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Female Aasimar Druid 7 (Noble)

Servant 2 for your perusal:

Name: Jiya, Bhangari Expert(Civilised); Position: Cook/Kitchen maid
Name: Jiya of Bhangari
Gender: Female Race: Human (Bhangari) NPC Class: Expert 1
Age: 22

Physical Description:

--------------------
PHYSICAL DESCRIPTION
--------------------

Height: 5’4”
Weight: 125 lbs
Eye Colour: Amber Brown (large, expressive eyes, with thick, full lashes) (there is a long scar across her right eye – hitting her cheek)
Hair Colour: Dark Brown
Hair style: Long, kept in long braids.
Skin tone/colour: Golden/burnished brown
Body/Physique: Petite, toned, with a little curve/flare to her hips.

Personality:

--------------------
PERSONALITY
--------------------

Engaging/charming, dutiful, resourceful, amiable, likes to gossip, independent, graceful.
==============

Backstory:

Jiya remembers little of her time in her homeland of Ghoma in the realms of the distant east. She was a child of six or so years when she was spirited away by travelling silk merchants returning from Taikang, and, she had long forgotten the faces of her mother and father. The only memories she carried with her was the herb garden her mother tended with great care and that they worshipped an elephant. Jiya had been sold from caravan to caravan (and had earned a prominent scar over her right eye – thanks to one malicious master). There were other masters who taught her the ways of the ancient healers and she learned to identify which plants/herbs could be harvested for medicinal purposes. As a young woman of 14, she was taught the fine art of cooking and developed a love and flair for it. The aromatic herbs she added could bring a dish to life – and her reputation grew as one of the finest cooks in Zul-Bazzir.

Her ‘expert’ class skills - 10:

Appraise, Craft (Alchemy), Diplomacy, Heal, Know. Nature, Linguistics, Perception, Profession, Stealth, Survival

Jiya’s stat sheet:

Statistics
Name: Jiya of Bhangari
Gender: Female Race: Human (Bhangari) NPC Class: Expert 1
Age: 22

Female Humanoid (Human, Bhangari)
Init +2; Senses Perception +7

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DEFENSE
--------------------

AC 15; touch 13; flat-footed 12 (+2 Armor, +2 Dex, +1 Dodge)
hp 9 (1d8+1)
Fort +1 (-2 vs poison & disease); Reflex +2; Will +5

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OFFENSE
--------------------

Speed 30ft
Melee Light Mace +0 (1d6/x2/B)
Melee Curved Dagger +0 (1d4/18-20x2, P or S)

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STATISTICS
--------------------

Str 10(+0); Dex 14(+2); Con 12(+12); Int 14(+2); Wis 16(+3); Cha 13(+1) (Ability Modifiers +2 Cha)
BAB +0; CMB +0; CMD 12

--------------------
FEATS
--------------------

• Street Smarts (General, bonus feat via culture): You are able to navigate the streets and personalities of whatever locale you run across. Benefit(s): You get a +2 bonus on Knowledge (local) and Sense Motive checks, and Knowledge (local) is always a class skill for you. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. The bonus on Sense Motive checks doesn’t stack with Alertness.
• Skill Focus (Prof: Cook): +3 to Prof. Cook
• Combat Reflex (bonus feat via race): You can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
• Dodge (Combat) (bonus feat via Human): Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

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SKILLS (6+2+4 from culture=12)
--------------------

• Appraise 1+3+3=+7
• Diplomacy 1+1+3=+5
• Heal 1+3+3+2 (from Culture) =+9
• Know. Local 1+2+3+2=+8 (class skill via feat, +2 via feat)
• Know. Nature 1+2+3=+6
• Linguistics 1+2+3=+7
• Perception 1+3+3=+7
• Profession (Cook) 1+3+3+3 (from feat)=+10
• Profession (Herbalist) 1+3+3=+7
• Sense Motive 1+3+0+2=+6 (not a class skill, +2 from feat)
• Stealth 1+2+3+2 (from culture)=+8
• Survival 1+3+3=+7

LANGUAGES
Bhangari, Taikangian (bonus via race), Susrahnite (bonus, starting language), Khazistani, Nabastissean, Taraamite

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GEAR & EQUIPMENT
--------------------

• Light Mace: Cost 5 gp Weight 4 lbs. (Damage 1d4 (small), 1d6 (medium) Critical x2 Type Bludgeoning, Category light Proficiency simple)
• Dagger, Curved: Light simple weapon (melee); cost 4 gp; damage 1d4 (M); critical 18-20/x2; range increment —; weight 1 lbs.; type: piercing or slashing. Also known as the jambiya or khanjar
• Eastern Light Armor (Cost 15 gp; Weight 8 lbs., Armor Bonus +2; Max Dex Bonus +4; Armor Check Penalty 0, Arcane Spell Failure Chance 5%; Speed 30 ft./20 ft.)


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Just for your info, a longspear is a twohanded weapon, you can´t use a shield with it.
I do like your characters :-)
But one question, why are no Yar-Ammonite servants / slaves?
I am just asking.
My reasoning:
Which country is close. Servants could be runaways, bastards, travelers, any kind of people move abroad and usually work in low level jobs.


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Female Aasimar Druid 7 (Noble)

Edit: Jiya's con mod is +2. Typo'd on sheet above.

====

Servant 3 for your perusal:

Name: Bast, Taraamite Aristocrat (Civilised); Position: Gardener/Estate Maintenance/Stablehand
Name: Bast
Gender: Male Race: Human (Taraamite) NPC Class: Aristocrat 1
Age: 27

Physical Description:

--------------------
PHYSICAL DESCRIPTION
--------------------

Height: 5’10”
Weight: 170 lbs
Eye Colour: Grey
Hair Colour: Black, short – curls up at end
Beard: Short and trimmed
Skin tone/colour: Tanned
Body/Physique: Broad Shouldered, muscular/toned, strong arms and legs

Personality:

--------------------
PERSONALITY
--------------------

He keeps to himself more than socialising with other people. He enjoys working with his hands and riding horses (preferring the outdoors to remaining indoors). He appreciates beauty – in the form of the gardens he tends and sculpts. Diligent in all he undertakes, he is reliable. He is distrustful of nobility and their intentions; yet has been schooled to know what is expected and how to keep one’s secrets to themselves. Non-confrontational unless cornered/pushed - then he will fight back.
==============

Backstory:

Bast was born in Taraam’s royal palace. Even bastard born, he was a male and would-be heir. Yet, the King would not acknowledge him openly, so he was not permitted to live in the palace, but in the house attached to the Royal Stables. He was given an education befitting a Prince, when he had a mind to sit and learn (which was not very often), yet his days were filled with cleaning the stables and brushing the horses or watching the mounted warriors as they practiced in the open fields. Bast watched and learned – hard work did not deter him. His mother passed away when he was eight years old and his guardian became the stable master. Bast was taught to ride and hold/wield the straight short sword. Yet, he was never granted the privilege of living in Achad – his father’s thousand-columned palace. He worked hard and ate sparingly. The young boy was watched from afar by one of the King’s trusted personal guards. The Queen had given birth to three daughters and two still-born sons, so Bast, even bastard born was a contender for the throne. There were some pretty gardens in the side courtyard of the palace and he would play in there when his chores were done. The old gardener would give him an apple some days and taught him how to care for plants and what herbs were best. When Bast turned 14, the Queen finally gave birth to a healthy baby son and the child became the only Prince of the realm and would inherit the kingdom. The Queen demanded Bast be exiled (never to return) as she implied the bastard would murder his royal half-brother to take the throne. The King readily complied and Bast was taken to Susrah and then to Khazistan. He was sold into service and threatened with penalty of death if he were to tell anyone he was the King’s bastard son. So, he continued to live in poverty; yet he was willing to learn: stablehand, gardener, whatever manual labour position was on offer. He was at most peace growing and tending to things; away from courtly intrigues. He was quite skilled to live off the land. The longer he stayed away from Taraam, the more he could forget he was of nobleblood (or half nobleblood), which suited him fine. So, he never attempted to escape the masters who owned him.

Bast’s stat sheet:

Statistics
Name: Bast
Gender: Male Race: Human (Taraamite) NPC Class: Aristocrat 1
Age: 27

Male Humanoid (Human, Taaramite)
Init +1; Senses Perception +5

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DEFENSE
--------------------

AC 14; touch 11; flat-footed 13 (+3 Armor, +1 Dex)
hp 10 (1d8+2)
Fort +4 (-2 vs poison & disease, +4 racial bonus vs poison.); Reflex +1; Will +1

--------------------
OFFENSE
--------------------

Speed 30ft
Melee Straight Shortsword +3 (1d6+3/19-20/x2, P) (+1 to hit and +2 to damage if target is large or larger than Bast.)

--------------------
STATISTICS
--------------------

Str 16(+3); Dex 12(+1); Con 14(+2); Int 12(+1); Wis 13(+1); Cha 13(+1) (Ability Modifiers +2 STR)
BAB +0; CMB +3; CMD 14

--------------------
FEATS
--------------------

• Big Game Hunter (Local): You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against Large or larger creatures.
• Great Fortitude (General, bonus per culture): +2 to Fort saves
• Nature Soul (General, bonus per Human): +2 to Know. Nature & Survival
• Ride-By-Attack (Combat, bonus via Race): While mounted and charging, you can move, strike at a foe, and then continue moving. Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

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SKILLS (4+1+4 from culture=9)
--------------------

• Diplomacy 1+1+3+2 (from race)=+7
• Handle Animal 1+1+3=+5
• Know. Local 1+1+3+2 (from race)=+7
• Know. Nature 1+1+3+2 (from race)+2 (from feat)=+9
• Know. Nobility 1+1+3+2 (from race) =+7
• Perception 1+1+3=+6
• Profession (Gardener) 1+1+3=+5
• Ride 1+1+3=+5
• Survival 1+1+3+2(from feat)=+7

LANGUAGES
Taraamite, Sushrahnite (bonus), Khazistani
--------------------
GEAR & EQUIPMENT
--------------------

• Studded Leather Armour (Light Armor, Cost 25 gp; Weight 20 lbs., Armor Bonus +3; Max Dex Bonus +5; Armor Check Penalty -1, Arcane Spell Failure Chance 15%; Speed 30 ft./20 ft.)
• Straight Shortsword (Cost 10 gp Weight 2 lbs Damage 1d4 (small), 1d6 (medium) Critical 19-20/x2 Type piercing, Category light Proficiency martial, Weapon Group light blades)


Female Aasimar Druid 7 (Noble)
Bjoern Ghostbear wrote:

Just for your info, a longspear is a twohanded weapon, you can´t use a shield with it.

I do like your characters :-)
But one question, why are no Yar-Ammonite servants / slaves?
I am just asking.
My reasoning:
Which country is close. Servants could be runaways, bastards, travelers, any kind of people move abroad and usually work in low level jobs.

Duly noted - will amend the shield thing on the guard.

As to why Yar-Ammonites are generally not slaves is they are proud, arrogant and decadent for the most part. They would buy slaves from other races and not be made slaves/servants themselves.


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Female Aasimar Druid 7 (Noble)

Amended Sheet (I removed the shield as per Bjoern's feedback) for Servant 1 for your perusal and input:

Name: S’bu, Azimban Warrior (Civilised); Position: Guardsman

Name: S’bu of Azimba
Gender: Male Race: Human (Azimban) NPC Class: Warrior 1
Age: 19

Physical Description:

--------------------
PHYSICAL DESCRIPTION
--------------------

Height: 6’1”
Weight: 170 lbs
Eye Colour: Dark Brown
Hair Colour: Bald-headed/Shaved head.
Skin tone/colour: Darkest, deep brown
Body/Physique: Toned muscles, lean, hairless

Personality:

--------------------
PERSONALITY
--------------------

Quiet, but watchful/observant. Loyal, proud, courageous, serious, disciplined.
==============

Backstory:

Second son of an animal herder, born in the stone-walled city of Zimbullah, situated to the west in the foothills of the Shining Hills of Azimba. He was sent to train in the Barracks of the King’s Guard. A few months later, a travelling, foreign mercenary took a liking to the boy (seeing his raw potential) and one night overpowered and spirited him out of the city before the gates closed. Sold into servitude/slavery many times over; S’bu found his skills were highly sought after as a guard and so his various masters provided formal training in hopes of earning more coin for the services or sale of the young man.

S’bu’s stat sheet:

Statistics
Name: S’bu of Azimba
Gender: Male Race: Human (Azimban) NPC Class: Warrior 1
Age: 19

Male Humanoid (Human, Azimban)
Init +3; Senses Perception +9
--------------------
DEFENSE
--------------------

AC 16; touch 13; flat-footed 13 (+3 Armor, +3 Dex)
hp 12 (1d10+2)
Fort[/b +4 (-2 vs poison & disease); [b]Reflex +3; Will +1

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OFFENSE
--------------------

Speed 30ft
Melee Longspear +6 (1d8+5/x3/P/brace, reach)

--------------------
STATISTICS
--------------------

Str 18(+4); Dex 16(+3); Con 14(+2); Int 10(+0); Wis 13(+1); Cha 10(+0) (Ability Modifiers +2 Dex (via culture), +2 Str (via race))
BAB +1; CMB +5; CMD 18

--------------------
FEATS
--------------------

• Skill Focus (Perception): +3 to Perception
• Alertness: +2 to Perception
• Weapon Focus (Longpear): +1 to hit and damage
• Azimban Spear Master (bonus feat) : Your skill with the longspear is legendary.
Prerequisite: Dex 15; must be trained by someone who already has this feat.
Benefit: You can strike adjacent foes with the longspear, not just those who are 10 feet away.
Normal: A longspear is a two-handed weapon with reach, allowing you to strike opponents 10 feet away with it, but not adjacent foes.)

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SKILLS (2+0+4=6)
--------------------

• Climb 1+4+3=+8
• Craft (Spears) 1+0+3=+4
• Handle Animal 1+0+3=+4
• Intimidate 1+0+3+2 (via Azimban race)=+6
• Perception 1+1+0+2+3+2=+9 (not class skill, but has Skill Focus & Alertness, +2 from Azimban race)
• Profession (Guard) 1+1+3=+5

LANGUAGES
Azimban, Shoma (bonus per class), Susrahnite (bonus, starting language)

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GEAR & EQUIPMENT
--------------------

• Simple red cloth robe, sandals
• Longspear
• Hide Shirt (Light Armor, Cost 20 gp; Weight 18 lbs., Armor Bonus +3; Max Dex Bonus +4; Armor Check Penalty -1, Arcane Spell Failure Chance 15%; Speed 30 ft./20 ft. Made from animal hide and giant lizard scales over a shirt of interwoven cords, these chest and shoulder coverings protect without restricting mobility. The wearer of a hide shirt can make a DC 15 Strength check as a standard action. If he succeeds, the armor gains the broken condition and drops to the ground rather than requiring the usual 1 minute it would take to remove it. The armor must be repaired as though it had taken 8 points of damage before it can be used again; a broken hide shirt grants no bonus to Armor Class.)


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Female Aasimar Druid 7 (Noble)

Servant 4 for your perusal and input:

Name: Hanala, Susrahnite Expert(Civilised); Position: General Maid/Housekeeper/Serving girl

Name: Hanala
Gender: Female Race: Human (Susrahnite) NPC Class: Expert 1
Age: 20

Physical Description:

--------------------
PHYSICAL DESCRIPTION
--------------------

Height: 5’7”
Weight: 117 lbs
Eye Colour: Hazel (with golden flecks)
Hair Colour: Black
Hair style: Long (shoulder length), curly hair
Skin tone/colour: Olive
Body/Physique: Lithe and toned, slight waist, slender hips, long legs.

Personality:

--------------------
PERSONALITY
--------------------

Amiable, charming, helpful, clever/cunning, daring, efficient and a secret-keeper, devoted to her religion.
==============

Backstory:

Hanala was the only daughter (and youngest child) of a merchant family from Ghezah in Susrah. Her beauty, grace and charm were well known in the market place and the quarter where they lived. So much so that one fateful evening, when she was 16 years of age, Hanala was abducted by a trio of Taraamites, looking for slaves/concubines for their recently opened seraglio. Before they reached Taraam, their caravan was brutally attacked and Hanala was taken once more. Her new captors dressed her in pretty clothes and golden armbands and she would serve their guests refreshments and charm them with her soft smiles. Hanala found herself in Khazistan and sold to another master. She worked as a clerk/bookkeeper for his merchant store and would take care of his home. He would hire her out to his friends and colleagues and her curious nature led her to breaking into locked drawers and cupboards to see what she could find. She never stole anything and would right the drawer once she was done carefully rifling through it. It was a little game she played to keep her hands and mind supple/graceful. She was a keen observer and a good judge of character.

Her ‘expert’ class skills - 10:

Appraise, Diplomacy, Disable Device, Knowledges: Local & Religion, Linguistics, Perception, Profession, Sense Motive, Stealth.

Hanala’s stat sheet:

Statistics
Name: Hanala
Gender: Female Race: Human (Susrahnite) NPC Class: Expert 1
Age: 20

Female Humanoid (Human, Susrahnite)
Init +7; Senses Perception +8; Sense Motive +8

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DEFENSE
--------------------

AC 15; touch 13; flat-footed 12 (+2 Armor, +3 Dex)
hp 9 (1d8+1)
Fort +1 (-2 vs poison & disease); Reflex +3; Will +4

--------------------
OFFENSE
--------------------

Speed 30ft
Melee Stabbing Dagger +2* (1d4+1/20/x3/P) (*+1 to attack rolls due to race)
Ranged: Stabbing Dagger +4* (1d4+1/20/x3/15 ft range/P) (*+1 to attack rolls due to race)

--------------------
STATISTICS
--------------------

Str 12(+1); Dex 16(+3); Con 12(+1); Int 13(+1); Wis 14(+2); Cha 13(+1) (Ability Modifiers +2 Dex)
BAB +0; CMB +1; CMD 14

--------------------
FEATS
--------------------

• Improved Initiative (Combat, bonus feat due to race) : You get a +4 bonus on initiative checks.
• Skill Focus (Prof. Maid/Housekeeper): +3 to skill
• Alertness (bonus feat via Human: You get a +2 bonus on Perception and Sense Motive skill checks

--------------------
SKILLS (6+2+4 from culture=12)
--------------------

• Appraise 1+1+3+2 (via race)=+7
• Diplomacy 1+1+3=+5
• Disable Device 1+3+3=+7
• Know. Local 1+1+3=+5
• Know. Religion 1+1+3+2 (via race)=+7
• Linguistics 1+1+3=+5
• Perception 1+2+3+2 (via feat)=+8
• Profession (Clerk) 1+2+3=+6
• Profession (Maid/Housekeeper) 1+2+3+3 (via feat)=+9
• Ride 1+3+0=+4 (not a class skill)
• Sense Motive 1+2+3+2 (via feat)=+8
• Stealth 1+3+3=+7

LANGUAGES
Susrahnite, Taraamite (bonus via race), Khazistani, Lamuran

--------------------
GEAR & EQUIPMENT
--------------------

• Stabbing Dagger: Light simple weapon (melee); cost 4 gp; damage 1d4 (M); critical 20/x3; range increment 15 ft.; weight 1 lbs.; type: piercing. This slightly curved dagger, also known as the pesh kabz, has a massive handle but ends in a sharp point. With its good solid grip and perfect balance, warriors of Susrah and elsewhere value this dagger for its ability to pierce armor and its increased range when thrown. The karud is a straight-bladed variation of the pesh kabz, with similar statistic
• Eastern Light Armor (Cost 15 gp; Weight 8 lbs., Armor Bonus +2; Max Dex Bonus +4; Armor Check Penalty 0, Arcane Spell Failure Chance 5%; Speed 30 ft./20 ft.)


Female Aasimar Druid 7 (Noble)

Dain GM: Bjoern mentioned via PM that he would like to try his hand at statting/developing one of the servants. He will be working on Servant 5: Head Servant - the Major Domo. Thanks.

Just a courtesy heads-up to all: It's Australia Day here in Oz tomorrow and it's also a long weekend for me. I won't be around much to post (I have a little time tomorrow and then none until my Monday/your Sunday). I will post then. Thanks kindly. Enjoy your respective weekends. :)


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Unfortunately I am unable to respond to your mail. I just wamted to say that I did not object to Tairin doing the servants, but I wanted to aid in a way that I am quite good. I highly appreciate her awesome work and I wish I was a quarter as good in driving the plot as she is."


Female Aasimar Druid 7 (Noble)

There are 5 servants all up: 3 males and 2 females. I’d like to keep my suggestions for the two females (with any minor tweaking via other players’ suggestions/feedback) , if you gentlemen are okay with that. There’s the 3 males left: two first level male servants (guardsman and gardener/estate maintenance/stablehand) and and the third level head servant. I’m confident that the three of you can take and develop one of the remaining servant npcs. It’ll give everyone the chance to contribute in the manner they wish to.

Thanks kindly.


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I find it ironic that while I write this I’m watching Doctor Strange for the first time; this is ironic because Doctor Strange is the master of the Time Stone and is able to travel through time and I feel like that skill set would be extremely useful to me given what I’ve read on the boards :D

That said – let’s do this!

At the end of Tuesday evening I read posts from Talar, Paten and Tairin. Unfortunately I was at work doing a double shift during the day when those posts were made and it was not until Wednesday at roughly 30 minutes before 1:00 AM that I returned home from my second job. I had worked all day between two jobs; my back, neck and shoulders were inflamed and I was in terrible pain and I was exhausted and had to be awake for work in less than 6 hours.

At this point I read the boards and read the posts made by Talar, Paten and Tairin in which I discovered -

- Talar indicated he would act as a guard to those who went to buy supplies.

- Paten thanked Farrokh and said he’d go, too.

- Tairin wrote that she was riding with Talar into town. When she got to town her plan was to inquire for supplies and servants and during that same post she asked Bjeorn to remain in the house to act as a guard, heal, and potentially meet Samir if he returned.

Tairn’s rolls were good and I was prepared to reward them. However, given that my one desire from players in this game is that they make at least one post a day (barring any emergencies which they would inform me about via the Discussion Thread) I was prepared to wait 24 hours for other players to make Aid Checks.

To encourage those Aid Checks I mentioned in my post that I would modify the success of Tairin’s Checks if others wrote Aid Checks; then I waited.

Later Wednesday I was able to return home and read the boards.

At this point I saw that Talar made a post. In it, he wrote that he was going to be with Tairin to aid her as a guard and someone to carry the supplies that would be purchased. He wrote he would not interfere with negotiations, or to assist with Aid Checks, unless there was trouble, in which case he’d act a guard or potentially intimidate a threat.

Given that we could not continue without knowing what Paten and Bjeorn wished to do, I couldn’t move the game forward formally yet, so I elected to do some ret-con while waiting and so I responded to Tairin’s question via Farrokh and some Social RP.

My post did not come until 1:30 AM Thursday morning when I got home from my next day of work via another Double Shift. It was during this post in which I did some retcon as Farrokh while we were waiting for Paten to make his post regarding his support of Tairin’s earlier Diplomacy Checks to buy supplies as well as servants and Bjeorn to include his intentions regarding Tairin’s request to remain in the house and heal.

Late I got home at Thursday evening and noticed Bjeorn’s post which had come at 4:17 AM Thursday morning, shortly after my post.

Bjeorn wrote a post – in it he indicated his uncomfortable feeling about Tairin wandering in the city without him, yet he also indicated he would remember his duties – I can only assume this means he will follow Tairin’s request to stay at the house and wait for Tairin, Talar and Paten to return.

Bjeorn then includes in the same post that he would inspect the servants that were brought back, seeking any skilled in fighting.

I assume this post was to include his reaction to what would happen when/if Tairin/Talar/Paten returned without incident from the town, and he was just covering his bases.

I assume this but I do not know it, and was a bit confused as the next part of Bjeorn’s post indicated that he (Bjeorn) traveled with Paten through the house looking for a list of supplies that would be purchased. This point was confusing because if Bjeorn wished to do that it would have made sense for him to do that before Paten left with Tairin and Talar. If it was meant as ret-con, then that would make some sense, but if so, it was confusing as he was inspecting servants when they returned but then made the list before they left…

At this point I assume Bjeorn’s plans were to aid Paten in making the list of goods first; then, handing the list compiled with Paten to Tairin; after which – once Paten was able to make a post to include his Aid Checks to aid Tairin’s work in town, then we’d see what sort of servants Tairin had found with Paten’s Aid – at which point Bjeorn’s response regarding inspecting the servants that Tairin had purchased with Tairin’s aid would happen.

Paten made his post on 4:40 AM Thusday; in it he included first a response to the Ret-Con with Farrokh at the mansion.

The next part of Paten’s post indicating his Aid Checks to Tairin’s rolls to find goods/servants, though they did not include follow-up response to Farrokh’s last question.

Paten also made rolls to modify Bjeorn’s checks – however; that would not happen until Paten returned from the acquisitions in town.

After reading Paten’s Aid Check I was able to modify Tairn’s initial Diplomacy Checks to find better servants.

I included the modifications on the Discussion Thread and allowed those servants to be stattet out accordingly.

I was aware that Talar was not interested in extensive notes about the servants; Bjeorn had followed Tairin’s request to remain as guardian of the mansion while Tairin, Talar and Paten ent shopping and that Bjeorn was also prepared to assess the servants that Tairin, Talar and Paten had brought back and that Paten had made Aid Checks to modify Tairin’s and Bjeorn’s rolls.

Meanwhile, on the Discussion Thread…

I asked if people were interested in statting out the Servants – this was to compensate for the fact that without an extra player the servants could possibly be built to “fill in the gaps” left by a missing player.

At this time Tairin indicated she would be fine with a summary of the servants; Paten indicating that he would also be fine with “handwaving” the servants – Talar did not indicate any interest in the servants one way or the others.

I then reiterated my reason behind statting out the servants to clarify my intention of letting the servants help the party.

At this time Talar wrote that he was intrigued. Bjeorn seemed uninterested at first; however, his next post showed he was interested and he provided two possible options.

Naturally, at this time, I was confused because while I had been eager to see people offering their opinions on the Servants, I hadn’t seen much interest from anyone on the Discussion Thread (actually most seemed uninterested on the Discussion Thread) until Bjeorn posted his options – and Tairin’s interest in a response to a PM I sent her.

The reason I was confused should be evident after reading this post (keeping in mind that as confusing as it may seem to you, I had to construct this data while dealing with a throbbing pain in my neck where the muscles had seized up when I collapsed on Sunday and were still throbbing) as Bjeorn was not in-game when the servants were purchased, he was resting at the mansion.

However, re-reading the Campaign Page I realized that Bjeorn’s post was meant to include his reaction to reading the statted out concepts he had included and this is why it was confusing to me as I hadn’t been reading both the Campaign Page and Discussion Thread at the same time (also the seizure thing coupled with back-to-back double shifts) didn’t help either.

The main issue for my confusion is that all the Discussion Thread stuff was something I hadn't paid as much attention to because the In-Game stuff was my primary focus.

In-Game Tairin was the one who had hired the servants and Paten offered her some Aid Checks. This is why I had pushed her via PM to try to stat out the Servants initially, because - while I certainly hoped that there would be some insight/suggestions/ideas from everyone, Tairin was the only one who had been in a position to decide on the servants from an "In-Game" perspective (with the exception of Paten, but he didn't seem as interested in it at the time).

This is why Tairin agreed to do the servants, because I had pressured her independently because - from what I had read on the Campaign Thread - she was the only one who had been trying to find servants directly and I hadn't even received Paten's "Aid" Checks (and was uncertain if he would go with her or stay with Tairin) when I sent her that PM.

Point is; much of the issue regarding this thing is a direct result of my own confusion on the matter because I was translating posts on the Campaign Thread to translate to what Characters were doing/thinking when those posts were made. For what it's worth; if a Character tells me they're going to do "X" then I assume they mean that they're going to do that, and I take their location and actions into consideration when I'm reading the posts and make decisions responding to those posts.

So here’s where we stand –

Right now I’m hoping that my medical problems do not compromise my ability to read the boards and follow along in the future.

To help me with that I ask that everyone continue to post once a day on the Campaign Page in Character; however, if that can't happen, please do your best to read over what others post in the meantime, factoring those variables in to your own posts so that continuity makes more sense.

My intention via the servants was that people consider options and work as a team to make a good plan. In short, I had hoped people could chat out options as a group and team-up to forge an excellent group to aid them. For example; the Third Level “Major Domo” was meant to be a “Corbie” not “Commoner” as seen here = Link =

I thought having that class would be useful for the “Major Domo” and was confident that you guys would come together and be able to forge something really great with the servants to offset the loss of the recent players!

At this time it seems that Tairin has statted out two of the servants and left the other three to Bjeorn, Paten and Talar.

Once they’re finally confirmed I’ll give them a final look-over and include them at your house.

I will also include the following details in the meantime:

You have enough food to house 10 People for one Month in terms of basic, non-fancy meals.

You have enough food for Exotic Meals for 5 People for 25 Meals.

The walls of the estate are secure as can be; though they can be climbed.

The gates are as solid as they can be; the north gate leading to the street is locked and you have the key – also, for what it’s worth, so is the south gate.

The servants are back the house with you – you can RP how you interact with them as soon as they’re formally confirmed.

The time is 6:00 PM and it’s close to dinner – Samir has not yet returned and it’s been nearly 8 hours since he’s been gone.

The Perception Checks reveal when you were buying goods you had been followed. You are not sure who it is specifically, but you recognize the man as the same Ikuna fellow who had been following you around two days ago when you were in the House of Abu Khafi.

He followed you from the market but he kept his distance – in fact, you weren’t sure he was even following you until your combined Perception Checks revealed that you lost him about two blocks from your current residence – though, naturally, that may just be coincidence…

It’s 6:00 PM – you have your servants and supplies at your house (servants stats can be adjusted when/if needed after they’re finished). What do you do now?


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

I understand, but my post is done what he does the day. Expecting the servants once they are brought back, work with Paten to make a stock inquire and more. Trust me it is confusing for me too


Bjoern Ghostbear wrote:
I understand, but my post is done what he does the day. Expecting the servants once they are brought back, work with Paten to make a stock inquire and more. Trust me it is confusing for me too

That's understandable, and it's what I took from your post eventually.

It's sometimes confusing to me when I'm reading things over because I tend to be a bit more precise/specific on how I respond to characters based on the information they give me.

So, for example, if a group of players are in a Farm House and one Player writes that they wish to leave the Farm House and search a Barn and then I inform that Player that they find some gold in the Barn - I would never expect the other Players to know about the gold unless the first Player told them about the gold, or unless the other Players wrote - "I will go to the Barn to aid my ally search the Barn..."

Does that make sense?

I mean, if a Player doesn't tell me what they're doing specifically then I assume that the Player isn't doing anything - but only because if I assume the wrong thing about what a Player does that could be an issue.

You gave me a summary of things you wanted to do during the day, I didn't realize it was a summary, I do now and that's where were we're at now.

Anyway, I think we're all on the same page at this time and I'm sorry for any confusion in the past and I'm eager to see what happens next :)


Once everyone's satisfied with the new NPC's you've hired please "Tap in" and let me know either way.

Then, once they're done, I'll copy/paste their stats onto the Campaign Page so we'll all be able to see them via quick-access.

While I'm going to be in control of them via Story nuances, when and IF there is any issue that requires them to make a roll (such as Perception to notice spies; Profession Checks to earn extra money for your house; Craft Checks to create items; or the extremely unlikely issue when/if they require combat) I'll have whoever submitted the character make those rolls on the board.

If you're buying servants/slaves the bulk of the city is primarily Khazistani with close to ties to Jairan; Susrah, followed by Yar-Ammon are close behind.

But as you recall on your journey over here, there were slave caravans plying the terrain between Khazistan and Zadj. Further, Samir is from Nabistis and Farrokh is from Jairin.

The point is, slavery can allow you to servants/slaves from any area in the world of Xoth, it's totally cool; but only with the caveat that if they're from a long way away you include how they got here in the backstory you prepare under their notes.

While I'm at it; as they are servants, not slaves, you'l still need to pay for their food/upkeep. Rather than making it too complicated I advise whoever is making the "Party Loot List" (were you guys still doing that?) and allocate a Fifth Slot for "Party Funds" and then pay for the servants out of that Fifth Slot, as well as food/medical supplies and so on.

Finally, I'm going to go back to making notes via the Date on my posts via In-Game terms. This is because - after you meet with the Diplomat from the local governor - the game's "speed" will remain the same in Real Life, but "In-Game" it will slow down.

By that I mean that I might start the post by saying - "It's Week 1" and you guys might respond with (please note that these are just possible examples):

1. Tairin spends her time researching the lore for new spells in the library
2. Paten spends his time in the lab trying to craft Healing Elixirs and also spends time in the library and temple trying to learn about new healing tonics/elixirs to Craft.
3. Talar goes to the local authorities to find make connections with folk who might be able to find his sister.
4. Bjeorn helps with whoever needs help, but if no one needs help specifically he'll go to the local bars/taverns and challenge people to brawls for sport and coin...

At this point I'd read what the party does; subtract their weekly cost in food/supplies and I'd have Tairin make several Lignuistic Checks to see how far her research came, Paten do the same with Craft Checks, Talar the same with Diplomacy Checks via Gather Information and maybe have Bjeorn do mini-combat against some guys at a pre-ordained time when we're both on the board and can (theoretically) knock out 4-5 rounds of combat/dice rolling about 30 minutes - then give him his reward if he was gambling on himself.

This might only take about One Day in RL but in "Game Time" it would be a Week.

There will be occasions when more specific details/nuances come into play. For example; Bjeorn and Talar may elect to raid the house of an officious merchant at night to make a quick grab for some loot; or maybe Tairin meets with a local noble to gain contacts - or Paten attempts to join a local temple.

These variables will be stuff each of your characters may choose to do without the entire party, or only some of the party. This will allow you to have some more flexibility with the style of quest your character is doing and some fun "Side-Quests" more suited to your style of play/gaming.

Naturally, though, there will still be a larger "over-arcing" quest/story that will involve all of your characters, but it won't be so pressing and "in-your-face".

Also, while I hated this variable a lot in the old Dungeons and Dragons (before it was even ADVANCED Dungeons and Dragons) there is something about "Training" that I think works well in this game.

To clarify for those who may not know that term, back in the day if your character killed a dragon they'd get tons of XP and should theoretically Level Up because of the XP. Instead, what the old books would do is say that your Character has the XP to level up, but your character is 18 years old; what does killing a dragon do for their ability to cast spells or learn how to Hunt or Pick Locks? So what the old rules would say that when your character had the XP to Level Up they'd go back to town on the same level and "practice" all the things that they want to master when they reach the next level.

This process could take Months from an In-Game dynamic; and there would be really no RP involved, you'd just take a look at how long the Training would take from an In-Game chart, you'd subtract the right amount of gold for the food you'd eat during that time (and any rent you'd have to pay for) and then, maybe when your character reached 19 years of age (for example) after the adventure you did a while back and all your Practice, you'd be on Level 2 and ready for your next adventure.

This system was abolished in modern RPG's because it breaks up the momentum of the story (as in; you just captured a pirate ship and you see a mysterious island in the distance - since you just captured the pirate ship, level up, because when you get to that mysterious island you'll need to be on the next level to survive).

To Clarify: Defeating the Spider God's Bride means you'll level-up. However, I wasn't going to have that happen yet "In-Game" quite yet, it was meant to develop a bit organically, but you guys did earn it!

That said; I should have probably mentioned this earlier via the fact that you are making servants to offset your own potential party weaknesses via the loss of Yeth.

After you meet with the guy from the governor/bey and the house (and the ramifications of owning the house) and formally yours to control - you'll be able to level up.

Your current stats/bonuses will remain the same until after you secure the house - and you should have no issue with that; it's just a matter of how well you do during the negotiations.

However, it's something to consider when you design your servants.

Finally, if anyone plans on leveling in a Class that utilizes magic, please let me know so we can discuss how new spells will work.

That said; I'm eager to see what happens next :)


Tairin; you already did a great job statting out four servants.

Bjeorn statted out 2 servants, though it looks like he may need to tweak them a bit; also, some backstory would be helpful.

Paten and Talar didn't seem like they were that interested in them and that's cool.

If you'd like Bjeorn can just make adjustments to the final servant and we can just keep the stats for Tairin's four servants in place? That way Tairin doesn't need to waste her work and Bjeorn can finalize the last servant without too much trouble?

Of course, I'm still flexible if anyone has any specific details/ideas they want to play out; and if you guys really want to make some extra NPC's (that is, make more than 5) I honestly don't mind, but just remember to include their backstory with their details. If you're really interested in having more than 5, we can talk about that soon.

This was supposed to be a fun reward/boon for you guys, and not meant as a chore/work, so hopefully it's seen as fun.

Also, I know it's the weekend and not many people have the time to post. As for myself, I have to get food and then head to work and won't be home until later tonight.

Meanwhile, if anyone has any ideas on what they'd like to do next, please keep me posted and I'll talk to you all soon.


Female Aasimar Druid 7 (Noble)

Thank you, Dain GM.

I have some rp I’d like to play out with Farrokh based on his conversation with Tairin. Then I’ll address the return home with the servants etc. Are we hiring these servants on a monthly basis? Or are they a one-off purchase? I’m not sure what we paid for them, so the funds can be taken into account and we know how much coin we have left.

I won’t be able to undertake any rp until tomorrow. Sorry for the hold up.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

I am perfectly alright with just developping the last one.


Female Aasimar Druid 7 (Noble)
Bjoern Ghostbear wrote:
I am perfectly alright with just developping the last one.

Thanks, Bjoern. I look forward to seeing the major domo character. :)


At this time I still need to know the following:

1. Any final thoughts/suggestions on the servants?
2. When will we see the final details on the "Major Domo" character.
3. When will we see responses, if any, from Farrokh's question?

I'm ready to move the story forward; I'd like to do that, but I'm unable to move forward until I have more feedback from you guys.

Thank you for your responses, I'm eager to continue as it's been nearly four days since we've had interaction on the Campaign Board.

See you all soon!


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

I should be done tonight. I have the concept pretty much fleshed out, but still need to add a few things


Bjoern Ghostbear wrote:

I should be done tonight. I have the concept pretty much fleshed out, but still need to add a few things

Sounds good, eager to see it!


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Wow, what a wall! Glad you broke it up into digestible sections :)

I read everything and I'm sorry you're having a rough time with work right now. I hope you get some time for R&R.

Everything else sounds good to me. I'm working on getting caught up on the gameplay thread now.


Female Aasimar Druid 7 (Noble)

Talar, here you go:

Ikhtanabu Xul's Dagger : (Worth 10,000gp)

- The Dagger itself is not specifically an evil weapon. It is considered a weapon of power that was created by a servant of Yadar, and he is not considered to be a "Good" god, (more like NE or LN, potentially).

However, as it was made by a servant of Yadar it grants a +4 to all Saves made against Disease to those who carry it.

Further, while it is a +1 dagger normally, it is considered a -Bane Weapon for Undead, for Undead are those creatures which walk the earth and - by their existence - they keep the spirits of the Dead from fully reaching the icy grip of Yadar.


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Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

The major domo for your profit or pleasure:

Name: Kara Ben Nemsi Civilized Jairanian Corbie level 3;
Position: Major Domo, Overseer

Age: 40

Physical Description:
Almost 5 feet, Kara Ben Nemsi, is a slim man of 40 winters. He has a full beard, stroked with silver in a leathery face lined by many years of campaigning. This years have taken their toll on his body and many scars crisscross his torso. A nasty arrow to the knee has now finished his mercenary days and he walks with a cane, to aid with his limp. His dark eyes and clever fingers show the craftsman he is.

Personality:
Kara Ben Nemsi is a dedicated manwith a strong conviction. A man of his word he rarely speaks, but he is used to be heard when he does.
His curiosity and willingness to learn are defining character traits.
He always has a project to work on, something to build or repair.
Kara Ben Nemsi had been married for three years but his wive died two years ago in childbed, leaving him with his only child, a son he named Kamal.

Backstory:
Kara Ben Nemsi was born in the city of Iban, as the son of a mason named Nemsi Ben Garan. Learning the trade from his father he helped him build walls and houses, mausoleums and aqueducts. But while his brothers were strong and enduring, Kara was clever and he was quick to learn how to plan and adapt.
But he was never content with his live, his daily belittlements from his stronger brothers. His live changed when he heard a recruiter of the Red Scimitar Mercenary band. Kara asked his fathers blessing and joined the mercenaries.
He learned very early, that he was not the best fighter, neither with blade nor staff nor bow. But he was a survivor and clever. He quickly joined the quartermaster and learned the tricks of the trade. Under his watchful eyes they build fortifactions and barricades. For twenty years he has toured the world joining the one or the other mercenary bands over the years, sometimes after a won battle, sometimes after a lost. But Kara always survived. But every battle, every year took its toll and over the years his body faltered more and more. Three years ago he settled and took a wive, living of the spoils of his years of campaining.
He set up a little shop selling armors, made from elephant and rhino, boar and snake. His live seemed happy, but then his wive became pregnant.
It was a very, very bad pregnancy and she needed a lot of medicine. But Kara loved her and so he gladly paid the greedy quacks for their tonics and powders, salves and treatments. His wive Aishin never complained, only cried silent tears over the agonizing pain his son gave her.
In the end she made a bargain with the gods, her life for that of her son and for once.. the gods kept their promise. Kamal is a strong boy of three winters and the pride of his father.
But his fortune, build up in over 20 years of bloodshed was gone, even his shop sold.
With no other option left for him, Kara searched for a new occupation.

Character Sheet


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Ooh that bonus against disease if worth it alone, I suspect. Since I've already had an unfortunate experience with that :P


Female Aasimar Druid 7 (Noble)
Bjoern Ghostbear wrote:

The major domo for your profit or pleasure:

Name: Kara Ben Nemsi Civilized Jairanian Corbie level 3;
Position: Major Domo, Overseer

Age: 40

Thank you for putting him together. I do like him. :) He has a 2 year old son, Kamal. Is he with Kara Ben (and coming to the estate) or being cared for by a family member elsewhere?

Just querying these skills:

Appraise: 1 rank +3 INT mod +3 class skill +1 via Scrounger from Corbie Class = +8 and you've listed it as +7. I think you simply forgot the Scrounger bonus.

Craft (Masonry): 3 ranks + 3 class skill + 3 INT mod + 2 Jairanian racial bonus +3 Skill Focus = +14 and then additional +1 to repair via Scrounger from Corbie class. You've listed it as +13 on the sheet.

Craft (Armour): 2 ranks + 3 class skill +3 INT mod +2 Jairanian racial bonus +4 from Hide Worker feat = +14 and then additional +1 to repair via Scrounger from Corbie Class. You've got it listed as +7 on the sheet.

Craft (Carpentry): 1 rank + 3 class skill + 3 INT mod + 2 Jairanian racial bonus = +9 and then additional +1 to repair via Scrounger from Corbie Class. You've got it listed as +6.


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Female Aasimar Druid 7 (Noble)

So, our 5 servants are as follows:

1. Major Domo/Head Servant: Kara Ben Nemsi (Male, Civilised Jairanian Corbie, Level 3, Aged 40)

Servant 2: S'bu (Male, Azimban Warrior, Civilised, Guardsman, Level 1, Aged 19)

Servant 3: Jiya (Female, Bhangari Expert, Civilised, Cook/Kitchen Maid, Level 1, Aged 22)

Servant 4: Bast (Male, Taraamite Aristocrat, Civilised, Gardener/Estate Maintenance/Stablehand, Level 1, Aged 27)

Servant 5: Hanala (Female, Susrahnite Expert, Civilised, General Maid/Housekeeper/Serving Maid, Level 1, Aged 20)


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

For me, there's been a lot on the last few days, and little time to sit down and focus. And by the gods, there's been a lot to focus on!

I have no objections to any of the proposed servant statistics, and I look forward to moving things on again.

Dain, I hope that you don't prioritise updating this game over looking after yourself. As enjoyable as it is, it can wait a day or three if you need to rest that much. If you feel up to posting, fair enough, but I thought I'd leave my thoughts on the matter.


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Female Aasimar Druid 7 (Noble)

Finally put together some actual pics to go with their descriptions:

S'bu
Jiya
Bast
Hanala

and the Major Domo (Bjoern added this pic to character sheet):
Kara Ben Nemsi


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6
Ariarh Kane wrote:
Bjoern Ghostbear wrote:

The major domo for your profit or pleasure:

Name: Kara Ben Nemsi Civilized Jairanian Corbie level 3;
Position: Major Domo, Overseer

Age: 40

Thank you for putting him together. I do like him. :) He has a 2 year old son, Kamal. Is he with Kara Ben (and coming to the estate) or being cared for by a family member elsewhere?

Just querying these skills:

Appraise: 1 rank +3 INT mod +3 class skill +1 via Scrounger from Corbie Class = +8 and you've listed it as +7. I think you simply forgot the Scrounger bonus.

Craft (Masonry): 3 ranks + 3 class skill + 3 INT mod + 2 Jairanian racial bonus +3 Skill Focus = +14 and then additional +1 to repair via Scrounger from Corbie class. You've listed it as +13 on the sheet.

Craft (Armour): 2 ranks + 3 class skill +3 INT mod +2 Jairanian racial bonus +4 from Hide Worker feat = +14 and then additional +1 to repair via Scrounger from Corbie Class. You've got it listed as +7 on the sheet.

Craft (Carpentry): 1 rank + 3 class skill + 3 INT mod + 2 Jairanian racial bonus = +9 and then additional +1 to repair via Scrounger from Corbie Class. You've got it listed as +6.

Yes I apologize for the missing the ethnical boni in Craft Carpentry.

But I haven´t added the Corbie and the Hide worker boni, because they are not universal.
Thanks for the praise, I appreciate it.
About the kid, I think he would take it with him, but alas that is a also a topic for the others, if they allow it.


Female Aasimar Druid 7 (Noble)

The Corbie scrounger boon is added to Appraise, but situational for repairs re Crafting.

I’m personally not sure about having a child at the manse. I’d rather it was looked after elsewhere. The estate/manse is a dangerous place/target and we seem to draw trouble to us. A toddler shouldn’t be living there. Just my 2 cents.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

As a father I totally agree.
As a roleplayer... this has potential!


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

I really enjoy how character developments have been going. I'm excited to see how some more downtime helps influence it.

As for the toddler, that's a bit young to be in such a dangerous situation. I agree that we should try to find another arrangement.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

I think Patenemheb would suggest that such a young child be put with a relative if they showed up. This party has a tendency to attract some very deadly attention.


This was a very interesting issue for me to deal with.

This game is designed to be filled with blood, guts and violence; to the point that our heroes revel in the carnage and action - where violence is akin to what we saw in movies like Star Wars (I just killed a customer in the bar; better toss the bartender a coin for the "mess" of the smoking corpse on the table) or the tales of Conan when people died with red-handed slaughter, cut down by a grim faced barbarian.

Having little children in the game seems to me an immediate compromise of those concepts, because it suddenly makes the entire premise seem more horrible rather than heroic.

To put it another way; seeing John Wayne charging a bunch of "commie basterds" in some 1950's war movie seems like a fun time - watching a soldier bayonet a person with tears running down their face somehow doesn't seem thrilling or exciting to me; it makes it seem horrible.

It's like "Independence Day" when billions of people were slaughtered by aliens no one in the audience cared - but damned if every one in the audience wasn't at the edge of their seat when it looked like the golden retriever might be killed by the aliens (spoiler alert; the dog survived, and there was much rejoicing).

So having a toddler in the compound can certainly happen; but it can lead to some interesting nuances in the game.

That being the case; I let you guys make the NPC's for your staff because I didn't feel like statting out 100 NPC's and let you all RP the nuances of picking the best options - also, as a reward - your NPC's are built by you and you, so you're given free reign to adjust their strengths an weaknesses.

Bjeorn included this variable; it's not something I expected, and I'm not sure how I'm going to deal with it, hence my delay in posting.

That being the case; while Robert E. Howard had to deal with Rogues in the House, not even Conan was prepared for Toddlers in the House...

I guess we'll find out together.


Oh, one other thing - when you DO have kids in a game, as a GM you end up thinking - "Plot hooks? Who needs stinking plot hooks! They have a kid!" -

For example:

Plot Hook with Kid One

Somewhat less dark, and somehow more crazy...

Plot Hook with Kid Two

What's next; a goblin king? Why not?

Plot Hook with Kid Three

Again, not what I expected at all - but I'm sure things will resolve well in game.


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Perhaps we may give them Skyrim invincibility, where any attack on them is simply ignored. Or give them sanctuary with no save :P


Talar Drealev wrote:

Perhaps we may give them Skyrim invincibility, where any attack on them is simply ignored. Or give them sanctuary with no save :P

I thought that only worked for dogs in action movies?

And, sadly, attacks are neither ignored, nor are children in this game invincible. Instead, I just assumed that the intended target sees the attack coming, is completely terrified, and yet somehow evades it with almost Matrix-like agility that only manifests itself in critical moments of danger :)


Bjeorn:

So I misread the description of Bjeorn's child.

I thought the child was 5, not 2 (or even 3), for some reason.

Question for Bjeorn: how will the father have/take care of a two/three-year old child alone when he's doing the work around the house?

That's a question I will need answered before allowing the baby in the game. I can deal with a 5 year old (I've done table-top and even marginal LARPing with 5 year old) but 2 year old babies can barely walk; how is that going to work for a servant to have the child that can barely walk and needs his diapers changed when he has no one to help with those duties?

Even if the child is three, that's barely old enough to do anything constructive without full care from a parent; this includes diaper changing and so on.

If the child was older, possibly 5-6 then maybe it would work. But if you're going to have a child that is barely 2 or 3 then I need those questions answered before continuing.

Thanks!


Female Aasimar Druid 7 (Noble)

The issue I have with a 3 year old defenceless child is that we may end up having to defend/protect it at the expense of our party and in game stuff during combat at the manse. And, I’m not certain Tairin likes children or even cares what happens to them, so that’ll be interesting to say in the least. If the child was older, say 8, it could at least run away and hide or even know how to wield a weapon. 3 is simply too young, even to play it out in character.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Patenemheb would have less issue with a child on the premises if not for two factors:

1) The regular dangers that keep being drawn to the party, which may not end with Yetara and Daniya's demise.

2) That there is not such an abundance of servants as to keep a child properly looked after and have necessary duties attended to.

I'll post tomorrow, lots to think on.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

First of all, we can change the age of the child.
Second the idea to get someone with a baby was my intention for some additional roleplaying potential and to give a character some major indepth character and motivation.
In any case, I thought that either the child stays in his home with a slave girl, or in the compound with a slave girl that has only one duty... to take care of the child.


Bjoern Ghostbear wrote:

First of all, we can change the age of the child.

Second the idea to get someone with a baby was my intention for some additional roleplaying potential and to give a character some major indepth character and motivation.
In any case, I thought that either the child stays in his home with a slave girl, or in the compound with a slave girl that has only one duty... to take care of the child.

I agree; the baby/child would definitely add to some interesting RP, though I suspect it may bring a different flavor of RP into the game than I expected.

However, if you did have it a young child, how old would it be?

Third; if you wish to have one of the other NPC's take care of it, that might be something to consider if/when they were being built as - as far as I know - none of them are formally "wet-nurses"; but having a child that they take care of may mean they may not be able to attend to their regular duties.

Any more details or thoughts on this concept would be appreciated at this point. Keep me posted, though, as it is something I'd like to get resolved soon.


Female Aasimar Druid 7 (Noble)

I’d say if Bjoern wants to keep the child in play, then there is need to hire a dedicated nurse for it (he should put together another npc just for that duty/purpose). That would come out of Kara Ben’s own pocket as the party is not responsible for the expense of childcare.

Perhaps he already has a nurse to look after his son (as part of the backstory)? That way, he’d bring all 3 of them to the mansion. Bjoern could then come up with the wetnurse/nanny npc for Kamal.


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Perhaps the situation may be alleviated by increasing the child's age. Perhaps around the 7-8 area, or even a pre-teen.


With no response yet I think that - for now - we will drop the child altogether from the RP.

If Bjeorn would like to continue to have the child in the game, I won't protest, but having the child age to be about six or seven (or even 12-13 as Talar suggests) seems more reasonable than a baby as it allows the child to blend into the background without having it be constantly looked after with an NPC and still can offer some interesting RP possibilities.

That said, I'm going to update the Campaign Page.


Female Aasimar Druid 7 (Noble)

I’ll be making posts tonight as it’s been a busy work day. I’ll have Tairin respond to what’s happening currently. Thanks.


I spent roughly an hour converting all the NPC's for conversion for the Campaign Page. Unfortunately, it seems that I have so much on the Campaign Page in general, when I included the actual "Sheets" for everyone all at once, it caused the Campaign Info to crash and delete everything I had.

Luckily I had a copy of the original details, but it seems that I cannot include the stats for the NPC's on the campaign info at this time.

Also, that was an hour that I wasted which kind of sucks.

I will figure out how to include their stats at another time.

Meanwhile, none of that is an excuse for why I don't have the campaign page edited before I go to bed; but that will be amended in a moment.


Female Aasimar Druid 7 (Noble)

Dain GM: I will put all the servant stats on a word document and upload it. I’ll message you the URL address and you can put a link to the word document on the campaign thread for all to access.


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Female Aasimar Druid 7 (Noble)

S'bu's Sheet

Jiya's Sheet

Bast's Sheet

Hanala's Sheet

Kara Ben Nemsi's Sheet

=============

Dain, GM: You can add the link to each NPC servant to the Campaign Thread and it shouldn't affect the information you already have on there. You could put the links under the Combat Map link for easy reference. :)


Female Aasimar Druid 7 (Noble)

It's late here and I'm tired. I'll read the Samir post tomorrow and respond accordingly.

Night!

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