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Post by Magman on Mar 25, 2018 12:41:54 GMT -6
That's what I thought, just thought that I would throw it out there and see where it went. We have more pressing matters currently, Varnhold we don't want the same happening to us. For all we know we could go back home and nobody be there just like Varnhold
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Post by Rigil Kent on Mar 25, 2018 13:16:51 GMT -6
We have more pressing matters currently, Varnhold we don't want the same happening to us. For all we know we could go back home and nobody be there just like Varnhold Oh, I don't disagree. I was just commenting on the feasibility of reincarnate. I expect that the "vanishing" is just part of the adventure - we'll have to visit the centaurs, of course, and try to make peace with them (presuming that they're not the "Big Bad" in this, while also exploring the region and ultimately finding the individual or group responsible for the missing villagers so we can smack him/her/them down. Fitting in a side-trek to locate a Quest item to bring Casimir back is just something that we might be able to work in during this...
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Post by Rigil Kent on Mar 26, 2018 12:19:44 GMT -6
So ... Tess is going to share what that Svartalfar told her, yeah?
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Post by LabRat on Mar 26, 2018 14:56:41 GMT -6
Okay, so there are a lot of random thoughts in my head that need to be addressed so this may jump around a bit: 1. This is going to assume that Tess has gotten over the shock of Casimir’s death, because I’m sure she’s going to be a mess when we pick up the session on Friday. Once she regains her composure, she is going to do to the following: a. Ask Walker to reiterate what Pervalish (spelling, I know) said to him right before he was sacrificed (assuming that Walker told people what the dragon fae said, unfortunately I can’t remember if he did or not) b. Ask the party if they remember what Nimbleshakes told them before he left. c. Ask Babus if fae are common here (she doesn’t know since she’s not from here) or if our repeat encounters with fae are unusual d. Announces that she is sending Jhod a message and wants to know if anyone has anything they would like to relay. She can send a VERY short message so nothing too crazy. 2. Tess is going to adamantly insist that they need go back home, for the time being, once they finish exploring Varnhold. They have been gone for over a week (which they hadn’t intended in the first place) and there has been conflict brewing, so who knows what has been going on in their absence. She also will mention she needs to bring Casimir’s body back home safely. If anyone objects, she will counter with Varnhold has been empty for at least several weeks so delaying a bit to deal with stuff on the homefront wouldn’t be detrimental. She would also point out that maybe someone from town would know more about the nomen, and where to find them. 3. This will probably happen later on down the road, but Tess now realizes the amount of power she is carrying with the Breath of Life scroll. She also has witnessed what bringing back someone from death can do them them (e.g. Babus), and so she doesn’t feel like she should ultimately make the choice in the heat of battle. So, she will go to each teammate and ask, if the time should come, whether or not they would want to be brought back to life. OoC, I really do want each of you to let me know how you would like to proceed in case your character does die. Would you want to be brought back, or would you rather sign a DNR? You can change your mind as your character gains new experience, but I would like to know your wishes, as I don’t think I should be able to make that choice for you. So ... Tess is going to share what that Svartalfar told her, yeah? Don’t know, is Andrei going to ask her? 4. Finally, I was toying with saying something but I think for my own peace of mind to save my reputation as not being a person who tends to break down when they lose a character, I would like to take a stab at explaining my behavior last Friday. Last week my dad has been at Mayo clinic to get a better understanding about his condition and whether or not he would qualify for medical trials. My mom called me on Friday to talk about his potential diagnosis/prognosis, and it was equal parts shocking and devastating. So instead of dealing with my emotions I crammed them all up in my “can’t deal with this shit now”-box and went to gaming. In an incredibly cruel twist of fate Tess lost Casimir, and so when I had to roleplay her losing someone she cared about, it hit way too close to home. The box cracked and I lost it. So, I’m sorry if I made any of you squicky because “oh crap, the girl is crying.” Also, I want to apologize to N8 for not telling him about my dad before the session, and so he thought he was the worst person in the world for killing my NPC. I just knew if I tried to articulate everything, things would have become much worse. Anyway, not one of my finer moments, and definitely not one that I want to repeat, but Friday was such a bad day. I wasn’t as strong as I thought I was and just didn’t handle it well.
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Post by Rigil Kent on Mar 26, 2018 15:32:03 GMT -6
Tess is going to adamantly insist that they need go back home, for the time being, once they finish exploring Varnhold. They have been gone for over a week (which they hadn’t intended in the first place) and there has been conflict brewing, so who knows what has been going on in their absence. Yeah, I expect Andrei was already leaning in that direction anyway. We weren't expecting to find Varnhold abandoned, after all, and the Shield Lands take precedence for us. I figure Andrei still wants to find out what happened here and all that, but I expect it'll take a lot more time than we'd like since we have to keep returning to handle our nation-building stuffs. Hmm. Interesting question. I'd have to probably give that some thought. Given that 'coming back from the dead' is a rarity in this version of the PF world, I almost lean toward saying DNR but I'm not sure since I'd definitely like to avoid having to create a new character... Probably not. Or at least he's not planning on it until Tess starts getting super obsessed with 1a, 1b, and 1c at which point he's going to start getting curious and probably will end up asking about it... As to the Friday stuff, I don't believe any of us think less of you. Just let us know how we can help. ETA: "Ask the party if they remember what Nimbleshakes told them before he left." - I don't actually recall myself...the character might, but the player doesn't.
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Post by LabRat on Mar 26, 2018 16:07:27 GMT -6
Yeah, I expect Andrei was already leaning in that direction anyway. We weren't expecting to find Varnhold abandoned, after all, and the Shield Lands take precedence for us. I figure Andrei still wants to find out what happened here and all that, but I expect it'll take a lot more time than we'd like since we have to keep returning to handle our nation-building stuffs. I was just reminded that Casimir still has men at Fort Voronkov. Tess will have to inform them what happened (or I guess technically Andrei, but still Tess wants to be there) and maybe we can ask them questions about Varnhold and the Nomen, or maybe the bracelet?
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Post by Magman on Mar 27, 2018 21:04:39 GMT -6
Hard stuff First, Sorry to here about your father, prayers for you and your family and if there is anything we can do let us know. She is coming...... No Idea. Walker has Knowledge Nature and can also make a knowledge roll for it also. Nothing here. Can agree with that. Will have to think on this
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Post by Rigil Kent on Apr 20, 2018 9:37:37 GMT -6
Have been giving some thought to Andrei's opening speech to the assembled Duma and think I've got what he intends to say (I suspect he may have spoken to Walays and Lady Liliya for the phrasing). The below is what he intends to say (so hopefully the dice don't screw me over when I make the Performance (Oratory) check...
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Post by WxMAN on Apr 20, 2018 13:22:09 GMT -6
Obsidian Portal updated, as well as the XP/Kingdom timeline. I fully expect you guys to have perfect recollection if the dice comes up with you doing the recap.... (also thanks to Rigil for the notes which helped jog my memory)
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Post by Rigil Kent on Apr 20, 2018 13:29:10 GMT -6
Dude, I'm just glad I didn't slack off like the previous session & actually had the notes for it!
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Post by Rigil Kent on Apr 21, 2018 11:18:49 GMT -6
So, I've noted a thing in this particular chapter: because of a perceived "time crunch" - "Oh noes! The villagers of Varnhold are missing! We must save them before it is too late!" - the party really doesn't have the opportunity to Explore the hexes like we did in the previous chapters. This actually makes sense as we're now the Ruler & His Retinue so we should have "people" for that ... but the game mechanics don't seem to really take that into account. Thus, I'm wondering ... is it possible for us to actually delegate the exploration stuffs?
So, FREX, if you look at the map, the black border is the extent of our active explorations. I can't help but to think that, with soldiers and rangery types as effectively followers, it would make more sense if those borders started expanding both to the east and the west (probably primarily to the east at the moment) to reflect us sending out Tomas, Rikard and Harriet (FREX) to hex d,1 and e,1 and so on to survey and chart the stuffs.
The only problem there is, if I recall this correctly, we were gaining XP for explored territory and if we did this, we might not? It just seems to me that chapter 3 does not truly seem conducive to exploration...
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Post by Rigil Kent on Apr 23, 2018 11:00:06 GMT -6
Also, I meant to do this during the game but kind of forgot: following the conclusion of the successful Duma, Andrei is going to actively seek out Lady Liliya's opinion on the events to see what she thought about it or if she had any commentary. I joked during play that he should give her that book Walays caught her reading (not knowing about that) but after some thought, I think that's still a good (if amusing) idea so I think after she comments on the Duma, that needs to happen. Bonus points if Walays sees this happen.
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Post by WxMAN on Apr 23, 2018 13:50:21 GMT -6
So, I've noted a thing in this particular chapter: because of a perceived "time crunch" - "Oh noes! The villagers of Varnhold are missing! We must save them before it is too late!" - the party really doesn't have the opportunity to Explore the hexes like we did in the previous chapters. This actually makes sense as we're now the Ruler & His Retinue so we should have "people" for that ... but the game mechanics don't seem to really take that into account. Thus, I'm wondering ... is it possible for us to actually delegate the exploration stuffs? Yes, there are definitely some pacing issues with this chapter, I'm learning. From what I've read, this is the weakest chapter in the series and some skip it entirely - but I've tried to do some modifications to it to help alleviate some issues as recommended by others but the flaws are becoming pretty clear. As far as exploring, y'all gained 100XP per hex. There are 48 hexes needing to be "explored" (6x8), including Varnhold itself which you've already explored. This means there are 4800 XP total being "missed" by outsourcing your exploration - though each PC would only get 800 XP (4800XP / 6 PC's = 800 XP/PC). This is equivalent to 5% of the XP needed to go from 7th->8th level, and even less for 8th->9th. This of course does not count any XP "lost" for any encounters you'd have in a given hex. As far as what to do, I'll leave that up to y'all. Depending how things go with the Nomen things could become more crunched or loosen out a bit, giving y'all some time to dedicate towards the Shieldlands and/or exploring a bit. If you wish to outsource the exploration to Walker's Rangers, I could work something out (spitballing here) where, maybe they return and alert you to "places of interest" with a small percentage chance we'd roll for each of the rangers individually attacked before they know the danger and then taking damage / dying. This way there is a risk/reward mechanic in there, but also allows y'all to save some time doing things yourself. Thoughts?
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Post by Magman on May 2, 2018 20:50:55 GMT -6
I am in favor of seeing how things pan out with the Nomen's. If it doesn't we can send out Walkers Rangers. That's a change you take when adventuring Another thought was to do it after but we would most likely over power the encounters. How did it go a couple of week ago? With the rural vs urban fighting. Walker get his mirror? If so he would like to look in on his brother and his whereabouts. Pay Walkers Rangers 50 gp ea.
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Post by Rigil Kent on May 3, 2018 13:53:02 GMT -6
How did it go a couple of week ago? With the rural vs urban fighting. We managed to reach some middle ground between them by arguing (successfully) that progress is inevitable; however, we can slow things down somewhat by changing our Promotion edict to Cautious Expansion. So the Feud was officially resolved, but Andrei is likely going to lean on Walker to keep a dialogue open with the hunters and the like to do what we can to avoid a repeat of this...
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Post by Magman on May 4, 2018 23:18:45 GMT -6
Can do.
One other thing I'd like to do for the next three weeks is retrain Tess's horse for combat.
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Post by LabRat on May 5, 2018 18:57:31 GMT -6
Oh you are so nice to remember that. Tess would love that!
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Post by WxMAN on May 25, 2018 9:30:56 GMT -6
Obsidian Portal updated, as well as the XP/Kingdom timeline.... finally... *cough*... Anyway, the plan for me is that Melikova may wish to talk to the three imprisoned bounty hunters... or kill them.. or whatever... then y'all will head out to find the Nomen... though what actually happens, as always, is up to the PCs.
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Post by WxMAN on May 27, 2018 16:13:06 GMT -6
Obsidian Portal updated, as well as the XP/Kingdom timelineWhile looking at the XP awarded within the module, even when adjusting for the number of players, it is still short from the stated goals of the module. Therefore I went back and re-figured what the XP should have been as well as felt some of the XP awards should have been higher for the things solved within the kingdom. As such, everyone leveled last night. Please bring level 8 characters to the game on Friday June 1.
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Post by Rigil Kent on May 27, 2018 17:32:23 GMT -6
Oh, wow. Wasn't expecting that. Groovy!
Andrei's HP roll...
arzuVb6b1-10
Have updated Andrei's stats on his thread (first post) and on the Portals.1-10
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Post by WxMAN on Jun 2, 2018 18:15:05 GMT -6
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Post by WxMAN on Jun 20, 2018 12:26:42 GMT -6
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Post by WxMAN on Jun 26, 2018 21:08:49 GMT -6
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Post by Rigil Kent on Jun 27, 2018 12:25:01 GMT -6
Gah. You tweaked the previous week's XP. I was freaking out, trying to figure out why the numbers stopped making sense in HeroLab...
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Post by WxMAN on Jun 27, 2018 21:39:33 GMT -6
Oh, btw, I tweaked the XP
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Post by WxMAN on Jul 8, 2018 15:47:12 GMT -6
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Post by Rigil Kent on Aug 8, 2018 13:09:18 GMT -6
Reminder to everyone: We leveled up in the previous session so you should have your newly 9th level character ready to go for Friday ... unless WxMAN ditches us again.
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Post by WxMAN on Aug 14, 2018 12:31:26 GMT -6
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Post by Rigil Kent on Aug 31, 2018 15:35:32 GMT -6
FYI, I'm totally expecting "Fools! My master will destroy you!" POOF! (Probably a dimension door.) So we've got a very short amount of time before the Big Bad shows up for the climactic fight ...
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Post by WxMAN on Sept 6, 2018 15:59:19 GMT -6
Obsidian Portal updated, as well as the XP/Kingdom timelineThis ends Chapter 3. The look is below, the total value is 253,027 GP. If you'd like, this means each character can essentially spend 42,171 GP worth to "convert" the loot into something more your style, though I did try and add some interesting items for most characters. I have added the values to the "Vordakai Loot" tab in the Kingmaker Spreadsheet. 1140 PP 13037 GP 103000 SP 1 Ustalavic Silverware 1 +3 Greatsword 8 Green Spinels 1 Art 1 Cloak of Resistance +3 1 Headband of Mental Prowess (+2 INT, CHA - Gives access to Knowledge Planes) 1 Oculus of Abaddon [Evil] 2 Ring of Protection +2 1 Phylactery 1 Dark Blue Ioun Stone 1 Ring of Friend Shield (Match w/ Previous) 1 Cloak of Resistance +1 1 Gloves of Swimming and Climbing 3 Dust of Dryness 1 +1 Cold Iron Magical Beast Bane Flail 1 All Tools Vest 1 Ki Mat 1 Sheath of Bladestealth 1 Bracers of Armor +4 1 Belt of Mighty Constitution +4 1 (Bag)Pipes of Pain 1 +2 Fullplate 1 +1 Heavy Wooden Shield 1 +1 Breastplate 1 +1 Light Crossbow 1 +2 Leather Armor 1 +1 Boar Spear
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