OOC II

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shaidar
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Re: OOC II

#81 Post by shaidar »

I think we have a problem if Arngeir is the only one with any kind of healing, his physician skill is only 39%.
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Rex
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Re: OOC II

#82 Post by Rex »

Sir Gerolt has a 60%, hadn't noticed that before or I would have had him roll. I will roll for him instead of using Arngeir's.

As an aside, would it be easier for me to roll skill improvement rolls and let you know to update your sheet? I think we are frequently missing those and it is my fault, used to being at a table I think.
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Re: OOC II

#83 Post by shaidar »

:oops:

I've just realised that I've been looking at the wrong spot on peoples characters sheet when I went looking for healers

:lol:
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Re: OOC II

#84 Post by Rex »

LOL, happens. It doesn't help that there is a lot going on with the sheets.
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Re: OOC II

#85 Post by Rex »

As an update I will bring Volin in once you have wrapped up with the Drake/Lair and move on (presumably to complete returning the body to the outpost).
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Re: OOC II

#86 Post by shaidar »

Is it Arngeir's movement that is slowing us up of the loaded animals?

If the former maybe we can do something about it.
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Re: OOC II

#87 Post by Rex »

I was just assuming normal travel movement. I don't worry about individuals movement for travel unless injured. So in this case it is just foot, trail (due to the old road bed and you have already been through and had to clear some of the obstacles out), hilly which is 4 leagues (~10 miles/16 km) per 4 hour watch of travel. If you had a cart or wagon it would be even slower.
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Re: OOC II

#88 Post by Rex »

GreyWolfVT wrote: Wed Apr 12, 2023 4:01 pm
Kallen wrote: Wed Apr 12, 2023 9:06 am "Algrim we could send for message to both of are family's to help rebuild this outpost?"
Algrim nods his head "Not a bad idea."
sastaz wrote: Wed Apr 12, 2023 2:38 pm Turnip

Looks at the cliff and the place where she thinks the door could be located.

"I don't know. Didn't they close the outposts like these due to being too few? I heard there are even humans living in the dwarven cities nowadays. I haven't seen it with my own eyes, but that's what I've heard. Also, we'd need supplies coming here and the king would have to secure the road for that. I think we should have a look ourselves first."
"Dun matter ta me why they closed it. I wanna reopen it an set up shop ere."
I think this is a great idea and adds a lot of role play opportunities. It is also in a great area for a base for this group. It is on an old, very long abandoned dwarf road with lots now between the dwarven kingdom and the base. It is near the only holding by a Ivinian outside of Orbaal and there are 2 Ivinians in the group. It is near a major trade center (Burzyn) and route (The Genin Trail), but also remote enough and in the wilds.
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Re: OOC II

#89 Post by shaidar »

Sounds good to me :-)
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Re: OOC II

#90 Post by GreyWolfVT »

And I was just winging it. I just felt that it was on par for Algrim as a dwarf to want to restore an old ancestors outpost and make it his new place.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Svendt Gnome Bard - Wrath of the Righteous
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
Lars, Torben & Wil - The Would-Be Heroes of Clearwater
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: OOC II

#91 Post by sastaz »

Sounds great! :)
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Re: OOC II

#92 Post by Rex »

New topic for the Outpost here:

viewtopic.php?p=654415#p654415
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Re: OOC II

#93 Post by Rex »

Link to the image of the dagger blade/tang you found under the stone pile.

viewtopic.php?p=626479#p626479
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Re: OOC II

#94 Post by Rex »

Let me know if there is any other info you would like me to post in the Outpost topic.
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Re: OOC II

#95 Post by shaidar »

Rex, do we not think that boosting our strength with Unsurls Hug will be enough to shift the portcullis?
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Re: OOC II

#96 Post by Rex »

Assuming you get MS on both dwarves, you can shift the portcullis that way, but you will not be able to get it up more than dwarf waist high. Keep in mind the passage it is in is only 4 feet wide so even 2 on the portcullis at once is tight. It weights 2000 pounds. It is enamel coated so not rusted (clever dwarves) but the winch and chain used to raise it are rusted through and can't be salvaged. You can get above it as well but no way to grab it at the moment as the chain is destroyed. Anything used to block it up needs to be strong enough to not be crushed/bent by 2000 pounds.
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Re: OOC II

#97 Post by Rex »

I have been sick for the past 2 weeks (bronchitis) but recovering now so will post Saturday with the ghost reappearing. Sorry about me delaying things.
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Re: OOC II

#98 Post by shaidar »

No worries, didn't realise you were that Ill.

Get well soon!
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Rex
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Re: OOC II

#99 Post by Rex »

Thanks shaidar. I am getting a little better each day now. Started back at work on Wednesday.

I had plenty of time to post and it helps me keep my sanity (I don't handle being confined to the house well). But wasn't up to thinking stuff through very much so was limited to "simpler" posts and very bored really.
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Re: OOC II

#100 Post by shaidar »

I know what that's like.

Thanks fir the full explanation, sounds like we need some new parts.
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