|
Post by skreyola on Aug 23, 2011 13:40:49 GMT -5
Another problem is that I've known you for 3+ years under that name... Try casual talking to somebody you've known under a certain name for that long then start calling them something else. You purposefully have to stop and think and correct yourself. Whoa man, you totally would be RPing it. Every time you need to leave, you'd run and jump through the escape hatch... If you ask me to call you something specific, I'll respect your wishes, because I'm respectful that way. It's just a common courtesy. I mean I wouldn't RP trying to be a superhero. You should post it here. Once it's typed up, it's trivial to print it out for those who want a hardcopy, but we are supposed to have been here for a while (long enough to outfit our rooms as we like), so we should be able to plan for the weather and what-not. loneshadow: Great idea! The mirror has a back that goes flush with the outer wall, and when the mirror is moved, both open. Maybe I should change my name from Stanley to Robyn.
|
|
|
Post by loneshadow on Aug 23, 2011 14:01:28 GMT -5
@skrey btw in case you hadn't figured as much we are splitting the 9000 starting goal 50/50 for 4500 each I am using 4100 of mine for a bag of endless caltrops (produces 5gp worth of caltrops per day or enough to fill 5 5 foot squares) and a survival pouch 5 uses per day in any combination of the fallowing 1:Produce 1 does of trail rations sufficient for 1 med creature 2:Produce two gallons of water in a water skin 3:Produce a tent and 2 bedrolls ment again for up to med size creatures 4:Produce 50ft coil of hempen rope 5:Produce a shovel 6:Produce a campfire which can be left burning or be taken apart into 8 torches which provide up to 1 hour of light each 7:Produce a composite short bow (+1 Str bonus) with a quiver of 20 arrows 8:Produce a mule with bit,bridle,saddle,and saddlebags is treated as a summon but will not fight for us. Any items produced by the survival pouch vanish 8 hours later or sooner if certain conditions are met as in description but that matter later
|
|
|
Post by loneshadow on Aug 23, 2011 14:29:50 GMT -5
and noob what's with the name change thing anyway?
|
|
|
Post by Lil' Ragnaros on Aug 23, 2011 14:49:29 GMT -5
The academy has a northerly climate an is near water. Summers are humid and winters drop a ton of snow. Imagine New York. It still hits 100 in New York while winters bottom out at 0. The academy is situated north side of some mountains in a valley which either serves as a windbreak or funnels the air from down the mountain. A lively, evergreen forest surrounds the outer grounds and the single paved road that connects to the town a few hours away. Fae inhabit these woods. In exchange for the faerie services such as scouts and herbalists, the academy offers the protection of the woods and disturbing the woods is unlawful as well as unwise.
The sea is around a day's travel north depending on travel means... Many older dragons who hit 200+ Fly speed go there for afternoon swims while humans usually take 3 day weekends out there if by themselves. Merfolk inhabit the reefs and serve also as scouts and fishermen. Many larger vessels are unable to navigate around the rocky shores.
The road, once it reaches the village, splits east/west. To the west, it curves south around Lord Damere Lake,named after the previous ruler of the kingdom) through Silverwood Forest. The forest marks the boundary between Lord Derron and Baron Silverlaine's territory. Silverlaine is known for it's silver mines situated in between the sequoia-like trees. The lake was home to merfolk but upon the construction of the school, it turned into a cess pool and the merfolk were relocated to the reefs to the north. The lake houses Fenris Island, named after the Norse God. Criminals not punished with death, banishment, or fines end up here. Part of the punishment is knowing you are living on a literal pile of crap.
|
|
|
Post by skreyola on Aug 23, 2011 14:52:59 GMT -5
Hmm... any suggestions what I can do with money besides starting my hoard? I doubt there's an item I can buy to pay off LA... Hmm... for 5sp, I can get a copper torc to put around my neck. Do I need to pay for a saddle and courier bags? I like the survival pouch. Good idea. Hmm... 4500gp... I'll look around and see what I can find that might be useful. Thanks.
|
|
|
Post by loneshadow on Aug 23, 2011 15:07:18 GMT -5
also something to note it would seem my sister has party heal for between battles seeing as she has item of cur mod I think it was at will. (if there is anything in particular you might want and can't find I'd be more then happy to see if I can find it in some books you don't have access to)
|
|
|
Post by Lil' Ragnaros on Aug 23, 2011 15:10:15 GMT -5
To the east, A long stretch of road through Human kingdoms, lots of farmland, and a few cities until you get past the Arathi Mountains. The road then splits north and south but the road practically ends here. To the north, A Sun Elf kingdom with an unusually or usually warm climate and to the south, a trail through Troll Bark Forest. Practically ends because no one ventures south and the elves do not tend to like many races that would normally travel these roads.
History: Back long ago, all the races were at constant war with each other. The black folk (drow) hated the white folk (other elves) who hated everyone else for untold number of reasons. Wars, famine, plagues were constant. All these wars were your standard, no body cares, wars except for the Giants and Dragon's war. The giants built a device called, The Stormreaver. Initially the idea was to stop dragons from flying but the dragons saw it as a doomsday device. Once activated, the entire sky would forever be a giant storm. While this would stop dragons for going airborne, it would also effectively wipe out many of the lesser races as well. Built by the Dwarven slaves of the giants, Vorengard served as a stronghold during the war. Built to house giants, dragons easily fit inside the living quarters. It served as a neutral meeting ground the to come and discuss the treaty and was where the treaty was signed. Today, the idea still holds strong.
Today, Vorengard is prosperous and hi-tech beyond all reason. Each each came together and contributed what they do best to create a better tomorrow. Humans and their unnatural ability to produce clockworks, machines, and automatons. Dwarves and their amazing masonry and stonework. Everyone contributed a major portion all except the dragons and the giants. They had no special abilities except manual labor. The giants sacrifice for the cause was to forever move away. Their size and human-like diets made having enough food and issue. The Dragons, who's natural environmental changing abilities were beneficial but would never be seen by the lesser races, gave up their first hatched. Since slavery went against the founding ideals, these dragons would become the first public service officials not actually owned by anyone but everyone. (PSO, many dragons see this as a derogatory term and prefer the simple, dragon or master instead. This term now applies to anybody accepting favors from the Vorengard and repays with favors.) Vorengard accepts favors and pays favors to anybody whose ideals match their own.
Local Govt.
Decisions made at Vorengard that only affect Vorengard are made by discussed and voted on in a council meeting. Each Minority/Race/Social Group may elect a representative to be a councilmen however no more than 1 person of each race may be a councilman regardless of which groups they belong to. In the event of a tie or if the council is still undecided after an amount of time, or even if the council refuses to discuss such matters, the Headmaster, appointed by the council, makes the final decision.
World Govt.
Each politically structure outside the grounds of the school who pays tributes receives the protection and emergency services from the school so long as the outside govt. does not violate any policies the academy has set forth. In the event of a plague, famine, or war, Vorengard steps in and intervenes but otherwise stays to itself unless asked to interfere. What right-minded king would want to attack his neighbor for anything other than a just cause he he knows his neighbor will have dragons coming to his aide? Even then, he would more than likely be pressed into trying to resolve the differences in a more civilized manner before resorting to war. Coincidentally, what government figure would want to partake in enslaving his people, espionage or other corruption when he knows that if he takes it to far, an entity who is more than likely owed favors from the universes most talented assassins might just cash in those favors.
Needless to say, Not everyone agrees with Vorengard's ideals or systems and any attack has been fruitless to date. A dragon flight versus dragon flight is a pretty fair match but not if every dragon has a human riding it taking full round actions casting spells, while being supported from flak artillery shots at the ground. While some individuals have managed to sneak in (not hard), getting into any forbidden areas is neigh impossible.
Crime: There is no official list of punishments but each kingdom has it's own. PSO's and other officials of Vorengard are punished in a number of ways depending on the crime and are usually decided by the Headmaster or the Council if severe enough. The punishments range from temporary suspension to instantaneous death to what is legend says only 1 dragon has ever been sentenced to, eternity imprisoned somewhere, usually the plane of Dolurh. (infinite darkness and despair and Timeless so you literally are drained of all happy emotion until you fall into a nightmare filled coma and will never die a natural death. Some denizens will end your torment prematurely but every known native to the plane drains CHA, INT, or WIS as a source of sustenance. Who would pass up a free meal?
|
|
|
Post by Lil' Ragnaros on Aug 23, 2011 16:02:25 GMT -5
How am I doing so far? How does it sound? Any questions? Anything I am missing that you would like to know?
|
|
|
Post by skreyola on Aug 23, 2011 16:08:37 GMT -5
So, is this temperate (Maine-Tennessee), sub-tropical (Alabama-Florida), or tropical (south of there) climate?
I'll probably buy some potions... The DN says most dragons don't bother to open potions, just ingest the whole thing. Does this take less time than normal, since a humanoid character would take the cap/stopper off and drink, while a dragon can just pop it in?
Ring/Pro+1: 2000gp Bracers/Armor+1: 1000gp Frill Stud/Resistance+1: 1000gp CMW potion: 300gp Bless Weapon oil: 100gp Copper torc: 5sp Courier Bag: 2gp Empty flask * 110: 3g3s Remainder: 94g2s, which I'll keep for any necessities.
|
|
|
Post by Lil' Ragnaros on Aug 23, 2011 16:24:48 GMT -5
No, it still takes a standard action even by the Draconomicon. If you need an in-game reason, it still takes that standard action to regurgitate partially from 1 stomach and put it into another and then let the acid dissolve away at the glass/cork long enough for the full potion to leak out and for it to take effect. Tooth caps from Comp. Adventurer make it a move action to drink a potion I believe.
The academy itself is in a temperate forest nestled in the valley of a mountain range.
|
|
|
Post by skreyola on Aug 23, 2011 16:36:55 GMT -5
I figured I'd use potion flasks that would dissolve quickly... or like watertight cloth bags... but okay.
So, I think my character is almost ready to transfer to paper.
I'm curious why the lake was turned into a cesspool. Was this intentional, or did it happen by accident?
|
|
|
Post by Lil' Ragnaros on Aug 23, 2011 16:59:30 GMT -5
Official statements from Vorengard says it was partially accidental, partially the merfolks fault. they claim the giants were using it as a cesspool beforehand. The merfolk moved in and at the time found it the be habitable. As time went on and the population increased, the lake got more... Cess-y. Of course Merfolk tell a different story. Some merfolk stories differ from others. Either they living their first or the amount of refuse was acceptable up until a certain point and made demands else they would not allow people to fish the lake anymore. Maybe Many are have been sated by the amends the school has attempted to make as an apology or as (whatever you call the money Indian Reservations get from U.S. Government.) Each side lacks sufficient evidence to prove or disprove anything. That sounds like an open enough response so I can justifiably use Merfolk an an antagonist if need be.
|
|
|
Post by skreyola on Aug 23, 2011 17:06:51 GMT -5
Have you never watched the news? People don't need a valid beef to think they were robbed, cheated, or denied an opportunity. People don't need a valid reason to believe something that simply isn't true, teach their friends their version of history, and pass that story on to their children.
|
|
|
Post by Lil' Ragnaros on Aug 23, 2011 18:23:45 GMT -5
Still need Jay's goal in life. Josh, any narrowing down on what character you're gonna play? Monk tank, monk dps, monk infiltrator, druid tank, druid dps, druid infiltrator, druid heal, druid support, or a druid tank, infiltrator, dps, heal, support with a level monk for that extra little bit of AC or the Druid/Monk Dps with the natural avenger variant for the extra rage, or the druid spell caster that focuses on battlefield control or summoning, or what? Monks/druids differ greatly enough to alter how I will run some encounters.
If you are playing a divine caster. Druid/Cleric, a brief description on beliefs would be wonderful. You're in protection domain, what/how do you believe in protecting? Which side of nature do you fall on? The side of "a bone broken per twig snapped underfoot"? While I do not care if you play zealous or not and while I am confident in my ability to counter a zealous character (another zealous character) I am not so confident in my abilities to hold a party together with a zealous character. (So be it if a the rest wants to kill the paladin even if it means they go evil for a little while.) This gives the party time to think of a reason to like you and time for me to think of some quest hooks that you would follow because of your religion. (Whats the point of giving you a quest to kill plants/animals if you're just gonna make friends with them anyways?)
A note on XP: You get XP for completing a challenge and the XP is based on the challenge difficulty itself. Everything is a challenge. Defeating an encounter is more challenging than running away from it which is more challenging than simply avoiding it all together. However, invoking the rules from Exalted Deeds and peaceful encounters, I remind you that only applies if you resolve an otherwise not-peaceful conflict in a peaceful manner and you have the vows. Avoiding the encounter peacefully will not work. The encounter has the be not-peaceful to begin with.
For example: If two people are fighting, stopping them from fighting will earn you double the XP.
I am still wondering what to do end-game. I set up multiple possible endings and tracks to get to them. Maybe once you guys get 40-ish, I'll switch it over to the other idea I had which is a spin-off of DND Encounters.
Also, a reverse psychology type idea. Is there anything you guys do not like/want to see other than the usual bad stuff? DM PC's, etc. It doesn't mean I won't use it, just means I will use it less.
|
|
|
Post by skreyola on Aug 23, 2011 18:41:17 GMT -5
When it gets close to being like Encounters, that's my stop; I'm getting off the train. I don't want a string of encounters. Will we get extra XP for creative solutions? Yes or no is fine, I'm just curious. As DM, you have all the NPCs you want. We just don't want them traveling with us and being part of the solution to our challenges. There's a huge difference between "This guy's going to be part of your group. Treat him like another PC" and "This adept is the only one who can operate the artifact, escort him safely to the pillar of ultimate plotworthiness so he can fulfill the propechy. He's attuned to the artifact, but I'm afraid he can't help you in your fights." Other than that, the only thing off the top of my head that I don't want to see is: Anything that can kill one of the party members in a single blow, that we can't run away from. And that goes double if we can't tell it's able to one-shot KO one of us before we make the choice of whether to run away or approach it. There should be things in the world that can wipe the floor with us, but there should be not subtle indicators that we're getting close to one. Encountering big bad beasty and running away can be fun. Encountering big bad beasty and realizing its power only because it just knocked Kenny's head off is not fun gaming. Also, we don't need to know what feats a monster has or is using. Only their observable effects.
|
|