Page 7 of 20

Re: OOC IX

Posted: Wed Nov 12, 2014 1:25 am
by thirdkingdom
Rolled a hawk, medium using the supplemental familiars article in an old Dragon magazine, but we're going to use the description from ACKS for the familiar itself:
Familiar: The character gains a familiar, a magical animal companion. The familiar will be a creature appropriate to the character’s alignment and other powers (as determined by the Judge). The familiar always has a number of Hit Dice and maximum hit points equal to ½ its master’s own; Intelligence equal to its master’s Intelligence; and a number of general and class proficiencies [read: skills] equal to its masters, selected from its master’s class list. The familiar can always understand any languages spoken by its master, and the character will be able to understand the familiar’s speech, though no one else will without resorting to speak with animals. The familiar is utterly loyal to its master and will fight for him, perform services, and generally obey his commands. While the familiar is within 30', the character receives +1 on saving throws, but if the familiar is ever killed, the character must save versus Death or instantly take damage equal to the familiar’s maximum total hit points. A character does not gain a new familiar if it is slain until he has gained a level of experience.
However, I'm going to say that the familiar does not gain these benefits (higher intelligence, skills, ability to be understood by the magic-user, etc.) all at once. Every 1d4 days of being with Quint will see the hawk's intelligence raise by 1 point (from a base of 3); as its intelligence rises it will gain skill knowledge, the ability to speak, etc.

Right now the hawk has 2 HD and a maximum of 4 hp :( Hawk hp: (2d8=9). Yup, 4 hp.

Re: OOC IX

Posted: Wed Nov 12, 2014 11:35 pm
by thirdkingdom
Feel free to name your hawk, Koren.

Re: OOC IX

Posted: Thu Nov 13, 2014 12:40 am
by Atlictoatl
I've been having half a mind to invite the merchants to call it a day and camp with us. I'm uncertain what might come of it, but we could hear news and share news, and potentially make connections beyond what's already been established. It may just be that he's happy to see countrymen.

We've two hours of travel time yet, though, so I'd understand if others preferred we press on.

Re: OOC IX

Posted: Thu Nov 13, 2014 12:53 am
by thirdkingdom
Atlictoatl wrote:I've been having half a mind to invite the merchants to call it a day and camp with us. I'm uncertain what might come of it, but we could hear news and share news, and potentially make connections beyond what's already been established. It may just be that he's happy to see countrymen.

We've two hours of travel time yet, though, so I'd understand if others preferred we press on.
FWIW, if you press on you'll end up in hex 59.04. The merchant encounter (where you guys are now) is in hex 59.09.

The Baron would like to do something similar to what already exists on the Penhaligon road; a series of walled enclosures, crossroad taverns and small keeps spaced out approximately every 27 miles (the distance a team of draft horses can pull a wagon in a day). He wants you guys to lead a surveying team to a)locate potential building spots and b)make sure there are no imminent threats around these sites. Ideally, every other location would be a manned keep of some sort, with a permanent guard that could patrol the region and keep the roads safe.

Re: OOC IX

Posted: Thu Nov 13, 2014 1:14 am
by Koren n'Rhys
thirdkingdom wrote:Feel free to name your hawk, Koren.
I got that. :D Going to let it play out a bit IC, I think. Gotta make it a good one...

I'm fine with seeing if the merchants want to camp as well. A good chance to grow the backstory a bit.

Re: OOC IX

Posted: Fri Nov 14, 2014 4:15 pm
by Atlictoatl
Atlictoatl wrote:Tev Meren, Fighter

Tev collects the vast amounts of oil that the team purchased and distributed when they took the field and discusses the best means of transporting it with the two mages. It seems like it would come in handy for their expedition against the ur-orcs.
I'd recently postulated the collection of oil from or siege-breaking. Tev had purchased 24 flasks of oil and I know the others had also purchased some. What quantity would be reasonable to have been able to recover and bring with us to the Forgotten City?

Re: OOC IX

Posted: Fri Nov 14, 2014 7:09 pm
by thirdkingdom
Atlictoatl wrote:
Atlictoatl wrote:Tev Meren, Fighter

Tev collects the vast amounts of oil that the team purchased and distributed when they took the field and discusses the best means of transporting it with the two mages. It seems like it would come in handy for their expedition against the ur-orcs.
I'd recently postulated the collection of oil from or siege-breaking. Tev had purchased 24 flasks of oil and I know the others had also purchased some. What quantity would be reasonable to have been able to recover and bring with us to the Forgotten City?
How many are on your character sheet?

Re: OOC IX

Posted: Fri Nov 14, 2014 11:00 pm
by Atlictoatl
thirdkingdom wrote:
Atlictoatl wrote:
Atlictoatl wrote:Tev Meren, Fighter

Tev collects the vast amounts of oil that the team purchased and distributed when they took the field and discusses the best means of transporting it with the two mages. It seems like it would come in handy for their expedition against the ur-orcs.
I'd recently postulated the collection of oil from or siege-breaking. Tev had purchased 24 flasks of oil and I know the others had also purchased some. What quantity would be reasonable to have been able to recover and bring with us to the Forgotten City?
How many are on your character sheet?
I had purchased more when we first returned, for personal use, so Tev has 10 oil flasks of his own. I picked up another 24 for my troops, and the others also picked up some.

If the 10 he already had in inventory is sufficient, then maybe we don't need to worry about it.

Re: OOC IX

Posted: Sat Nov 15, 2014 10:30 am
by phil285
Back from travel, catching up.
Edit: okay, so we're travelling towards that city, right?

Re: OOC IX

Posted: Sat Nov 15, 2014 1:16 pm
by thirdkingdom
Please note that the last time you ventured into the bathhouse it was considered a safe area, free from wandering monsters. This may no longer be the case.

Re: OOC IX

Posted: Sun Nov 16, 2014 1:46 pm
by thirdkingdom
Hmm. I just realized we don't have an updated watch schedule. If someone wants to make a proposal, you can go ahead and quote this post (viewtopic.php?p=55352#p55352) to record a new watch order.

Re: OOC IX

Posted: Sun Nov 16, 2014 4:10 pm
by Wyzard
I'm a little occupied right now, but whoever does draw up a schedule: People who have to prepare spells go first or last, try to have at least two characters on watch at all times rather than one, and Thurgan goes in the middle because he can see in the dark.

Re: OOC IX

Posted: Sun Nov 16, 2014 4:52 pm
by MonsterMash
Proposed night watch order including the henchdudes and hirelings

Night Watch

1) Quint Vanco
2) Rhys Semeli
3) Thurgan
4) Tev Bruno
5) Severi

Re: OOC IX

Posted: Sun Nov 16, 2014 5:31 pm
by thirdkingdom
So, tangential to this. I'm slowly reading through the Grim Fist Chronicles that Atlicoatl linked to. Y'all are totally at the point now where you should be rolling around with henchfolk and hirelings. I intend to encourage this in the future.

Re: OOC IX

Posted: Sun Nov 16, 2014 6:43 pm
by phil285
MonsterMash wrote:Proposed night watch order including the henchdudes and hirelings

Night Watch

1) Quint Vanco
2) Rhys Semeli
3) Thurgan
4) Tev Bruno
5) Severi
Fine with me!

Re: OOC IX

Posted: Sun Nov 16, 2014 6:47 pm
by Wyzard
MonsterMash wrote:Proposed night watch order including the henchdudes and hirelings

Night Watch

1) Quint Vanco
2) Rhys Semele
3) Thurgan
4) Tev Bruno
5) Severi
Looks good.

Re: OOC IX

Posted: Sun Nov 16, 2014 9:04 pm
by Alethan
In the past, Rhys' goggles were loaned out to other party members through the night to use. That meant at least one person had some night vision for at least part of the time.

That watch is fine with me.

Re: OOC IX

Posted: Mon Nov 17, 2014 1:22 am
by Atlictoatl
Well, general bear etiquette is to raise a ruckus with a brown bear and to play dead with a grizzly. Despite it's coloration, I think this bear qualifies more as a grizzly than a brown bear given its size. I doubt it's met much that it hasn't been more than enough of a match for.

That said, I don't really see Tev, Rhys, and Thurgan laying down and pretending to be dead while this thing roots through camp eating our supplies or one of our horses, or us leaving Quint, Vanco, or Severi to wake up to it.

Hence my suicidal action IC. (I'm also not fond of potentially alerting orcs, but what are you gonna do?)

Re: OOC IX

Posted: Mon Nov 17, 2014 10:19 pm
by phil285
Hence my suicidal action IC. (I'm also not fond of potentially alerting orcs, but what are you gonna do?)
Cool, and it worked.

How far is it to the underground lair of these ur-orcs?

Re: OOC IX

Posted: Mon Nov 17, 2014 11:47 pm
by thirdkingdom
phil285 wrote:
Hence my suicidal action IC. (I'm also not fond of potentially alerting orcs, but what are you gonna do?)
Cool, and it worked.

How far is it to the underground lair of these ur-orcs?
It is under building #8 on this map (viewtopic.php?p=98068#p98068) down some stairs, into a network of caves. It's another half-hour through the tunnels (essentially, the tunnels are like really, really long hallways, connecting different "lairs").