them. Perhaps in light of the goblin attack at the Swallowtail Festival, people are starting to buy them in the hopes the Dawnflower will favor and protect them?
Other than that, she could be a calligrapher or painter, providing illumination and aristic renderings for the shrines at the cathedral. Or maybe a potter, manufacturing simple earthenware for both religious and home use?
If you'd rather convert those points to the Profession skill instead of Craft, you could say she's an apothecary or herbalist of sorts...which ought to dovetail nicely with her healing background. Or you could say she's an accomplished scribe and is being paid to translate or transcribe various religious texts for the faiths at the cathedral.
My two-cents,
--Neil
santinj@
|
I think the cost of cold iron is simply double the regular cost. They are readily available in quantities up to 5.
I'm a little confused by "quantities up to 5." Do you mean that they are sold five at a time? Or that Vesh could only buy five total? I'm assuming the former, since the latter would not really make them "readily available."
Vesh has a little cash, so he might do some shopping soon. I'll summarize his actions both here and in the game thread. After which, Vesh should be ready to go back into the catacombs.
santinj@
|
I thought that this might cut down on questions about gear:
Sandpoint on 500gp a day (a shopping guide for adventurers):
Mundane gear: Anything listed in the PHB, including masterwork versions thereof is pretty readily available. The market tends to drive prices down and you have good trade material (the expensive glass goodies), so take a 25% discount on all mundane gear. Also note that I think the costs for masterwork items are kind of silly, so use this instead: mwk weapons are 10x normal cost; masterwork armor/shields are 5x normal cost. If this produces something you think is anomalous, let me know and we'll sort it out. I think it is pretty reasonable for items with base cost less than 75 gp, but it fails with some of the more exotic/expensive weapons and heavier armors.
Potions of cure light wounds: As far as magic items go, these are the most readily available. Salome and Naelah can buy them at cost (25 gp) to a maximum of four each (8 total). The rest of you can buy up to 2 each at regular cost (50 gp). So if the party chooses to max out on clw, you can get a total of 8 + 8 = 16 potions between the 6 of you for a total cost of 600 gp.
Scrolls: Low end scrolls can be obtained fairly readily at the Sandpoint market; however, supply is limited. The spell casters can each find one scroll of a second level spell and up to two scrolls of first level spells. In order to reflect limited availability of the second level scrolls, make a list of three spells and roll a d3 on Invisible Castle. That is the scroll you can buy (you don't have to, though). You can pick one first level scroll from the SRD spell list; but use this method to determine the other if you want two. (2nd level scrolls are at CL 3, DC 13, and cost 150 gp; 1st level scrolls are at CL 1, DC 11, and cost 50 gp).
Potions: Potions of first and second level spells are uncommon, but they can be had. Divine potions are somewhat more common as befits the greater number of useful divine spells that can be made into potions. You can buy a second level divine potion and up to two first level arcane or divine potions. Follow the same method given above for scrolls to determine which potions you can find. (2nd level potions are at CL 3 and cost 300 gp; 1st level potions are at CL 1 and cost 50 gp). Note this applies to oils, etc, too. Costs are based on Cleric and Wizard item creators so if it is a Paladin only spell has an unusual cost component, use the DMG to sort out the cost.
Wondrous Items:Wondrous items with cost up to about 400 gp are routinely available, though again supply is limited. If there is a particular item in the MIC or other source you are looking for, ask me. But in general, you can find items that have a once daily use of a 1st level divine or arcane spell at CL 1 for about 350 gp each. Follow the procedure given above for determining if you can find your first choice of item.
Smart shoppers: Any time you have to roll the d3 to determine if you find what you want, you can attempt a DC 20 Gather Information check. Success allows you to roll twice and take the roll of your choice.
Creating items or getting training: The downtime is a great chance to make that pesky hard-to-find item or hook up with a tutor for a private lesson. I have finalized my rules for this. You each have 6 Craft/Training Points, which you should track on your character sheets.
In general you can afford to create first level potions (cost of 1 point + 25 gp) or scrolls (cost 1/2 point +12 gp). Also, you can afford to purchase skill training up to a +1 bonus (cost 1 point + 50 gp). If you have a relevant item creation feat, you can halve the gp portion of the cost (but not the point portion of the cost). You can also create items at above the default minimum caster level. Note: I think the skill training is probably worth it, since it applies to cross-class skills as well and I know there are a few characters out there who seemingly want to be a little more diverse in their skill sets.
| I Hate Quasits |
Maybe everyone's just rushing to find Salome by the river because word spread that there's a petite woman in wet robes down there...though I guess some might consider that a religious experience. ;)
Ha! Vesh might have to reconsider his loyalty to Desna after that vision. *Queue the burlesque music!* Sarenrae, goddess of the Sun…and mooning.
| Dreamer |
Earlier post got eaten.
When I saw the picture of Corran on the game page, for a moment, I thought I was on the wrong page. It looks like we had "Spirit Vesh" and now "Ghost Corran"!
Actually, now that I think about it, it's interesting that all of the characters have found an NPC or character of their own making with whom to interact and take care of their individual needs. Is a sense of duty to a troubled town enough motivation to bring this group together again? Tune in and see...
santinj@
|
Earlier post got eaten.
When I saw the picture of Corran on the game page, for a moment, I thought I was on the wrong page. Now it looks like we have "Spirit Vesh" and now "Ghost Corran"!
Actually, now that I think about it, it's interesting that all of the characters have found an NPC or character of their own making with whom to interact and take care of their individual needs. Is a sense of duty to a troubled town enough motivation to bring this group together again? Tune in and see...
I'm really hoping that it's okay with JSL and everyone else for me to commandeer Corran for the purpose of kicking Vesh into gear as I've just done. I don't plan on making it a habit, but when I saw that I still had the sub-Corran alias, inspiration hit like a freight train. I thought it'd bring home to Vesh that it's all well-and-good to follow a sense of duty or obligation or destiny, but that in the end, it comes down to choice...a pretty sudden change for Vesh if you read his earlier posts regarding Desna and fate.
| Dreamer |
Inspiration is good.
My observation certainly wasn't a judgment. We don't all have avatars of the people we're talking to, but just about everyone has created some kind of dialogue with him/herself and an NPC, familiar, person-on-the-street, dream, or flashback.
I just find it interesting that we're finding external sounding-boards to process this stuff and help make the decision of "How much will I [as a character] commit to this adventure?" Confession: There were a few days when I did seriously consider writing Salome out (actually before the suicide attempt; by the time she arrived at the cathedral, I knew she was going to stay). But I've just taken it for granted that the players are committed to continuing and we'll find a way to get the group back together and everyone's heads screwed on (relatively) straight and ready to go and be heroes again. But santinj@'s right -- for each character, on some level, it's a choice. And the motivations are as unique as the characters we're playing. Or the characters who are doing the playing. Whichever works. :)
| Ragadolf |
'Inspiration is good', I'll second that!
Nice work Sant! (I've heard of talking to yourself, but writing THAT little ditty must have been a posting nightmare!) It's also good to know that our old friend is around if we need him! Even if only for a motivational kick-in-the-pants! ;)
Also nice dialog 'twixt Salome and Zieke. I must admit, with Salome's earlier, brusqueness, and Zieke's winning personality, I would have lost Sli's money betting on more of a 'fireworks' show than a pleasant chat! ;P
Still, interested in seeing where it goes, just how much will either of them open up at this point?
Also, I am a slow learner, but NOT wanting to interrupt a good thing. Sli won't 'find' you guys till I think your (mostly) done! Keep up the good work!
| Ragadolf |
New ideas for helping us capture/kill the Quasit,
1) ENLARGE lasts one minute per level, makes a person large enough that he/she gains a space/reach of 10', AND is made stronger, AND weapons do damage according to their new size category.
2) Animate rope, not as useful, but still, lasts 1 ROUND/Level, does not snake out, but any creature hit by it (throw as a ranged touch attack) is entangled IF they fail a reflex save. Until they escape (escape artist check, break w/ str check, or do dmg to rope itself.)
What do you guys think? The major problem with these ideas are, I don;t have these spells! We have to buy at least one scroll of each,. and then I can either just use them, or copy them into my spellbook and memorize to cast myself.
Chat ya later,...
| Arctaris |
Enlarge Person is a good idea. Making it so that two characters have the reach to hit the Quasit if the net doesn't work would be nice.
Casting it on Zieke or Malcolm might provide a little distraction so that she doesn't focus all of her firepower on Ehlissa.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
I got the sense that the ceiling in the chamber with the well was higher than 10 feet anyway. Wasn't it like 30 feet or something? I can't remember. But if it's higher than the reach of even an enlarged creature, I'm not sure getting taller will necessarily help in capturing/killing the quasit any more than our current height. However, the improved reach could threaten more of an area and maybe sense the invisible quasit zipping by a bit more often. She could still fly higher to avoid that, though.
Meanwhile, animate rope sounds intriguing. And it might be really useful if it can also animate the "rope" that comprises the net itself. I'm not sure if the spell description allows for that, but it would be a pretty creative use of magic. Kind of like a thrown airborne entangle effect on certain squares where we think the quasit might be. If JSL thinks that's feasible and will allow it, I'd encourage going that direction.
And...how about this for an add-on idea...if you were to enlarge the person throwing the net, the net would also grow larger...and cover a larger area as a result. So...double-whammy...
Just my two-cents,
--Neil
| Dreamer |
OK, I think it's time to play "What do we know about the quasit?" Cue irritating music and crowd's applause
What I have so far:
1) Tiny creature (not very big or strong)
2) High DEX
3) Flies
4) Turns invisible -- but has to turn visible to cast spells or attack (I don't remember the rule here)
5) Strikes with vile thorns -- wounds can only be healed in a holy place
6) Serves Lamashtu, Alzanist, or both (not clear); nor is it 100% clear who the "new daughter" is; we're guessing Nualia.
7) Can Cause Fear
8) Evil outsider -- cold iron and holy weapons are effective
9) Commands/creates wrathspawn; blood from a living sacrifice is needed
RECENT INFORMATIONAL QUOTES
"Wrathspawn are not born of the flesh, but are created. Through profane rituals involving an artifact known as a Runewell, the anger-filled souls of those who die violently are harvested and congealed. It is from this amalgamation of hatred and bitterness that the Wrathspawn arise."
"Vesh, I don't know what your tribesmen may have told you about the realms beyond the stars. Whatever they may have said, it probably only scratches the surface. There are many worlds in creation - and many souls that inhabit those worlds. Some, like the Dreamsea - that is where Desna herself is said to shape the dreams and desires of mortals - are places of unsurpassed beauty. Others, like the abyssal wastelands are places of suffering and horror beyond the imagination of even the most fertile minds."
"It is from one of these realms that the infernal beast you describe has come to sow corruption and suffering in our world. While Lamashtu may indeed have some part in this - for she also delights in suffering and cruel deformity, I think the real problem is that the wound is tainted with hatred. Hatred beyond any felt even by sworn enemies of the flesh."
"Though the 'quasit', as you call it, may seem alive and seem to be a living creature, it no more breathes or eats than this stool I'm sitting on. It is an immortal being and knows only hatred - and jealousy - for the quick; for those who enjoy life and live fully."
"Vesh, remember one thing when you face the 'quasit'. It is immortal, but it is not free. True it does not eat or drink or age. However, it cannot grow or change or even enjoy its existence. It is a creature of pure hatred and jealousy imprisoned in a frail vessel and driven to the pursuit of that which it cannot ever obtain. Find what it desires and use that against it. Let its own hate and envy be the key to its downfall."
PROBLEMS:
1) Detection when invisible2) Ability to reach
3) Whatever weapon resistance these things have
4) Effective defense against its weapons
5) Wrathspawn and other distractions
6) What if it escapes?
Salome has the following spells prepared
Offensive
Light of Lunia
Spiritual Weapon (look it up in PHB; it's pretty cool)
Light of Mercuria
Defensive
Resistance
Remove Fear
Other
Light x2
Guidance
Bless Weapon
I like the net; maybe two? (Cover archway to prevent undetected escapes? Any way to attach it?) Enlarge person probably wouldn't completely solve the reach problem and would also create a larger target. Does an enlarged person have enlarged strength? What does enlargement do to dexterity?
Does everyone have adequate CLW potion or reasonable facsimile? I'm likely going to have to choose between focusing on healing or attacking, and I think these attack spells are particularly useful.
| Ragadolf |
Good brainstorming,
Here a few Details of the 2 spells according to the SRD website,
ENLARGE PERSON
-Person gains size, (basically goes up to next size category) which includes taking up space and gaining reach of 10' (True the ceiling is higher than that, but Ehlissa will still be able to jump!)
-Person equipment grows, and does dmg of the next size category, AS LONG AS THEY HOLD IT, the SRD says this means that hand held weapons do more dmg, and missile weapons that FIRE ammunition do dmg according to the size of the weapon they are shot from. BUT a thrown spear would revert to normal size and do normal dmg. (Also means that a net would only be larger as long as it was held onto.)
-Person LOSES Dex & AC! (SRD says big critters can't move as fast, and are easier to hit in general) Only 1 from each I think, but this IS a potential loss of 2 AC vs this critter! Since the Imp's worst weapon is that blasted dart, this won't really make much difference in my opinion.
ANIMATE ROPE
-very short duration, 1 rnd/lvl
-It has a GOOD range, so the rope can be commanded at range,
-BUT it only affects a limited amount of rope. I think the max is 50' of rope at 1" thickness. Which would make a very small net. BUT, all you have to do is hit your target with a ranged touch attack and the creature will be ENTANGLED if it fails it's REF save. Then it has to 1) break the rope, or 2) make a successful escape artist check, or 3) have someone cut the rope.
And Sli is out of potions. I think that everyone should have at least 1 in their pocket. Especially for this fight! Even if its only for a drink at the end of the fight to stop the poison's effects until we get to the temple!
Oh, and I've always thought that the Cleric's Spiritual Weapon was one of the best spells in the game, in ALL the versions! It only needs a higher level version (say, 5 or 6 level) to make them complete!
:)
See you all soon!
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Do tanglefoot bags have an effect on flying creatures?
I would assume only if they strike them in mid-air. A tanglefoot bag needs to hit something to "activate" its entanglement effect. Normally, you hit someone with it and they're stuck to the floor or a wall. But if you've got an invisible flying quasit, you're going to need to hit it by guessing which square it's in...and overcome the miss chance.
My two-cents,
--Neil