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OOC Chat

A group of 'Unlikely Heroes.'
Based in the world of Krynn.

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Jenara
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Re: OOC Chat

Post by Jenara »

Reading how much you love playing this game makes me smile so much! I do hope everyone lives, although frankly the capture of Jerrard and co looks likely!

I'm in, Of course! Personally I've been worried that i haven't put enough into this game, but i love locky!! Brelia has been a breath of fresh air and its so much fun.!

Of course Jerrard is staying, if i have to drag him kicking and screaming!
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: OOC Chat

Post by Jenara »

Also, I will upgrade this forum so Pod Caverns can be but one of the Adventures in here, thus we can find the new stuff, whilst still maintaining the old.

However we need a name, I think its something we should all decide on, but think everyone should at least give a suggestion!!!

Also, I'd personally like to see our new friends join us... After all Jerrard seems to have taken a shine to the young lady ;) lol!

Lastly... I need to sort Lockys pockets, I'll put them on a post so everyone can see what shes got, plus you can update them if i forget.

-----------------

Thus suggest:
"*****" New main forum. Player details posted there, (one per PC)
New OCC thread. (General Stuff, not 'module specific'

Sub Forum: Pod Caverns.
Sub Forum: "Locky goes East" (joke name, new one in Arabia)
Sub Forum: ??? (Port)

Just an idea, i'll start putting world logos up too... (ie DL logo etc)
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: OOC Chat

Post by Breila »

I would certainly want this group to continue. All characters have come to life and have become friends, and it's funto play. In fact, I've already made plans for the time when we have leveled. Babushka was going to offer a herbalism course to Locky in exchange for teaching in healing, so that makes both of us and the group stronger.

And we're having a good mix of dice-dependent and -independent actions. I wouldn't want a "pure" dungeon crawl full of action but whose outcome largely depends on the dice. I often feel disfavoured by them (that holds true for board games, too). The "psychology" of the character interactions is, for me, the most interesting part. And I'm amazed how my months here in pbmb mirror experiences in the real world about my interactions with groups of people. I'm learning a lot, about myself, mostly.
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Re: OOC Chat

Post by JadedDM »

Glad to hear it, ladies.

And I've found a replacement for Shay. She's part of my other group. When I ran DL1, she played Goldmoon's role. When I ran Pod-Caverns, she played a barbarian. She wasn't interested in running through Pod-Caverns a second time (can't say I blame her; most of the fun of the module are all of the unexpected, wacky surprises), but she does wish to join us for the second module.

The second module is like this one, in that it's designed for 6-8 players of levels 2-4. Most of you are level 4, though, and roughly 3,000 XP away from level 5. But it's compensated by the fact there are only a handful of us. So I'll be placing a hard limit on the number of PCs that can join this game. I'll say 5, max. I think one of the virtues of this game is the smaller group (as opposed to the very large group in DL1), which allows the individual players to shine more (less risk of getting lost in the crowd) and it allows the game to most at a quicker pace (for a pbp) anyway.

I don't think it's necessary to give each adventure it's own sub-forum. Once we finish with one, I can just lock the threads involved with it. As for the name of this forum, well...I suppose I figured we'd just change the name every time we ran a different adventure. But I suppose we could try to come up with a general name instead. Not sure what, though.

I've been trying to keep up with Locky's pockets myself. Including when she adds new things to them, like the glowshrooms, the vial of glowgoo, the magnetic moss, and so forth. I'm not sure how accurate I've been though, of if I've missed anything along the way.

Jenara, by 'our new friends'...are you referring to Merithina, Ulster and Thuskar? If so, I did have some ideas there...assuming they survive and are rescued, of course.
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Re: OOC Chat

Post by Jenara »

The fourm idea was just me showing off with phpbb! lol, I'm sure whatever you do will be fine, i'll support you where I can.

If you send me what you have on her pockets, i'll endeavor to check to see if I agree, then post them, attached to the chr summaries thread..?

I like the idea of the skill exchange, I don't think Locky is due a NWP slot until 6th, and the skill takes two slots.. If you have any suggestions Jaded?

Finally, was thinking and your right, this is the most successful game here. Borderlands has been here longer, but I think we both agree it has barely started yet...

Big Congrats Jaded, have a Gold Star!!

Oh, and yes they were who I meant ;)

----------------

Now back to the game, lets see if Locky can push one into the grinder *Evil unkenderlike laugh*
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: OOC Chat

Post by JadedDM »

Jen, I sent you an email of Locky's pockets. Let's see how they match up.

As for NWPs, that's something I wanted to talk to you about. You see, remember when I said I initially didn't think this game would last, and consequently, didn't put much work into it at first? Well, that means I really didn't take a terribly close look at character sheets. As long as you weren't loaded with magical weapons or had stats of all 18s, I didn't really pay much attention.

But I've since gone through them with a fine tooth comb and discovered a few errors, particularly regarding proficiencies.

Locky, for instance, should have 3 WP slots (two initial, one for reaching level 3). You only gave her two, the hoopak and dagger. Not a big deal. But if you would like to retcon the third one, you can. Or just wait and fill it after the adventure.

Her NWPs are more of a problem. See, as I recall, you created Locky as a Cleric/Thief. Then later, before play began, you changed her to a full cleric so as to not step on Shay's toes as much (turns out, you're still a better thief than him anyway, teehee). Anyway, except for Healing, all of your NWPs are rogue-based. But since you are no longer part thief, that means all rogue-based NWPS cost double.

Long story short, you have 10 slots worth of NWPs, when you should have only 7 (four initial, one for level 3, two extra for INT bonus). Here's what our options are.

Now, of your NWPs, the only ones you've actually used in the game are Tumbling and Healing (2 slots each, so 4 total). For the sake of continuity, we should probably keep those. That leaves Fast-Talking, Juggling, and Tightrope Walking. All cost 2 slots each for a cleric.

Option 1: Keep the NWPs you have now. However, any new NWP slots you earn will automatically go to paying for these skills. This means they won't be fully paid for until 12th level, and Locky won't get a free NWP slot again until 15th level.

Option 2: You can drop two or three of those skills (Fast-Talking, Juggling, Tightrope Walking). No penalties, we'll just pretend she never had them. If you drop two of them, that leaves you one free slot. You can retroactively spend it however you like. If you drop all three of them, that leaves you with three free slots. You could spend them retroactively, or just spend one and keep the other two open so you can have Locky learn Herbalism from Babs after this adventure.

I leave the choice to you.

Breila, as for your character, I have a couple of things. You didn't fill all of your WP slots at character creation. You had two left. I took the liberty of using one for the Knife, since you've been using one this whole time. If there's any objection for that, let me know. As for the other one, that's up to you. You can retcon it now, or fill it after the adventure.

You also shorted yourself an NWP slot, too. You can retroactively fill it now, if you like, and we can pretend she's always had it, or you can wait until the adventure ends and fill it during the downtime.

(Speaking of which, I have three months of downtime planned between this adventure and the next. That should be plenty of time to go shopping, relax, train, craft, research, etc.)

Finally, you never listed a Species Enemy. Did you have any idea what you wanted for that?

Jerrard, your character can learn 6 languages for free, but you only gave him three (Common, Magius, and Elven). Do you know what you want the other three to be? (I'd recommend Goblin be at least one, since you've been reading Goblin in the Shroom's notes. Also, maybe Solamnic, since you're from Palanthas?).

Actually, you have too many NWPs. You should have 10 slots, but you have filled 12 (Blind-Fighting takes 2 slots). You also do not have Reading/Writing. We should probably retcon this, since what kind of mage can't read or write? But also that means Jerrard should not have been able to read the Shroom's notes at all, otherwise. (I use a house rule that states you only need one slot in Reading/Writing to be able to write any language you can speak.)

Oh, and did Jerrard ever take his Test? It was never mentioned in your bio, and I would assume he hasn't yet, as he was just starting level 3 when this adventure began. I ask because I have an awesome idea to work that into the epilogue if he hasn't yet.

Anyway, yes, Borderlands II is older. I think it's a year old now, or around there. I was just looking at the other day and thinking to myself, "Wow, a whole year with no battles, no dice rolled, and the only spell casting was Bastion constantly blessing his booze. That's gotta be some kind of record."

As for Merithina, Ulster, and Thuskar...if they are saved and survive, I was going to use them as a way to transition between the two modules. Remember when Merithina said she had a rich merchant father who would reward the party? I figure they're from Blöde, the nation between Abanasinia (where you are now) and Khur (where we're going). There's a big human city there, that's also a center of trade. I figure Meri can invite the party to her father's mansion, and he will let them stay there for a few months as repayment for saving his daughter.

This works out great, because we can spend our downtime in a merchant city, meaning just about anything the party would want for shopping, training, etc., will likely be available. Plus, you won't have to spend money on room and board. And, best of all, we can say someone from Khur contacts the party and asks for help, explaining why they went there in the first place. I'll likely have a thread where we can discuss the downtime, what we want to do during it, and so forth--when the time comes.

As for Ulster and Thuskar, both will be available as potential henchmen, if wanted, at the end of this adventure (again, assuming they survive and are rescued).
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Re: OOC Chat

Post by Jenara »

I think, Jerrard was using the same rule as I was, using Languages as extra NWP's... And OMG, he missed read / write. lol

Full post coming in a bit
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Re: OOC Chat

Post by JadedDM »

I use the same rule, but it still doesn't add up, unless my math is wrong.

Jerrard started his career as a Fighter. At level 1, he would have started with 3 nonweapon proficiencies. His INT is 17, which gives him 6 bonus slots. So that's 9 total so far.

Then he reaches level 2 as a Fighter, switches to Mage, and starts over again at level 1. When he reaches level 3 as a mage, he gets his 10th slot.

So 10 slots total, not 12.

Jerrard's current proficiencies are (the number next to them is the number of slots they cost): Blind-Fighting (2), Cantrip (1), Cooking (1), Direction Sense (1), Fire Building (1), Gaming (1), Land-based Riding (1), Navigation (1), Plant Lore (1), Spellcraft (1), Swimming (1): So that equals 12.

Or am I missing something? Admittedly, math is not my best subject.
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Re: OOC Chat

Post by Jenara »

No, no, your right he doesnt have a kit or anything either.
Ok, both PC's need work, Locky will lose the Thief stuff she hasnt used, and she'll take one more, plus learn herbalism from Bab, (assume its untapped potential as it were) There is also a rule where you can use WP as NWP? Is that something you'd allow? As she has the WP she needs..?

I checked and Jerrard hasnt taken his test, he is still an apprentice right now, thus he will need to consider it before 5th level.. (is that right? Been a while!)

As for BL.... yeah, 1 year no dice... The other BL over at Mass I have been in for over 14 months and in that time I have rolled 3 dice. Is that a record worth having I wonder?? Hmmmm

I Like the idea of Merithina rewarding the party... I really do.

Both PC's will be sorted before the Next Adventure, and I look forward to whatever happens next (if they survive that is),
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: OOC Chat

Post by JadedDM »

Oh, and before I forget, I just want to emphasize I'm not mad or anything; nor am I accusing anyone of anything! I just want to get everything squared away so that when the second module begins, I'm a bit more organized than I was for this one.

:D

I am not aware of any official rule that lets you swap a WP for an NWP...but I have heard of that kind of thing happening before in other games. I suppose if you feel Locky has no use for a third WP, I'll allow her to convert it into an NWP slot. I'll need to make a note of it somewhere, so I don't get confused later if I forget. :lol:

Generally, a sorcerer takes the Test at around 4th level. There have been exceptions to this, though (like with Raistlin). I have a cool idea for Jerrard's Test, though. If he lives, you'll all see what I mean.
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Re: OOC Chat

Post by Jerrard »

Yep, like the lady said, Jerrard hasn't taken his test yet.
Looks like I messed up a little on Proficencies, I'll see that everything is in order for the next game. Although he's 8 HP away from being taken down right now!!
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Re: OOC Chat

Post by Jenara »

Right Locky loses those 3 NWP's she never used, keeps two slots spare, then uses two of them (one from the WP) to gain Religion and Read/Write.
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Re: OOC Chat

Post by JadedDM »

Jenara, I've made the changes.

For those interested, I've given the "Character Stats" thread a total overhaul. They are now a basic database of character information, including proficiencies, among other things. This will really help me keep better track of things in the future.

I'd ask that you all take the time to look over it when you are able, to make sure there are no mistakes or errors on my part.

I also added Thuskar and Ulster to the group, since both have participated in combat so far. You can also see what they're made of, if you are interested in taking either as henchmen when the module ends.

(For those wondering, Locky can have 8 henchmen, Jerrard 4, Babushka 5, and Elvenoff 10--although as a paladin, he's only allowed LG henchmen.)
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Re: OOC Chat

Post by Jerrard »

I'll fix Jerrard in the morning, post him later, its way too late now!
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Re: OOC Chat

Post by Breila »

Like you, Jaded, I was quick in setting up things. I just wanted to sketch up someone playable. And since I hadn't used the books in more than a decade, it was hard work anyway.

With the proficiencies, I'd like to wait for the downtime. Now at last, Babushka has the money to buy another weapon and pay for training.

Checking the PHB right now, I noticed herbalism is a priest NWP, so Babushka shouldn't have it at all! Of course, it's been used during the module, so - if the "non-class NWP cost double" rule is applied - she'd rather have to shed an unused NWP to let the numbers add up. This would be cooking, then, because seamstress is crucial to her backstory.

As for a species ennemy, the concept is so alien to my personality that I simply left it out. And I know so little about the world we're playing in that I don't know which choice makes sense. Could you help me, please?


I like your new avatar, by the way. A serious young man who looks like he's set for business...
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