Or, uh, read it. You know.
General OoC discussion
Be sure to read and follow the community guidelines.
Edit: 16, 13, 9, 14, 14, 10
Edit: SEE? I told you so! Show Keleth, here is my proof that it hates me
Sorry, felt the need to vent :P
Rolls
Stats that don't matter - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (1466) = 17
4d6 : (6512) = 14
4d6 : (5122) = 10
4d6 : (3365) = 17
4d6 : (4456) = 19
4d6 : (4421) = 11
That said, it was mostly on them. The PCs acted very rashly and over-confidently in the game, seeking combat at every opportunity, even when grossly outnumbered. That, combined with unlucky enemy attack rolls (several crits) and the fact that they avoided all interaction with NPCs and went straight into the lion's den as their first action, pretty much meant that they were doomed.
EDIT: Posted, and my post is also an example of what I mean
A cool feature on Gamer's Plane is the ability to upload character portraits, which allows one to post in character and the forum thread shows the picture of the character, so that people reading it have a visual clue as to which character(s) have been active.
What's really cool is that GMs can do this: make an NPC, upload a picture for the NPC, add the NPC to the game, and then post in character as the NPC.
That's a great tool for us DMs to use...except it may be a bit overwhelming in cases where there are a LOT of NPCs. As players, it may result in confusion in distinguishing PC posts and NPC ones (as the visual clue is a major mechanism for distinguishing PCs from NPCs). Since we are in Hochoch right now, and Hochoch is the home base and training location for all of the PCs, it is rife with NPCs: Devane, Tap, Soraya, Fantikaflar, Goom, as well as class trainers for each of you and a half dozen others. I could post separately as each of these characters when they appear, but I could also just post as me, and just include a picture of the character in the post when they are speaking.
Which would you prefer, if you even have a preference? From your perspective - the one I'm interested in - it's just a presentation difference.
In my games I use NPC portraits only for NPCs that travel with the party (as it helps remind everyone periodically that they do have a 'follower' or 'guide' NPC in the group to be aware of and interact with).
Personally I always try to make my first post in any game thread an introduction post with a PC portrait. My co-players will probably know my PC's background from character creation but anyone reading along will know nothing.
So yeah, awesome call, Spaceseeker! :-)
There are some mini-dungeons and side encounters that I have; I can easily provide hooks to them in this adventure, to provide opportunities for faster adventuring and/or easier XP. But I don't want to do so without checking in with you all first: how do you feel about additional quest material being added?
There's two reasons I like the idea:
1) they're fun, and
2) I've run several parties through this adventure, and none of them have completed it yet. I feel like anything that can help get to level 2 faster greatly improves chances of survival.
But I presented this as "module N1," not "N1 and a variety of other stuff." What do you think?
Should I continue to run the one healer (not to discount our paladin) as an NPC until he returns (which might be a while, or could be never), or should I phase out the character and invite another player to join the game?
Biscuitfiend hasn't given direction or notice about vacation or anything that I've seen - have any of you read anything about it?
If I knew with certainty that he was coming back, I'd run Morgran as an NPC in the meantime without hesitation. But if he's not coming back, or if his absence will be extended...how long should I wait before I give another player a slot in the game?
In any case, I too have noticed his absence (I'm in one of his games, and he's in one of mine!). My approach has been to wait until a player goes "ZZZ" and then to recruit a replacement (and, if that player returns, I will just run a slightly bigger game and be more lax about temporary absences. In fact, I usually recruit 1 more player than I actually desire for a PbF game on the expectation that one player, on average, will be absent for a given arbitrary interval).
Fascinating! I'd never noticed the "ZZZ" icon; I'd only seen people profiles that show a person as "Inactive," which shows up after a month of not logging in (I believe). I learn something new every day!
I think I may probe to see if there are still people interested in playing in a D&D5 game; I know Szemely expressed interest. I'll check with him first, before I open it up to the wider user base.
It might be worth it just to have an extra character floating around (as I said, I find it useful to have +1 character so that if someone drifts we don't have to stall).
It's a known issue reported over a month ago; I'd just forgotten it.
That said, it's kind of an edge case, and I can avoid it by just posting new messages, rather than piggybacking on others'.
In the room where Ogbar and Xana entered, there are, among other things, "a trio of men wrestling."
In the room where Klak and Quest entered, there are, among other things, "four grim men: two are running to get behind the table on the right, while the other two flip their table on the left over, making a bit of cover for themselves."
And for now Sara, Thacogyygax and Aanbo, who are all outside, are unaware of what's going on inside. Did we see them enter, at least? Obviously Sara saw the others enter, but did Thacogygax and Aanbo?
I heartily welcome standing orders for characters that apply to different situations. If you wish to default to concentrating on Intellect Fortress each round unless you say you're concentrating on something else, that works. I'll prompt you to make a save to maintain concentration for this round, if you are hit.
I heartily welcome standing orders for characters that apply to different situations. If you wish to default to concentrating on Intellect Fortress each round unless you say you're concentrating on something else, that works. I'll prompt you to make a save to maintain concentration for this round, if you are hit.
Both Quest's Intellect Fortress and Thacogygax's Frostbite impose disadvantage so foolsmask and I definitely need to keep track of each other's actions. Anybody else got any disadvantage abilities?
Also, I misunderstood the building's architecture. I thought that interior wall between the two rooms had a connecting door in it. That's where I thought Sara and I were hehe. So apparently that is not a door but a window, and it is further into the room than the melee. So I think we're good where we are. :-D
There IS an interior door connecting the two rooms: it's between the two stairways and it's closed.
You're right about the barrels. Too heavy. I guess I'm spamming Frostbite. That is, IF there are still foes standing (it looks to me like Klak and Quest have already taken out their opposition). Yes, Thacogygax is ahead on the initiative order, but he's always going to be a little gunshy.
What's left downstairs with me, anything to kill? or just Durren, who tried to get in way of a very angry barbarian
What's left downstairs with me, anything to kill? or just Durren, who tried to get in way of a very angry barbarian
- the groaning guy on the ground by Aanbo
- the human warrior in the strange antiquated studded leather armor, who was just yelling in various languages
- the four guys with bows above you, half seen through the trapdoor opening in the ceiling
So, are you:
- doing the Thunderwave now, on your initiative, and then floating up to observe, then floating down again
- doing the Thunderwave now, on your initiative, and then floating up to land upstairs
- doing the Thunderwave now, on your initiative, and then seeking cover downstairs
- reserving Thunderwave as a triggered action, to go off if an enemy appears and attacks you before the end of this round?
Only added a snippet of dialogue to the post.
As you can see from the example, you can still be stealthy with disadvantage. Target numbers are often secret, but for tasks you're likely to engage in at first level they're usually 15 or less.
Rolls
Stealth with DISADV - (1d20+4, 1d20+4)
1d20+4 : (12) + 4 = 16
1d20+4 : (16) + 4 = 20
(edit: that was wrong. My memory played tricks on me.)
Sorry about that wait, folks! I realized this morning that I only had a sketch of the remaining floors, and I want to post a map as Ogbar runs up there. I'll have it for tomorrow, or possibly later tonight.
Aanbo is, as you calculated, at 4 HP.
Edit: I should still be up even if we round up! I'm so gonna die here in this mill, but Ogbar doesn't surrender!
Round 1: Dash
Round 2: Frotbite
Round 3: Thunderwave
Or did I miss Round 3 because of readying?
Round 1: Dash
Round 2: Frotbite
Round 3: Thunderwave
Or did I miss Round 3 because of readying?
Round one: Dash
Round two: Frostbite
Round three: Frostbite again (and Shield)
Round four: Readied action: thunderwave
Round 1: Dash
Round 2: Frotbite
Round 3: Thunderwave
Or did I miss Round 3 because of readying?
Round one: Dash
Round two: Frostbite
Round three: Frostbite again (and Shield)
Round four: Readied action: thunderwave
But so far, no one in the larger group has said anything about Dungeon Busters, and Durren hasn't either, so they have no sense of common cause, despite Durren's efforts at peace-keeping so far. So they might not treat you as an ally.
If you want to roll that check on Sara this turn (turn five) rather than take a different action, you might recognize her as being from Dungeon Busters, which might then become a topic of conversation...
The only reason I was as (relatively) calm about it is that I had already been through a house fire at that point, and knew in retrospect (from personal experience) that panic does not help as much as measured action.
But my guess for this thug is that he'd never really been threatened for his life before.
Personally, I have no preference. Thanks to GP's unread-post feature, I can easily follow along wherever the action takes us.
* continue role-playing through the celebration. Xana is fleecing Klak of coin, after all.
* attempt to ferret out clues relating to Black (though here's a freebie: each PC has already got the sense from the townsfolk that they've been actively hunting for Black for some time, and have come up with nothing concrete, so they're on quick alert status to respond to any threats, and expect to only get leads indirectly, through seemingly unrelated activity)
* seek out and find class trainers so you'll know where they are later. Note: I was going to introduce each class trainer during this party, but then I realized that not everyone is necessarily going to train in the same class they started in, so I'll let you drive seeking out which class trainers you want to meet. So far, we have seen Cormac (fighter trainer), Diana (cleric trainer), Tuan Vo (monk trainer), Njall (paladin trainer), and Mironund (mystic trainer).
* work on setting up the Dungeon Busters office
* investigate the rumors you've heard about Orlane (which brought you to Hochoch in the first place)
I'm sure you have other ideas.
"Who be th'villian Black? What ye of this villiage know of him?"
Rolls
Persuasion - (1d20-2)
(6) - 2 = 4
OOC: does one 'train' to be a better warlock?
Yeah this is going bad real fast. Thaco is thinking of running, too. Same as the owlbear, he also thinks there's a dragon about (nobody let him in on Xana's trick).
Alas, my beloved Olga will never know what happened to her lost love!
When I think back on it, though, nobody really had an idea of what's afflicting the boy.
How far are we from the farm? If we're really far, Aanbo would rethink his suggestion.
It's beenfun!
Tomorrow I should post closer to midday.
When I started this game, the custom dice rules feature wasn't available. Now that it is, I've finally updated the game to make them available.
FYI, what this means is that, when you "Add new roll: Basic," you can include the text "DC##" (for a skill check) or "AC##" (for an attack roll) in the "Reason" field, and the roll's result in your post will include a little graphic to indicate whether the roll was a success (a green checkmark) or not (a red X). It's not a big thing, but I like it, mostly because it adds a visual dynamic to the in-game rolls.
So, if Morgran was talking to a farmer, trying to persuade him to sell Dungeon Busters some land, and he knew it was a DC 15 check, he'd type
"Persuasion check DC15" in the Reason field, and "1d20+4" in the roll field. The result is shown below: a failure. Note that he rolled a *1*, which is underlined and highlit in red. It's not relevant to a skill check, but if it had been an attack, it would be a critical failure, and the red/underline makes it easy (and somewhat melodramatic) to see.
Just letting you know that this little feature is available in this game, too.
Rolls
Persuasion check DC15 - (1d20+4)
(1) + 4 = 5
There's some interesting stuff that's been developed since we last had combat in this game regarding game maps...I may try that, rather than the more primitive "inserting letters to represent combatants" that I used in the past. We'll see.
Let us know if you need any help!
Let us know if you need any help!
I can easily continue with the hand-drawn maps as simple images (as I have done in the past), I can use the maps with On the Fly Battle Maps, I can use the maps with roll20, or I can try something else that you prefer. My goal is to have the exploration and encounters also be a fun, lightweight, and hopefully immersive experience for you, the players. What would realize that best, for you?
Let us know if you need any help!
I can easily continue with the hand-drawn maps as simple images (as I have done in the past), I can use the maps with On the Fly Battle Maps, I can use the maps with roll20, or I can try something else that you prefer. My goal is to have the exploration and encounters also be a fun, lightweight, and hopefully immersive experience for you, the players. What would realize that best, for you?
That's all to explain why I haven't posted a real update today: I'm waiting for player input/actions before I do. But I have my next post mostly ready to go (with variations based on how the roll goes, and where people end up so that I can update and post the map), and I guess I'm just eager to continue. I will be posting soon, regardless of moves...but I've got an engagement tonight, in just a few minutes, so at this point I probably won't post my next update until just after midnight (~4 hours). So you have that long to declare what you'll be doing next and/or do any rolls.
But here's a question for everyone: if a different skill applies, I'm inclined to use the roll (plus the appropriate skill modifiers) as is, rather than asking for a new roll. Is that acceptable to everyone?
That said, I'm perfectly fine with rolling what I think fits, and you can swap out modifiers as you see fit.
So I ask: would you like me to return to the standard D&D measurements of distance, volume, etc (feet, yards, miles, gallons, etc) rather than analogs that might exist in a fantasy world with a different history to our own?
Yes = normal, real-world measurements
No = new, different measurements
Immerse us in your world!
I'll start working on my next character. š¤£
No particular reason; I just haven't mentioned it in a while.
I should have mentioned earlier, but I am on vacation this weekend so may be a bit slower to respond through Tuesday.
I don't think it's a GM issue... I would posit it's more likely a player issue. It can be surprisingly easy to read something wrong or miss something and not realize it.
Or forget. I usually try to reread some posts so I'm in the right frame of mind to post IC...but I'd be a liar if I said I didn't sometimes trust my own memory because I don't have the time to reread things (unless I want to leave everyone hanging till the next day or whatever).
For the record, I am really enjoying the game and think you're doing a great job in the DM's chair!
One thing people do nowadays is run a discord chat for OOC questions. It provides a "live" element for above-the-table discussions. Often it is quicker to pop into discord for a player to ask a question or for a DM to give a reminder to a player. This might seem like extra work to check two places, but I find it smooths things out so much that it's worth it.
There's a couple of questions this raises: the short-term and the longer-term.
In the short term: if you as the party want to revive Joseph, Albertus can use an application of his healer's kit and Joseph will roll his hit die (if he hasn't already today) and I will run him as an NPC as you explore the rest of the Ruins for information that could help revive Devek (and maybe treasure, though the party has been pretty content to let the treasure go so far). If you don't revive Joseph, you'll have an all-player party, but no rogue. Which is OK.
In the longer term: Do you want to continue as a 6 PC party, or should I open the game up to new PCs when the party has returned to Hochoch and resolved the Jarls' problem? 6 PCs is plenty for now, but probably the minimum for surviving later parts of this classic AD&D adventure. I certainly would want to get more PCs if the number ever drops below 6. We don't have to answer this question right away, of course, but I wanted to start you thinking about whether you will want to invite more people when we get to that point.
Iām all for continuing into the ruins to find more useful info. And if Iām dense and just missing details, Iām sorry, but I also donāt think we want to not be claiming treasure all along the way either.
Edit - Sry, I totally DO have a healers kit, dunno how I got in my noggin that I didnāt. All good now!
Like the other PCs whose players have bowed out, Ogbar will continue as an NPC back in Hochoch after the party resolves the crisis with Devek.
Realized I wasn't sure of day/month/year, so if it's relevant I can edit that bit of the letter... but I'm ok with using placeholders. While I appreciate lore and storytelling as much as any of us, it's less important that today is a particular day... and more important that the day was included in the letter so the man has an idea of when we were there should it ever become relevant to our story.
Which character wants to administer the potion to the sleeping Herald, if you choose to do that? You could have one of the now-NPCs do it, if you're concerned about risk.
Story-wise, I think it would be logical for Kragga to leave the town to pursue wizardly training, but ultimately I am happy with whatever works for your story, Spaceseeker.
I'd like to make a few more posts before I go. Kragga is going to investigate the scrolls, and then he would like to bequeath them and the glowing orb to the Dungeon Busters.
All my best.
Excited to be joining you, and sad to be seeing Len and WhiteDwarf leave⦠Iāve played with both of you, and I had a great time.
Reptile and Myrtha can arrive to report in to Olpert at the Inn of Eternal Rest now.
I'm waiting to see if Xana is going to train.
We have three others players who are making characters and will be joining soon (well, just two if Joseph rejoins the party).
Regardless of the status of these things above, I'll be posting about other loose ends and story hooks tomorrow morning.
Reptile and Myrtha can arrive to report in to Olpert at the Inn of Eternal Rest now.
Reptile and Myrtha can arrive to report in to Olpert at the Inn of Eternal Rest now.
I'm not quite sure I understand how to do that. Can't find a thread in which to introduce Myrtha IC. I must be missing something.
I'll try to submit Karliel the half-elf bard by tuesday.
Sorry for the delay things have been hectic on my side in the last week.
I'll try to submit Karliel the half-elf bard by tuesday.
Sorry for the delay things have been hectic on my side in the last week.
On a tangential note, I'm happy to play out the interrogations...if that interests you and you're having fun with them. If you wish to, you can all post your questions for Jonbon and/or the bandits and I can write their responses (under the Zone of Truth) at once...if you want this to go faster.
As to the interrogation, I'm in no huge hurry but I agree it takes far more time to do so IC through PbP. I'm happy with the way its being handled at the moment.
As for the interrogation, I'm fine with listing questions in order to speed things up. I'd also like the opportunity to post follow-up questions based on the answers we're given.
And don't feel like Aanbo should be leading the interrogation. If anyone has something they'd like to ask, please do so!
The past two weeks were an absolute cluster... I had double shifts with no cellphone signal, my "other mom" had multiple strokes and hospitalizations, pet euthenasia, almost had to shoot someone at 5am last Sunday, my mom's birthday, and a highschool graduation.
I'm hoping this week goes back to normal. I'm burned out on excitement.
I'll unfortunately will have to drop this game to focus on other things.
Enjoy!
Basically Eagles are gold, Seals are silver, and Cubs are copper.
- consistency
- some sort of visual distinction between speech and narrative text
I arbitrarily chose using bold for dialog in my own posts years ago, but that's just my convention. Your using the blue for speech satisfies both criteria, for me.
As far as Iām concerned, you have my blessing to roll and/or post for Myrtha whenever my absence or tardiness might endanger the pace youāve set for the game. Shouldnāt happen often, and if it did, it would force me to rethink my presence in the game; in any case, Iām perfectly fine with your proposal.
That's the problem with the animal lists for Druids... no matter how thorough you try to be, the breadth of the animal kingdom will always have more.
Here's what I've been trying to convey:
- the spider is tiny, and moves slower than Theran in his natural form
- the spider climbs on walls and ceiling to avoid being stepped on
- I've had the spider automatically succeed on Stealth checks
- the spider can move through closed doors, regardless of whether they're locked, by squeezing through gaps
- spiders don't see very far; they primarily use their vision to ambush prey or escape predators if they come within a few body lengths. So it takes time to examine and identify everything in a large space. My take is that they excel at infiltration, eavesdropping, and ambush, but are not as ideal for thorough searching (because they're so small and have non-flying-bug vision).
- Theran has discovered the precise layout of two previously-unknown rooms and found a few details of interest: Bertram's location, Bertram's condition, a locked chest in Bertram's room, and a stack of crates behind a locked door, as well as confirming his way out of the Inn
- I narrated the results of the search for the key based on the roll; you can continue searching and then revert back to Theran's original form to interact with the objects once you find they key (though you'd have to roll a low DC Stealth check to avoid waking Bertram), or you can leave as a spider and report back to Reptile what you've found
Mea culpa; I should've asked you whether you wanted to perform a "quick scan" of a space or perform a detailed inspection of everything in the room. I'm sorry.
Do you want to say that you did a quick scan of one/both of the rooms, to get time back to search further? A quick scan would take half the time, say, so you'd get back 10 minutes per room, but Theran wouldn't know as much detail about the contents of the room(s). Does that seem fair? Let me know what you think would be.
Also: 40 minutes has passed already? That's 400 turns. I'd honestly have thought with 20 feet of movement in a turn and the ability to Dash I'd have accomplished a lot more than three rooms.
This may have been a much worse plan than I anticipated.
You're right; it doesn't work that way in 5e. The Wild Shape is not an actual polymorph - you're not turning into the animal - you're adopting the shape of the animal and some of its abilities (the physical ability scores). So you have Theran's natural eyes and ears, no matter the shape (unless there is a specific animal ability like tremorsense or keen senses), and you don't have to perceive the world like the beast whose form you are emulating. I'll amend the entries in the 1.7 thread.
I was just seriously rethinking my plan, possibly for future events.
Here, Theran has a choice. Nearly a third of his Wild Shape time has elapsed. He can:
a) Return to Reptile now, revert to humanoid form, and find the others to report on what he's seen so far,
b) Go down and explore the basement, going as far as he can, then turning back when he has just enough time to get out in spider form, return to Reptile, revert to humanoid form, and find the others
c) Go up and explore the second floor of the Inn, going as far as he can, then turning back when he has just enough time left to get out in spider form, return to Reptile, revert to humanoid form, and find the others
d) Go down and explore the basement and at some point revert to humanoid form while still in the Inn if it takes that long to explore it all
e) Go up and explore the second floor of the Inn, reverting to humanoid form while still in the Inn if it takes that long to explore it all
Note, however, that I will be out on a trip Friday - Sunday (next weekend), so I may be sporadic then, too.
As I mentioned, Aanbo feels as though he should stay because he doesn't want our absence/silence to be a tacit agreement of the setup. He believes that the villagers will make up reasons for the presence of the troglodyte and it's better if someone is present to say otherwise. He's willing to split from the group if the others think it's better to flee.
Strategically, I think we should either all leave or all stay. Splitting the party here seems like a dangerous proposition. Do we at least all agree we have to get rid of the incriminating body?
If the two of you get captured, weāre down to half our numbers and less able to set Joseph, or you two, free. I fear youāll end up just like the dead guy Myrtha and Reptile are getting ready to carry away.
Reasoning with the villagers isnāt a lost cause, but a highly risky one. Assume 10% of the mob are actually in league with Bertram, with their talking points all prepared in advance. Their intent is to sow doubt and suspicion, poison the well. Even if there are mostly honest folk in the mix, weāre still a bunch of strangers who picked a fight with nice olāBertram and nearly killed him for no reason ā and thereāll be plenty of testimony in that sense ā and then, after spending the day loitering around for no good reason, came back for some more bloodshed the next night, probably in league with the lizard people. Itās a very deep hole we have to talk our way out of.
And our most likely ally, Ramne, made clear he hides his real persona because he ā a local person well-known to the other villagers ā is suspicious of all of them and is trying to remain unnoticed by the bad folk infiltrating his community. I wouldnāt expect him to want, or to be able to do much to help us in these circumstances. He clearly wanted us to prove our commitment by leaving town and defeating some reptiles, rather than staying here and killing some villagersā¦
I wouldn't expect Ramne to vouch for us. He has to protect himself lest the entire village turns on him. And he might have to consider that with our absence, maybe we were in league with the troglodytes and left because one of them was killed.
All this makes me think that someone ought to stay behind and lend a voice in our defense. I don't expect it to be easy and like people have said, the villagers may be unreasonable and may not understand what's going on. But even if Aanbo is put in jail or something, maybe that will buy you all some time to infiltrate the inn and find something that implicates Bertram's Buddies instead of us.
It sure is a good thing that you will at least put a different spin to the whole situation by being there and explaining what they'll see. And I think the absence of the bandaged body and teh presence of the reptilian one might undercut the narrative of the infiltrated folks in the mob.
That being said, this whole kerkuffle puts into question the strategy we had hammered out : we thought we'd handle the whole thing through violence (first by ambushing folks in the barn, then by striking the GG inn), and it is now obvious that the wrong-doers have at least one hostage, and that the villager (+some troublemakers) might get a hold on two more hostages.
If we go into the inn and start bashing heads, we'll be reinforcing the narrative according to which we're foreign troublemakers come here to shed the good people's blood. But I think we need to go into the Inn to see what there is to be seen and, eventually, to grab the culprits. That being said, we've given them an entire day to clean up their operation at the Inn, so we might run into a situation that doesn't resemble Theran's experience at all. Going there might be, in itself, a trap. Then again, we suppose they don't know that we explored the Inn's underground and secret portions, and therefore would have no reason to clean up their base of operations.
But I would love to read the other thread once all of this is over... :-D I'm easy to please this way...
Sorry I haven't posted yet; I'm doing work that I should have done previously, in figuring out who all is in the search party that comes in the night. One of the fun and celebrated things about this adventure is that information about every single resident of Orlane is provided, including their location, disposition, profession, etc. So I've been figuring out who all the specific people are that could hear the magically-amplified yelling and would come running. I'll be posting in the threads soon.
The two PCs who are staying to face the villagers - Chase and Aanbo - should read and post to the Suspicion in the Starlight thread.
It sounds like Gene has run into this a few times, and is understandably frustrated.
But what matters for us right now in this game is the decision on how to handle the Reptile PC now that his player is gone. Generally speaking, in RPGs, there are four ways to handle an absent player:
1) The character just fades away or makes an immediate exit.
(I generally don't like this option for the story difficulties it presents: "He was right here - what happened to him??" That said, this is what I've done with many of the characters who have left in this game: they are NPCs now, but mostly back in Hochoch, so removed from the action here. But I only did this because the players left/didn't return in between adventures, so the exit was less of a shock. That's not the case here, though)
2) I run the character as an NPC until such time as the character can leave or is replaced
(I have done this when a player has announced that they will be absent for some amount of time, and are expected to return. For example, in this game I did this at different times as Ogbar, Xana, and Joseph this past year.)
3) The group of remaining players collectively runs the absent player's PC
(Doing this is my strong preference for real-time games, though I haven't tried it yet here on GP. Would you all like to run Reptile?)
4) We find another player who takes over playing Reptile
(Again, this is something I've done in real-time games which I haven't seen on GP...yet. I'd be willing to try it, if there was a player interested and it was OK with the rest of you.)
What are your thoughts? Do you have a preference, or other options of things you've seen work in the past?
Maybe we can come up with a reason to send Reptile back to Hochoch, such as reporting to Olpert with whatever evidence we've gathered. This assumes we find enough to make a compelling case, of course, and right now we don't have much. Heck, best case scenario is we find Joseph and Reptile takes him back to Hochoch?
Traver attacked twice per round and took over 30hp to take down, etc.
It was a bedroom where he kept a victim bundled in linens that he seemed to just stab a lot with the stilleto we found on him. Maybe some blood, but I don't think it's going to be too overwhelming.
Referencing the maps in that post, Theran is currently in the "Dining Room" on the second floor, Myrtha and Chase are in the "Barracks" with Lhari (with the adjoining door open so that Theran can run in and help if necessary), and Aanbo is in the "Common Room" on the ground floor.
But before we set off for Hochoch, weāll need rest. And Myrtha wouldnāt want to rest at the Inn, or stay too long there. There are still the tunnels spreading from the cellar. Perhaps the party could hole up down there, and seek another exit. Either that, or we head out, with the prisoners, and take them all to the mayor, before leaving the town.
However, I do realize that we're such a small team and Orlane's corruption is very deeply-rooted. If we head back to Hochoch, I'd feel better if we could at least talk to the Mayor and Alan about trying to get more help.
On a meta level, I'm all for recruiting new players.
All that said, how would you all like to proceed?
With regards to the prisoners, I'd offered to summarize the outcome of the dialogue, but if it would help more, I can create a side thread for the conversation/interrogation. That would allow us to conduct the question-and-answer with Lhari (and Hamiff, if he wakes) in parallel with the group trying to find a different place to rest. Any other ideas?
So with that in mind, I'm okay with a summary. We can RP the discussion if people feel like hiding something, of course.
Myrtha would also share all their group had discovered, and impart her curiosity regarding the tunnels leaving from the cellar. Sheās also concerned with Reptileās body being just left there on the taproom floor. She would like to hand the prisoners over to the mayor before getting out of Orlane to report back to DungeonBuster HQ.
So far, I've only gone up through chapter 1.7, as the characters are in the process of telling each other what happened in 1.8 and we're still playing 1.9. Let me know if these high-level summaries have left out anything that you feel is particularly important.
How are you? Looking forward playing with you. Maybe you didn't notice, but our game thread is up here.
Thanks,
Thanks for the nice posts.
Two questions please.
1. About the temple, can we see from which god it's or it's too dark?
2. Is it ok if Arya present to the DB boss a letter of introduction from her temple/high priest as well? I thought that usually cleric carry with them their credential, as there's many fraud in the world. Just roleplay, i don't expect it to do anything except connect with the NPC. Thanks.
Thanks,
I look forward to playing with you too. Yeah, sorry. I'm away from my computer most weekends. However, it's a growth during the work week.
I look forward to playing with you too. Yeah, sorry. I'm away from my computer most weekends. However, it's a growth during the work week.
Thanks.
Edit: I can see that you'd already done both of these things before I responded! Brava! That'll teach me to post before checking all the threads!
As to who captured him, the short answer is the Dungeon Busters. The specific answer is that it was Ogbar and Aanbo who caught up to the wagon as the minstrel was taking the drugged Jarl family east and beat him down. They then took the victims and their captive back to the Jarl farm, where they met with Xana, Durren, and Quest. Quest and Durren took turns watching Jonbon, who was tied up in the Jarls' barn, and the next day the four heroes (Quest left early) took the kidnapper back to Hochoch. He's been in custody waiting for his trial ever since.
I admit, I didn't want to go page by page to try and dlmake sure, and figured one of the other players might remember.
Thanks
As for where Hochoch is in the Greyhawk world, we're on the western part of the world map between Geoff and Gran March.
The Hochoch map is nice. It is clearly heavily-inspired by the map of Phlan from the Forgotten Realms (and originally from the "Pool of Radiance" video game), which is a fun call-out. I know no one is suggesting we are using this Hochoch map, but I will point out that it incorrectly portrays a riverport city rather than the much-smaller market town that Hochoch is (at least in this module; maybe Hochoch grows into a metropolis over the course of later Greyhawk history).
I drew the map of Hochoch that we're using for this game when I started it; I haven't been able to go back and re-ink it yet simply because I cannot find it!
This entire game is public, so everyone should be able to read all the threads even if they're not in the game.
If that's not what you were talking about, please elaborate.
Please in my post. Arya tried to get her armor anx thing by the camp fire as the folks dragged Rosemary.
Did she managed to do so? :) thanks
https://gamersplane.com/forums/thread/36047/?p=1826628#p1826628
Did she managed to do so?
But going back IN the fog with the zombies, no thank you :) She left her armor behind if its the case. Thanks.
Neither of those situations are true for this game.
I realized recently that this wasn't explicitly described in the first post of the rules thread, so I added it as a note under the rule "Training to gain levels." Before that, we'd discussed it in the game thread, but that was months ago now and is hard to find (you'd have to know when Aanbo and Theran advanced to level 2, and nobody expects that).
1) finding a buyer. With many common items (such as weapons), this will be very easy and there are many possible buyers. With rarer items, there are probably fewer people who want to buy them, and some of them might be willing to buy for a lower cost.
2) Arriving at a sell price. The NPC will make an offer, which the PCs can accept or try to negotiate. This negotiation could be strictly role-play, or it could involve mechanics if you want to haggle quickly without so much conversation (this would be a CHR (Persuasion) check).
3) Making the sale.
More about sell prices:
The value of mundane items should be fairly clear, though the offer price may differ based on whether the person wants it for themselves (usually a higher offer) or they want to resell it (usually a lower offer).
The offer for most common items (such as weapons, armor, etc) will usually be less than the normal purchase price for a new item of that type (a beat-up, old glaive is perceived to be worth less than a shiny new one), while the offer for rare or unique items might be more than the purchase price of a comparable new item (an heirloom medallion, or a historical statue).
Magic items are interesting, assuming you can find a buyer. Some people will buy unidentified magic items on the hope that it's something good; this may mean that the offer price is much lower than the actual value (if it turns out to be a beneficial magic item) or much higher than the actual value (if it turns out to be a detrimental/cursed magic item). Identified magic items will sell for much more money than nonmagical items (of course, you might not want to sell them if they're useful to the party), but identifying the magic item requires someone casting Identify, and if that person is an NPC, that costs money, too. Still, it's likely that even a single common magic item will sell for more than enough money to cover the costs of training one or two Dungeon Busters.
I realized recently that this wasn't explicitly described in the first post of the rules thread, so I added it as a note under the rule "Training to gain levels." Before that, we'd discussed it in the game thread, but that was months ago now and is hard to find (you'd have to know when Aanbo and Theran advanced to level 2, and nobody expects that).
I rather like the paying for levels rule. Gives us something to work toward rather than just taking the next step.
That said: let's get some suggestions on what the Dungeon Busters would have as its coat of arms/collection of symbols that identify Cecily's adventuring guild! What do you think should be included?
If that wasn't enough, Reptile's player had quit Gamer's Plane months earlier, swearing that he'd never return. This simultaneously abandoned this game and half a dozen others, including games he was running. If the party really wanted to scrape together the money to pay for Diana to Raise Dead on Reptile, they could. But we have a full party of eight PCs (so no one to play Reptile) and about a dozen former-PCs that are now NPCs (so enough for me to run) back in Hochoch; I don't think there's a need or even desire to bring him back outside of roleplaying character relationships.
And everyone, please do point out if there are items that you think are relevant missing from that list. I don't want it to be an exhaustive list of everything Greyhawk, but I do want it to include everything relevant to this game. So if there's a faction, organization, or faith that you've encountered in the game or that is part of your character backstory, it should be there.
Armor Maintenance Kit (1 gp, 1 pound): Composed of polishes, rags, replacement fasteners, wire brushes, and leather strips, this kit is indispensable in keeping armor in top form.
Nothing mechanical wise, just something appropriate to own with armor.
I've amended the last few posts to add in the outrageous honorifics; you do not need to adjust your previous responses, as your PCs all have been exposed to enough of this behavior that it hardly registers for them anymore (or it does but it's not worth making a fuss over, as that doesn't turn out well).
But I trust our GM. If Spaceseeker is sure I have 902, then I do. I trust his math over my own. Wouldn't be the first time I've forgotten to make a note or change a value (even IRL). It won't be the last either, I'm sure.
@spaceseeker19, In fiction, is this Keoish coinage? What empire minted the coin?
I vote we take his share of the loot and that's what we donate to the Jarls. Makes the math super easy -- it stays the same for the rest of us. And it lets us do something a few of us mentioned doing in game.
Two birds, one stone.
Please why did Mantis left?
Please how much gold Arya got? 20 Imperial Dragon coins? What does it worth, its not listed in the coins glossary.
Thanks,
3 seals (silver)
1 cub (copper)
- That's the current total per character. There may be more coming from selling equipment.
You wouldn't be far off to think of them as $1,000 bills: they're worth 1000 of the common currency (the copper lion, or "cub") and they're still legal tender, but they haven't been minted in your lifetime, and most people have never seen one because they're so rare.
For the rest of you: any of you feel like your characters would have hit it off during Cecily's orientation?
On a different note, I'm realizing that I haven't handed out XP for some of the treasure you brought back to town. That's incoming.
On a different note, I'm realizing that I haven't handed out XP for some of the treasure you brought back to town. That's incoming.
The disparate nature of our party also means we're not on the same page, plus it seems that some of us are pursuing our own agenda. That means different posts of back-and-forth engagement between us and the DM, which can translate to several real-life days depending on how active we are on the site. In-game we're spending at least three days in Hochoch, but there's no correlation of how quickly we'd actually get through those days, especially when we have different things to do.
Maybe we can do better in our agreements to skip time and move forward, or communicating when we're done and ready to proceed. I can understand how we're left twiddling our thumbs doing nothing while someone else is actively doing their own thing. However, I also don't want to deny another player the chance to RP or further develop their character beyond the numbers on the sheet. So I don't know if there's a convenient answer or solution to speed up the game, at least as far as how PBP is the venue for our participation.
The disparate nature of our party also means we're not on the same page, plus it seems that some of us are pursuing our own agenda. That means different posts of back-and-forth engagement between us and the DM, which can translate to several real-life days depending on how active we are on the site. In-game we're spending at least three days in Hochoch, but there's no correlation of how quickly we'd actually get through those days, especially when we have different things to do.
Maybe we can do better in our agreements to skip time and move forward, or communicating when we're done and ready to proceed. I can understand how we're left twiddling our thumbs doing nothing while someone else is actively doing their own thing. However, I also don't want to deny another player the chance to RP or further develop their character beyond the numbers on the sheet. So I don't know if there's a convenient answer or solution to speed up the game, at least as far as how PBP is the venue for our participation.
We could invite another player to join the narrative in flight, with the party meeting the character on the road like Jonel, or we could be content with just 7 players/PCs. Either way, I'm not going to hold up the party. Do you have a preference between inviting/not inviting another player?
Rations are 5 sp each. That or sell some gear: Healer's Kit, Disguise Kit and or Forgery Kit
But you're a Dungeon Buster, and we look out for each other. Aanbo will buy you a seven-day supply of rations.
Edit: Pretty much two full days at normal pace, I think.
Edit: Pretty much two full days at normal pace, I think.
Rolls
Secret Roll
For what it's worth, my workflow is almost the same as yours; I have a bookmark to (https://gamersplane.com/forums/search/?search=unreadPosts) which lists all the unread posts I need to see, and it includes any games I'm in. I'll admit to refreshing the page more than a few times to get the latest. I also do not subscribe to public games, so the number of unread posts for me is quite low. I'm able to easily see when D Busters has an update.
I'm not sure what else could be done to expedite posting rate. I think the @-notifications are a good idea, so keep doing that.
My biggest issue is real life of late. I go a week and a half with no issues whatsoever, and then out of the blue an easy day turns into a double and the next day I pass out as soon as I get home from work. Suddenly I haven't been here in two and a half days, with no warning.
My hope is once the boss finishes merging her business with her new partner and that all gets sorted, things will go back to the usual boring day to day. Unfortunately... they aren't there yet.
And there is nothing you can do to help with that. š¤·āāļø
I'm really enjoying the party's discussion as to how to enter Orlane. Some of the details are still up in the air, but I think these are the solid elements so far:
- Right now it is morning of the 27th day since the first Dungeon Busters arrived in Hochoch. The party is 3 miles west of Orlane, in a camp not far off of Cecily's Road.
- the party will ford the Realstream River to enter Orlane via Ramne's Grove to communicate with Ramne and get a sense of the state of the village (the WHEN and WHO is still being determined)
- after that, the party will sneak into the cellar of the Golden Grain Inn and make their way into the secret tunnels (the WHEN is still being determined).
Is that correct?
Iāll be pretty absent for most of August, but will try to post semi-regularly nonetheless.
1) When will you go? (now to the barn, or go into the woods to wait all day before moving)
2) Where will you go? (The Golden Grain Inn's front door, cellar door, or back door)
3) How will you go? (all together, or have Chase scout ahead solo first)
It also sounds like the answer to the second question is "through the Golden Grain Inn's cellar door into the basement" (with the possibility of a quick reconnaissance of the back door in the moment). Correct?
For the third question, though, I'm not seeing a decision yet. You've suggested crossing the river in the Dim and coming back into town via Cecily's Road, but you also have crossing the Dim under the bridge, as well as sneaking across the bridge. Jonel has offered a Fog Cloud, and Theran has hinted at something similar to provide cover/increase stealth. I'm going to present these as a poll (which you are all welcome to do as well when the need arises). I'm not going to include the Jonel and Theran options; they can choose to cast spells as the situation demands, but you need to decide on a route in order to begin.
What path should the party take to the Golden Grain Inn tonight? Public
I think if we are to cast Fog Cloud, we'd do it when we're about to enter the west door and place it on the road so that we're just outside the area of effect. That way it shields us from view and gives Ember time to unlock the door.
If we hide out in the dim, cross the river away from town, and slink in using cover and concealment then our plan isn't thwarted by good weather.
Also... from a meta standpoint if we can save the resource we probably should. Don't know that we'll land too many long rests once we hit those tunnels.
Edit: I was typing while CancerMan was posting. Valid point about our lack of vision as well.
Also, if Myrtha were leading a militia to secure a town such as this, there would be permanent guard posts on each main artery, so weāll probably run into that kind of defensive arrangement as we approach. We should avoid any light sources, and perhaps have scouts slightly ahead to make sure that we see any guard posts before we are spotted.
Blue is for PC's and I started to use green for NPC's and red for hostiles, but I would like to be consistent
- blue for PC names
- brown for NPC names
- red for antagonist names
- red and underlined for successful attacks/damage to PCs
- green and underlined for beneficial effects applied to PCs
- underline for locations, areas of interest, and interactive items
- underline for successful attacks/damage to NPCs (both hostile and neutral NPCs)
- italics for names of deities, spells, special abilities, and organization names
- "bold between quotation marks for spoken dialog"
- ::purple italics between colons for internal/mental dialog::
But I have no expectation that anybody else engages in my formatting conventions. I just do it in the hopes of making what is often a LOT of text more readable.
Sorry for this notice, but I will be leaving the game for personal reasons.
Work had been successful, but increasingly demanding. I also plan to get married by next year. So basically, less time for gaming, game over probably. I want to stay but everytime i open the browser, i feel like rushed and i can't write anything of quality.
The game is very good, congratulations, spaceseeker, you are probably one of the best in this community.
Take care all of you!
For the time being, I will run Arya as an NPC.

(Sorry; I couldn't resist.)
I could have changed the NPC's name, but it honestly never occurred to me how close Ramne is to Ramen.
Theran : wood elf druid
Myrtha : human fighter
Chase :human ranger
Arya : human cleric of Pelor
Morton : wood elf warlock
Ember : human rogue
Lyrel : high elf wizard
Don't think Morton is one of those Lucky Level 1 PC's. I think Morton is at 235 EXP of the needed 300 EXP for level 2.
Don't think Morton is one of those Lucky Level 1 PC's. I think Morton is at 235 EXP of the needed 300 EXP for level 2.
Don't forget that, as one of the key rules to emulate more of an AD&D experience for this classic AD&D module, we're using the optional rule of "milestones for additional XP."
On a related note, don't worry - I am preparing a somewhat-graceful way to extricate Arya from the party so another player can join in Nebula's place.
- confront these people
- hide from them
- try to sneak away before they arrive
- make a run for it
or something else that's not occurring to me
There is the possibility that the people from the Inn may not enter the trees to look for us after all. Whether they do or not is probably coming down to a Reaction roll, unless we attract their attention further. So it could work out for us to just hunker down and not move/make any noise. Or we'd just be sitting there if they do come.
If we do want to consider moving further away, I'll point out that, while we have a couple of people who are generally good at sneaking around - Chase and Ember - Theran is not good at being Stealthy (straight d20 roll), and both Myrtha and Arya are actively BAD at it (DISADV from armor). With a sneakier group, we might try something clever like climbing up onto the roof of the wine house to hide, but it seems unlikely to work with so many clanky characters. We could try hiding behind the mill or even break inside - the sound the wheel and the river makes covers a lot of noise - but we don't know whether people live at the mill. If people do, how will they react to people breaking into their home? As a party of experienced adventurers, we could intimidate/negotiate with the drunks from the Inn, and are likely able to best them in a fight. But they could raise the alarm - which they haven't yet - and Aanbo's point about them maybe not being evil like Lhari and Hamiff is true; we probably don't want to support the cult's accusations by harming innocents. If we run for it, they will know that we were here; they might raise the alarm, and they might give chase (though we could probably outrun and/or evade them as they are tired and drunk).
What do you think we should do?
Sure, staying out might allow the party to avoid dĆ©etection, but if it doesnāt, the party will be sitting ducks, with the lake behind them and angry villagers ahead.
Which option do you choose?
I'm particularly sad about Theran - losing one of the old timers both eliminates some of the continuity for the Dungeon Busters but also means one fewer L3 PC in the party. But there's no sign MaJunior's coming back, as far as I know. The loss of Arya will be keenly felt, too: maybe the new players will choose to make PCs with some healing capabilities.
If I think through the eyes of my character, however, I can't justify another departure from Orlane. The first group got their asses kicked and had to retreat to Hochoch, and we DID take that opportunity to train and level up. Unfortunately, we've also seen the consequences of our absence: more patrols, more people killed, and Aanbo still wants to find Jonah Joseph (or at least confirm his fate). That's why I personally feel that I must continue to the temple and investigate, and if it means that I go by myself, it's what Aanbo would do at this point.
By no means am I deciding for others whether to stay or go, which is why I chose Aanbo's words to try and convey the fact that you can all decide what you want to do.
The adventure is designed for L1 PCs in AD&D, and the XP thresholds in AD&D are much, much higher than in 5e, so the expectation is that most characters who survive to the end would be L1 all the way through. At most a really fortunate character (who maybe had played in another adventure before this one) might reach L2 over the course of the whole module. But advancing in a class requires traveling back to Hochoch to train (and in AD&D training takes a lot longer than what I've set out in this module), and the cult explicitly continues to advance its goals over time, whether the PCs are there or not. So the adventure might get easier with L2 PCs, but the situation might get more difficult, too (though there is a finite number of cultists/monsters, and you all have been whittling them down).
"Do you hurry and risk getting overwhelmed, or do you play it safe and risk the cult advancing its nefarious plans?" is a key tension all through this module. So either choice could be the right one, and neither is incorrect.
All that said, I'm able and willing to run two threads for different groups; I've done it before now in this game and can do it again. So don't feel that you're choosing to leave the game or abandon the others if you choose one path over another.
We'll also be introducing two new PCs into the mix very soon; if the party does split, I'll have to decide which group each one meets initially.
In the meantime, I'll continue with the rest of the group.
Edit: whew, that's a relief!
Edit 2: Aw, crap.
Is there a way within the narrative where we can find and heal them, so we can get away together?
We do need a healing magic of some sort, right? They will regain conscious after an hour, but chances are that another zombie or something similar, will happen by them first.
Do you have an idea to how we save your character @WanderOne ?
Actually, I don't remember where Theran went. It's possible he might be able to take care of the unconscious characters once the danger has passed.
Lyrel the high elf wizard has been compelled by visions to travel in search of the "Wizard" of someplace called "Orlane;" she has been traveling for years. She finally reached a faraway land where someone had actually heard of Orlane. She's been following clues traveling across Keoland for the past couple of weeks.
Eugenios the gnome investigator was given a punishment detail, sent to the hinterlands (ie, Keoland) to review Ansola Behir. He's been traveling for weeks.
Ferranzo the halfling entertainer heard from a traveler that his mentor, Lindun, was missing from Orlane. He set out to find out what happened.
Four days ago, Ember the human criminal fled Hookhill to lay low across the border in the podunk town of Orlane until the heat dies down.
Three days ago, the Dungeon Busters - Aanbo, Arya, Chase, Jonel, Morton, Myrtha, Theran - were sent by Olpert from Hochoch to Orlane to find their teammate Joseph and stop the cult. That same day, Eugenios finally arrived at Orlane, renting a room at the Slumbering Serpent to wait for the reeve Ansola Behir. In the days since, he's been hearing a lot of contradictory stories about adventurers kidnapping people.
Two days ago, Ember arrived in Orlane, where she was welcomed by a kindly carpenter and his wife. Ember was assaulted in the middle of the night by hooded figures and barely escaped, running into the Dim Forest. There, she met the Dungeon Busters party and helped them with some goblin trouble.
Yesterday, the Dungeon Busters convinced Ember to accompany them back to Orlane so she could get some payback. They talked to the crazy old hermit, Ramne, and found out that the town constable and the priestess of Merikka have been working hard to turn the populace against the adventurers. They decided to leave the village and wait in the forest until nightfall.
While the Dungeon Busters were waiting in the Dim Forest, Ferranzo arrived late in the day and went straight to Lindun's house. He found signs of foul play, but no clear indication of where Lindun was or whether he was even alive. Ferranzo tidied up as he considered what to do, and then night was falling, so he decided he would rest for the night and then start asking around in the morning.
Last night, the 7 Dungeon Busters and Ember snuck into town. At the same time, Lyrel arrived at the Grove at last and had a conference with the Great Wizard of Orlane: Ramne. Ramne directed her to assist the Dungeon Busters, and shared with her that they had planned to enter the Golden Grain Inn's basement. Meanwhile, the Dungeon Busters were creeping through town but scattered when a watch patrol appeared. When they reassembled, Jonel was gone. They proceeded into the Golden Grain Inn, hoping to find that the tunnels underneath led to a headquarters or lair. Instead, they found a pack of ghouls. Lyrel joined them there, and helped fight off the undead. The Dungeon Busters, feeling very jumpy and suspicious in what they still thought of as a secret HQ, insisted on stripping and having Lyrel strip to demonstrate that none of them bore the spiral markings of the Cult. After they got dressed and continued through the tunnels, they came to understand that the tunnels were not a transit route, but rather a way for the cult to dispose of evidence: valuables are stored in chests, which are guarded by the ghouls who eat any inconvenient corpses. They resolved to check out the Temple of Merikka next. Morton argued that they should return to Hochoch to rest and train, but the others felt that they couldn't spare the days this would take. But as they moved through the town, they had the bad luck of being overheard by the Slumbering Serpent's proprietor, Ollwin, who roused a bunch of late-night clientele from the Inn to help him catch the 'murdering adventurers.' This noise roused Eugenios upstairs, who started equipping himself. The party hid by the Mill.
At around the same time, people tried to break into Lindun's home to meet/confront/accuse/lynch Ferranzo. Ferranzo fled out the back door before they boxed him in, and he fled through the fields to find some help in the village Orlane proper and clear his name. Meanwhile, back at the Mill, a whole bunch of Millers emerged to help look for the 'dog-killing bastards.' Ember offered to make a distraction to draw them away so the others could continue; she ran off and started howling. The others ran off, but then they were concerned that Ember would be caught by the mob. Arya, Morton, and Theran ran back to help her. Eugenios emerged from the Inn and, with his darkvision, easily followed Aanbo, Chase, Lyrel, and Myrtha as they went to the Temple. Ferranzo climbed the low hill to see if there were any lights of people who might help him, and he saw the four heroes instead.
Arya threw a stone glowing with Lyrel's magic, and that drew some of the search party away. But one of the Millers was suspicious, and led a group back the way they'd come. Theran offered to hold them off while Arya and Morton rescued Ember. Ember, meanwhile, had jumped into the Realstream River and swum with the current downstream back into the Dim Forest. Looking for Ember, Arya and Morton entered the Dim Forest, too, but they chose the wrong side of the river. Then they and Ember had bad luck with random forest encounter rolls. Ember got away; Arya and Morton didn't (yet).
...
This is very helpful
First, unless he's changed his mind, WanderOne wants Morton to go back to Hochoch and train, and Arya's player has left the game. So this separation is a way to extract them from the party so those things can happen. I would encourage you to consider letting your PCs assume that Arya and Morton have continued to Hochoch as they said they wanted to do, rather than splitting the party again.
Second, they've had their random encounter for the day, so they're no longer in immediate peril. The remaining zombie has wandered off to kill something else, and will not return until after they've revived from resting (if it returns at all). As players you know that the undead in the Dim Forest are active only at night, so they'll be safe and able to recover as they head back to Hochoch. As PCs, you can assume that they got separated, and either they're continuing on to Hochoch or they've been captured. Either way, by now each PC realizes it's not safe to go off in smaller groups while bands of scared citizens are actively searching to get revenge on anyone who isn't a local.
@WanderOne - if you've changed your mind and WANT Morton to rejoin the group without training first, let us know!
Greyhawk Online
Greyhawk Online
Perhaps he can survive one hit and take two or three to do him in.
Arya the NPC that should have left the party two chapters ago is eager to move on, get reduced to 0 HP, and soak up more of the party's healing again instead of being allowed to gracefully die...for the fifth time.
So much fun!
I mean, Iām not here to judge but in Myrthaās eyes this would sound both suicidal to Morton (when he tried to leave with a healthy Arya, random encounters stopped him) and endangering to the rest of the party (to leave, Morton will have to remove all the barricades weāve set up to avoid village people coming in; and if Morton is then caught by the villagers and reveals our presence, the cultists could encircle the temple and capture/kill us when we try to escape).
If Myrtha was aware that this was Mortonās plan, she might try to talk him out of it. Or at least make sure to close and bar the doors after heās leftā¦
But he is having trouble moving her body (see this post), because he can't lift her body by himself without removing her gear and armor.
So in Myrthaās mind it is obvious that we arenāt leaving without her body, but that we must deal with the head priestess first.
What I donāt see in Mortonās word is any suggestion that he intends to leave the temple with Aryaās body, on his own, and immediately. That, in Myrthaās mind, is the thinking of a person in shock: and the gods know that Morton has seen enough this day to be in shock. But to her martially-minded thinking he canāt be allowed jeopardise the partyās sliver of a chance of stepping out of Orlane alive later on today.
It will not take any time or effort to determine that something is wrong as the party has not taken enough effort to cover its tracks. It is only a question of time and probably not much of it either. Who knows if the gig is already up even by the time Morton arrives at the barred door.
What the party doesn't seem to understand the "Between a rock & a hard place". The only way out is the temple barred door. The longer that the party stays inside, the more power will build up at that barred temple door. If the party takes a short rest then there is about 100% chance those outside the temple will be on full alert. And they will know from witness exactly what the composition of the party was at entering.
Party currently does NOT have the punch power to proceed much further without a total party wipe or losing more members. Going forward will only insure that the party lacks power to deal with the temple doors if power has built up there.
So, 1HP Morton does what is best for Arya's body and the view point that DB would have for a fallen priest. That is to get her corpse out of this temple before it can't be done easily. It doesn't take a genesis to tell that the party isn't going to stop.
Regarding the time pressure with the village Morton is right: the longer we stay here, the greater the chance villagers will realize that something is wrong and come investigate. But Iād like to recall that (1) we took out the temple guards quietly, without raising the alarm; (2) we did so at dawn, and perhaps an hour has gone by, not much more (though it has been three months in real-world time); (3) even if they are initially alarmed , they will probably be confused before mounting a coordinated siege.
Iām not in favour of intra-party conflict breaking out into actual fighting in the narrative, but Mortonās insistence on leaving immediately, all precautions be damned will be understood as psychological shock, as I mentioned, and would elicit an unpleasant response from Myrtha.
If the DM prefers that such scenes and conflicts be avoided, I will defer to his preferences at the table. In that case, Myrtha would escort Morton out and block the doors on the way back in, as the lesser evil.
That would go quite counter her personality, however (itās a huge waste of time, and if we had time ā which we donāt ā we should be healing up, rather than splitting up). From her perspective, a shell-shocked green recruit is jeopardizing the entire mission because he canāt get his shit together. Worst still he is setting the well-being of a corpse over that of an actual DB who might still be alive and rescuable. Itās either cowardice or insanity, and in both cases itās a threat to the DungeonBusters and their mission. Morton has been fleeting and unreliable, trying to get away from Orlane nearly as soon as he got here. In her assessment, heās looking more and more like a liability, rather than an asset.
To make this abundantly clear, I have no problem with how you, @WanderOne, are playing or have played Morton. This is all IC. I see this as just more material to roleplay with and I enjoy gaming with you here (and elsewhere in GP). Just want to be clear about that if anything goes south IC in the next few posts.
I'd like to thank and congratulate everyone for roleplaying extremely well, and letting their character's personality traits shine.
I had a lot of fun; thank you all for your well-wishes!
* - It should be said that I've very rarely had an outright poor game at a convention; good games are default, in my experience, with the occasional absolutely stellar game that gets talked about for decades. The ones that weren't good were very, VERY bad, but thankfully they have been vanishingly rare (and are also talked about for decades, honestly).
** - I am convinced that comedy games like the Monty Python Co-curricular Medieval Re-enactment Programme do not/would not fare well in play-by-post, unfortunately. They're extremely fun, but too much of comedy performance depends on timing. If I run that at some point in the future, it will be in real-time.
The first two column refers to the combat with the monks and the acolyte, the third and fourth relate to the skeletons, and the fifth and sixth relate to the goblins.
The DM has a higher average only in the skeleton fight. However, Spaceseeker has rolled 55% of all rolls, of which 25% were equal or lower than 10, 30% were higher than 10. PCs rolled 45% of all rolls, of which 21% were 10 or lower, and 24% were 11 or higher.
But the deviation from the norm (each number should on average show up 5% of the time) is where SpaceSeeker's rolls shine: the ten Lowest possible results are far less frequent in his rolls (the total deviation from the norm for 1-10 is -5%, whereas fr the PCs it was -3,6%), whereas for the ten highest possible results (11-20) his deviation is positive at +5%, whereas the party's was just +3,6%.
Basically, our rolls tended more to the statistical norm, and SpaceSeekers didn't. But above all his didn't in a skewed fashion, with high rolls over-represented, and low rolls under-represented.
I should probably do the table but only with attack rolls, because a 19 initiative is not as important as a 19 attack roll.
It will be glorious if the party survives this after all.
But I can't help wondering: if it happens, will Aanbo relent and let people recover, or will he keep going on his own?
I can't wait to find out.
Ho! Ha ha! Guard! Turn! Parry! Dodge! Spin! Ha! Thrust!
But you might want to consider the other possibility: that this will be a defeat of the entire party. If you want to continue, you can roll up another L1 PC that will join a party of Dungeon Busters that Olpert has sent to Orlane (post rolls to the character generation thread as usual). The new party will arrive within a day of this party being defeated.
If you don't want to continue, I understand.
I was waiting for confirmation that Myrtha is dead, or retired from play, before rolling a new PC.
I thought the cult might have a use for our characters, alive. But if youāre telling us that unless a miracle intervenes, Myrtha is out of play, Iāll start working on her replacement.
We doomed ourselves with a troop of head strong characters, maybe next time we will be more balanced šš»
You shouldn't find yourselves in the situation again where a higher-level PC's confidence in their ability to survive overrides the common sense of L1 PCs, but if there ever is that spread of levels again, know that I fully support your saying "<Your character> might be OK with this, but <my L1 character> is not. They're really badly hurt, and any one of the attacks that we saw in the last three encounters could take them out with a single hit now. They're not going along with this until they're rested/ready." Again, that's a hypothetical, given that all the PCs are L1 now (and equally vulnerable), but consider it advice for any game, PbP here on GP or real-time anywhere else, in which you find yourself in a similar dilemma.
As for meeting up with the new PCs, I have to admit that I'm completely unfamiliar with the Greyhawk setting. I figured that Amnestria started off in Gorna as that's where her immediate family might reside, and she wants to travel to Hochoch by way of the road to Javan's Crossing and onward through Woodborough. In my head, she is not a seasoned traveler so her parents would likely pay for her to secure a seat on a merchant caravan or with other travelers headed in the same direction.
I feel after the fight with the Skeletons he would seek to travel in company of others, safety in numbers and all that š.
Antonius and Berthold are both from Keoland; do you think they met during the journey from the Kingdom, or did they possible have some awareness of each other before they left?
Kazzak is coming out of the Crystalmist Mountains to the north of the Duchy, and we know that the Earthshaker Abbey is somewhere in the mountains. Where do you think the Abbey is? Do you think that Sora would have met Kazzak on the journey south to Dimgate, too, or is he coming east past the Hornwood from the mountains?
Kazzak is coming out of the Crystalmist Mountains to the north of the Duchy, and we know that the Earthshaker Abbey is somewhere in the mountains. Where do you think the Abbey is? Do you think that Sora would have met Kazzak on the journey south to Dimgate, too, or is he coming east past the Hornwood from the mountains?
As for the Earthshaker Abbey, I apologize for not being specific in its location. I only decided that it'd be in the mountains. Please feel free to nail down its location if it help your character's origins.
@spaceseeker19 what is the travel time (by wagon) between Forestville and Javan Crossing?
I don't want to skip ahead and short-change your roleplay if everyone is having a good time, but I also don't want to delay the adventure/encounters part of the game if any of you are tired of waiting for those opportunities. So I'm checking: what would you rather do? Either way, you can continue playing out your PCs meeting each other. The only drawback to having two threads in parallel is the potential that updating both is more effort and you might taper off in the first one before you feel like you've finished the roleplay.
Of course, if everyone would rather describe themselves OOC in order to move ahead to Hochoch, I'm fine with that, too. I already have the basic idea of Amnestria so introductory RP is just fine-tuning the character. I'm sure with this group, it will be easy to integrate everyone's characters to form a party.
I do understand that continuing the intro scene means Morton is left in the wings, even if there's a private thread going on that documents his return to Hochoch with Arya's body. That's another possible reason to skip ahead to where the group gets together.
A reminder that I'm out of the country starting Friday March 13 and won't be back until Monday March 23, so whatever is decided, Amnestria will be an NPC during that time. If we're still in the introduction thread, she'll be conversational but will try to keep her affiliation with the Raptor name quiet as much as possible. She doesn't want to be treated any differently than anybody else, even if it means difficulty for the group.
If there is a need for magic, Amnestria's only "attack" spell is Fire Bolt. She prefers battlefield control such as using Sleep or Fog Cloud to disrupt opponents, or Minor Illusion to provide distraction. Her favorite illusion is a 4-foot-tall halfling assassin suddenly appearing in peripheral view, while her second favorite is any type of concealment that can help a warrior/rogue get into position to strike. Otherwise, her character sheet is public so everyone can see her spellbook and prepared spells; use whatever fits the need.
It's been fifteen days since I last posted. Not for lack of wanting, I assure you, but because what appeared like a temporary increase in work and family duties turned out a lot rougher, and longer, than expected. My sincerest apologies to all of you, and in particular @spaceseeker19.
I'm catching up with the threads, and preparing a post. But I am also wondering if it would be preferable to bow out now, or if you are ā an in particular if the DM is ā ok with my returning after such a hiatus. Berthold is supposed to be an extroverted , social character; his total absence in the last scenes is most uncharacteristic of him IC. We can obviously hand-wave my absence as him being busy in the background with unimportant, secondary things, but I don't want to presume you're all okay with this, or that he can just be reintegrated into the plot without further ado.
As a practical matter, @spaceseeker19, if I am to post as Berthold should I assume that his retinue is coming along with the party or that they are left behind in Orlane ? We can easily find reasons to narratively sideline three NPCs, if needed. But I would have though that the Baronet goes everywhere with them, and that they can be useful while we adventure (keeping watch, setting up camp, fetching would, tending to the animals, cooking, etc.).
He would not be persistent or intrusive: he is nothing if not courteous in manner and in speech, used to the social conventions of nobility, and quite at ease with dialogue that is allusive or indirect. He would take any cues regarding subjects as off-limits very strictly; it is something his knightly background would demand of him.
We are happy to have the Noble Knight back with us š
@spaceseeker19 May I spend the 2 GP for traveler's clothes for Kazzak? I just checked the description for common clothes and it is, well, too common.
"I gotta admit," a masculine voice comes from behind the trees, "You guys were right. I thought for sure he was heading back to town and we'd never see him again." This person - Hider One - sighs, and the party members can pinpoint his location by his voice and by a half-glimpsed shape behind a tree.
I almost missed this. I believe Hider One thinks Dell is Chase.
Such as ābone-white dust and a shard of polished obsidianā, these are items her Priests use for burial rites.
Such as ābone-white dust and a shard of polished obsidianā, these are items her Priests use for burial rites.
Such as ābone-white dust and a shard of polished obsidianā, these are items her Priests use for burial rites.
If they think their friends have just been lazy, they are more likely to just be angry and storm in without thinking.
Once they are close enough to recognise their friends are the bait, trap is sprang š
Sounds a great weekend, especially the short lines š š¢
Just a quick note to let you know I will be traveling with the family to Japan from 18 May to 1 June. I will be very unlikely to be posting during this period, so if you could please role play Antonius for me would be greatly appreciated š.
I will put up a reminder closer to my departure.
With a map, or without? Public
Movement allows you to move up to your speed, and you can also break up your move around your actions, eg move 10', shoot a crossbow, move 20'.
Actions can be one of the following: Attack, Cast Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Use Object, or something else that the DM determines might take up the entire round like searching through a bookshelf.
Bonus Actions are specified by an ability or skill. 2nd-level rogues, for example, can use a Bonus Action to Dash, Disengage, or Hide. The monk can use a Bonus Action to make an unarmed attack IF they take the Attack action with a monk weapon or unarmed strike.
Reactions are an instant response to some kind of trigger. For example, the Shield spell can be triggered by taking damage; the other character hit you with an attack, so you spend your Reaction to cast Shield to increase your AC and hopefully turn that hit into a miss. You can only take one Reaction until the start of your next turn.
The Ready action is a special case. You basically set a condition or circumstance that will trigger either an action OR movement (not both). You must use your Reaction to accomplish this. So you might say, "I wait until the bandit enters the room, then I will attack them with my sword," or, "If my friend appears at the intersection, I will move 30 feet into the alley." Then your turn basically ends and you wait to see if that condition is met; if it is not met, you don't do anything (NB you can also choose to NOT do what you said you would if the trigger is met).
The tricky part about Ready is that because you're spending a Reaction to do it, sometimes you don't get to perform other things you normally would. Using the Monk as an example, if you take the Ready action to strike the bandit with your fist, you're technically NOT taking the Attack action, which means you can't use your Bonus Action because 1) the rules say it has to follow an Attack action, and 2) BAs are taken on your turn, not someone else's.
The same goes for warriors with Extra Attack making an Opportunity Attack; you're spending a Reaction to make one melee attack, but by rule you don't get to use Extra Attack because you didn't take the Attack action.
(20) + 3 = 23 ā
Dina CON save DC10 - (1d20+3)
(16) + 3 = 19 ā
Dina CON save DC19 - (1d20+3)
(16) + 3 = 19
Most of the time, that's fine.
But it really depends on the die rolls. One run-through, that single encounter took all of a four-hour session and half of the next session afterward, because the zombies kept making their Undead Fortitude rolls. You all are just facing six zombies; hopefully the rest of them won't keep making their rolls in this encounter like Dina has been doing!
Not having a full rest is brutal š«
With only 3 HP taking a hit will put Antonius out.
I was intending to pursue the school of Abjuration or Enchantment, but maybe Amnestria becomes a necromancer, instead?
One of us can hold the door shut and filter the Zombies in through the other door.
Ah. For this game what is the procedure to use Morton's Healer's Kit that he has 8 uses left on it? I can't recall if some dice rolling is needed as well to use it besides an action.
No point in losing the advantage give by CancerManās Owl, and if we are lucky we may even get one š¤š»
But of course it hasn't worked out that way, with the zombies both a) getting up close with the heroes despite their much slower movement, and b) making TEN Undead Fortitude saves so far. So here's a quick sketch, to give a rough idea of the layout:

The orange rectangle is the farmhouse. The red one is the barn. The grey circle is the well. The green rectangle is the garden, and the blue rectangle represents the fields of crops going to seed. At this moment, Antonius, Grallaria, and Kazzak are to the right of the house, in between it and the fields. Morton is about 70' (28 paces) directly east of them. Berthold and Amnestria are on the second floor of the farmhouse, not visible to anyone conscious outside. Sora is on the ground south of the barn, at the moment blocked from view from all but Amnestria (if she were to look out the second-story bedroom window in that direction). Dell is in the middle of the barn, currently in a stall and not visible to anyone except the two prisoners in the stall with him (and even that dimly because the only Light is coming into the barn from a spell on a coin that is next to the wagon). The green wavy line represents the edge of the Dim Forest that surrounds the farm.
Rolls
Perception to take note of possible Sora's body - (1d20+2)
(5) + 2 = 7
Suppositively an Elvish Ambassador was to pay his debts off & vouch for Morton's integrity, but that person disappeared same time Morton did. Somewhere in the middle of that mess is a young woman named Mala. She was a traveling merchant & is involved.
Sounds like a strategy, or am I just delirious from all the pounding Berthold received?
Of course, this is based on where people are at the start of round eight; it's possible that Sora, Amnestria, and/or Antonius will change position before Morton's turn.
We were given the veteran DB names, so "Morton" would be familiar; we just weren't told what they look like.
To be sure, I haven't spent hours reading the previous info. That is something that should have been mentioned if it was to be important earlier. Like when Dell made his first appearance to Sir Morton. Not to mention if their voices are alike.
With lack of earlier informing, we can assume Sir Morton notes them as two different people.
Excuse me as I have a rotten memory problem. It is easy for me to make mistakes. Such these are examples of such. Please do not associated such to the character.
CancerMan (Amnestria)
Mathfuric (Antonius)
mathias0077 (Berthold)
rpgventurer (Kazzak)
WhtKnt (Sora)
Each of you have went out your way with your characters as much as you can to prevent him from rejoining. Each of you have said statements as such. Done your best to illustrate that he shouldn't rejoin. I haven't heard a single positive statement.
I also don't like using OOC to inform my character's intuition. I *know* OOC that Morton is a Dungeon Buster, but until actually meeting him Amnestria can only infer who he is based on limited information. All she saw was him running through the field with the bandits and saying something. Whatever was spoken of downstairs, including the name-drops of Cecily and Olpert, were out of her hearing.
That said, I don't recall Amnestria interacting with Morton prior to her coming downstairs and asking everyone to tone it down, so I'm not sure where the idea of "preventing [Morton] from rejoining" came from. If you're referring to her inner thoughts that Morton might be a bandit, I'll remind that those are inner thoughts and that she's simply formulating a hypothesis, and hasn't yet seen evidence to suggest she is right or wrong, so reasonably she would wait and see.
Be that as it may, I'll remind everyone else that English is not WanderOne's first language. So please be patient and give a little room for error when reading their in-character posts. Perhaps treat Morton's Imperial/Keolish as a foreign dialect.
Unfortunately Antonius is a little out of it to be involved in the conversation.
EDIT: As a lone traveller aware of many of the dangerous things that lay ahead, Morton has much to share to increase the partyās chances of survival. But if he comes across as evasive, arrogant or bossy heāll alienate the people who stand in the way of him getting some much needed rest and perhaps easier passage to Hochoch.
I guess Morton feels very alone and exhausted. But he canāt expect to be greeted as a saviour, or even as an innocent traveller, given the circumstances in which he has met the new party members. For his own safety and future prospects, heād do well to be forthcoming and direct in his answers, unless he suspects us of being bandits, or in league with the cult. But if so, can he afford to be evasive or disagreeable with these people heās just met mid-combat, and who might decide heās a risk not worth taking?
For everyone else that is hurt, those PCs will also regain their Hit Die after a long rest...at which point they can use a Healer's Kit application to roll their Hit Die to heal back some HP.
And do I add CON modifier to that roll?
And do I add CON modifier to that roll?
Second: yes, when you roll hit dice, you add the character's CON mod to each die you roll.
Burn the bodies and leave immediately with or without the hammer.
Question: Should Kazzak get back on the wagon and take the reins? Otherwise, he can move up with his crossbow.
If we could cover a part of the distance moving through the woods undetected, we might take them by surprise. Then close on a pincer move, flanking them from both sides: a couple of melee combatants on the left (say, Berthold and Sora) and a couple on the right (Antonius and Kazzak) , supported by ranged attacker -- Amnestria (left), Dell (right) and Morton (on either side).
Also, it seems the cultists are not allied with the forest bandits. As a long term plan, maybe we can recruit bandits to join us in freeing Orlane.
This combat has just turned completely tits up! We need to focus on the trogs, theyāll take us down very quickly, so letās use the bandits as fodderā¦
Though Ben has Antoniusā hammer, so weāll have to see if he is willing to relinquish it.

The creature came first, and people struggling to come up with a name called it an "owlbear," even though it contains the parts of neither owl nor bear.
This is the full set of toys you would get in the Prehistoric Animals bag (I had all these as a kid myself).

You will probably recognize at least a couple of other iconic D&D monsters there, too, whose designs/depictions have varied even less than the owlbear's.
Well this encounter just went double tits up⦠my gamer minds says itās time for a well managed retreat, Bertholdās paladin mind says "Aha! Time to show virtuous conduct!"ā¦
The thing is, Berthold is a knight. Heās vowed to defend the defenceless, to be brave in the face of difficult odds. It happens to be his character ideal too. Heās also just seen the bandits put their lives at risk (perhaps for the wrong reasons, but that is immaterial) to attack the creature.
In other words, it would be most shameful for him to retreat now, so against my better judgment, heāll join Ben in attacking it in melee. He might survive a round if the creature splits its attacks, or misses once.
I too will be away for a few days from the 1st to 6th of October, as I am on Scout Camp with my son. So will be difficult to post regularly.



