Pulpatoon wrote:Guys, I think we have to accept that this is a large group and that there is going to be a lot of conversation before we ever settle on a given strategy. And because it's pbp, that conversation is going to take a really, really long time.
Very nearly every single one of us is guilty of having thrown our hands up at some point, saying, "This is taking to long!" and heading off unilaterally on some course of action or other.
I suggest that, when a decision needs to be made, we discuss it out of character, perhaps in this very thread, so that it doesn't get all tangled up in our character's various outsized personalities. Maybe put a 24/36/48-hour time limit on discussion. At the end of that time, GW acts as caller, picking whatever seems to be the consensus, and informing Pyro.
Then we can act out how our characters came to the same decision, if that is of interest to us.
Please do me a favor and respond to this suggestion. Positive or negative, I just want to know that people actively considered it.
Well it was going alright until every good plan fails and we are back to square one. Electing a leader was alright when folks advised and we all went along but just running off into the unknown then chasing an owlbear to which we are not even obligated to deal with .... you get the point. The real issues is even a group of this size is too small to be trying to find a cave that nobody has found yet where hobgoblins have these merchants supposedly.... If all you want is hack and slash action then go locate the army I'm sure they need more fodder at the tower...
In other words yes I agree with you Pulpatoon.
“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
I'm fine with that, in character I have done my best to stick with the overall plan implemented by Borum. I also agree that these things do tend to trail off and then we are left with maybe three directions that are open but no one firmly decides on one of them so we just kind of sit there until someone freaks out and does something like Choe going after an owl bear or Mort and Kormak running off into the woods for some reason.
I agree with you pulp, but I also think it's more than that, we are gamers and getting gamers to focus is like herding cats.
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
Well it's not that there are only a couple of directions MW we have about 20 different directions and I surely doubt us going into every cave will get this over with..... plus the caves have already proven to be too much for a part of similar size. We need an army for this task and that is insane.
“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
When we went in the first time no one checked for traps Gus and Stormbrow just kind of waddled in and then we all followed getting caught in the net then half of us died from a misfired sleep spell. The cave wasn't the thing that killed us, we killed us with bad rolls and not thinking.
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
Keep in mind too, that we can still work as individuals too.
Currently,
Choe is gonna sneak into the cave after the owlbear and see if he can learn anything.
This does not mean that I have gone rogue. Choe acts alone but acts on behalf of the group. He'll be right back. If he gets caught, don't do rash things to save him.
Choe thinks the owlbear belongs to the hobgobs and is part of the cave network of bad guys. He must know.
Pulpatoon wrote:Guys, I think we have to accept that this is a large group and that there is going to be a lot of conversation before we ever settle on a given strategy. And because it's pbp, that conversation is going to take a really, really long time.
Very nearly every single one of us is guilty of having thrown our hands up at some point, saying, "This is taking to long!" and heading off unilaterally on some course of action or other.
I suggest that, when a decision needs to be made, we discuss it out of character, perhaps in this very thread, so that it doesn't get all tangled up in our character's various outsized personalities. Maybe put a 24/36/48-hour time limit on discussion. At the end of that time, GW acts as caller, picking whatever seems to be the consensus, and informing Pyro.
Then we can act out how our characters came to the same decision, if that is of interest to us.
Please do me a favor and respond to this suggestion. Positive or negative, I just want to know that people actively considered it.
All GMs are evil.
What foulness goads your laughter? (Pulpatoon, 03/26/14)
As far as what to do next: obviously we can't clear out every cave, and it doesn't make any sense to pick random caves and dive in. Is there really any course of action other than trying to identify the hobgoblin cave? Is there any way of doing that other than looking for clues around each cave mouth?
The only other solution is, should we find a cave of especially weak residents, trying to get the information out of them. Anyone able to spot kobold tracks?
it was possible that Choe did they were smaller tracks from back when we had that rockslide
“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
tell you what obviously I reconsidered my "resignation" but lets check the last cave in the northern sector and if you want to try and beat information outta some goblins or kobolds we can circle back to that cave and look for em.
“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
"Most of this rag tag band is of human race and has no infravision Choe. Our trap checkers are all humans. I think Mak and I are the only ones with infravision."
I miss Gus.
All GMs are evil.
What foulness goads your laughter? (Pulpatoon, 03/26/14)
most all of us are humans I believe .... but Diz i like Choe so much better Gus was an A-hole lol
“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
It's a good thing Strombrow was not Kormak likey he'd just fight Gus till one was dead... Victor was lucky because Kormak wanted to rip his head off.
EDIT: Lutha, Wexley, Borum and Kormak are the infravision folks.
“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
If your character sheet does not already have Non-weapon Proficiencies listed.
I think everyone gets 3 to start with & earns another slot as they advance a number of levels, just like for weapons:
NON-WEAPON PROFICIENCIES
This is a list of the Non-Weapon Proficiencies published by TSR (R) for
AD&D (TM) 2nd Ed. They are compiled from the _Player's Handbook_, the
Player's Handbook Reference series, and a few other sources. For complete
desciptions of the proficiencies and how they work, please refer to the
various books themselves.
Where conflicting information has been published, the most recent version
of the Proficiency is cited.
In the case of Proficiencies unique to the 1st Edition _Oriental Adventures_
book, attempts have been made to translate these to 2nd Ed terms. This,
however, is purely this author's interpretation of the Proficiency.
In the case of Proficiencies unique to the _Player's Option: Skills and
Powers_ handbook, Attributes have been adjusted for those not using the
secondary, derived attributes presented in that book.
This document is intended as an index for quick reference only.
AD&D (TM) is a trademark of TSR (R) Inc.
WORKS CONSULTED
AH _The Age of Heroes_
AQ _Al-Qadim Arabian Adventures_
Bb _The Complete Barbarian's Handbook_
CB _The Complete Bard's Handbook_
CH _The Complete Book of Humanoids_
CN _The Complete Book of Necromancers_
CR _The Complete Ranger's Handbook_
CS _The Complete Sha'ir's Handbook_
CT _The Complete Theif's Handbook_
Dw _The Complete Book of Dwarves_
GR _The Glory of Rome_
OA _Oriental Adventures_
Nj _The Complete Ninja's Handbook_
Pn _The Complete Paladin's Handbook_
Ps _The Complete Psionics Handbook_
PW _Planewalkers' Handbook_
SP _Player's Option: Skills and Powers_
SM _Player's Option: Spells and Magic_
SS _Sages and Specialists_
LAST UPDATED 8 MARCH 1997
NWPs by GROUP
Format: Name/# slots/Attribute/Modifier/Source
Alchemy 2 INTELLIGENCE -3 SM
Ancient History 1 INTELLIGENCE -1
Anatomy 2 INTELLIGENCE -2 SM
Arcanology 1 INTELLIGENCE -3 SM
Astrology 2 INTELLIGENCE 0
Bookbinding 1 INTELLIGENCE 0 SM
Clockwork Creation 2 DEXTERITY 0 CS
Concentration 2 WISDOM -2 SM
Dowsing 1 WISDOM -3 SM
Engineering 2 INTELLIGENCE -3
Future History 1 INTELLIGENCE -2 Ch
Gem Cutting 2 DEXTERITY -2
Genie Lore 1 INTELLIGENCE 0 AQ
Glassblowing 1 DEXTERITY 0 SM
Herbalism 2 INTELLIGENCE -2
Hypnotism 1 CHARISMA -2 SM
Languages, Ancient 1 INTELLIGENCE 0
Languages, Future 1 INTELLIGENCE 0 Ch
Mental Resistance 1 WISDOM -1 SM
Navigation 1 INTELLIGENCE -2
Necrology 1 WISDOM 0 CN
Netherworld Knowledge 1 WISDOM -3 CN
Numeracy 1 INTELLIGENCE 0 CS
Numerology 2 INTELLIGENCE 0 CS
Omen Reading 1 WISDOM -2 SM
Papermaking 1 INTELLIGENCE 0 SM
Planology 1 INTELLIGENCE 0 PW
Prestidigitation 1 DEXTERITY -1 SM
Prophecy 1 WISDOM -1 Ch
Reading/Writing 1 INTELLIGENCE +1
Religion 1 WISDOM 0
Research 1 INTELLIGENCE 0 SM
Sage Knowledge 2 INTELLIGENCE -2 SM
Scribe 1 DEXTERITY +1 SM
Sorcerous Duelling 2 INTELLIGENCE -1
Spellcraft 1 INTELLIGENCE -2
Spell Recovery 2 INTELLIGENCE -5 PW
Spirit Lore 2 CHARISMA -4
Tactics of Magic 1 INTELLIGENCE -1 SM
Thaumaturgy 1 INTELLIGENCE -2 SM
Time Sense 1 WISDOM -2 Ch
Venom Handling 1 WISDOM -2 CN
Undead Knowledge 1 WISDOM 0 CS
NWPs in Alphabetical order
Format: Name/# slots/Attribute/Modifier/Group/Source
NON-WEAPON PROFICIENCIES
Acting 1 CHA -1 G CB
Administration 1 INT +1 P SM
Alchemy 2 INT -3 Wz SM
Alertness 1 WIS +1 G CT
Alms 1 CHA 0 P SM
Anatomy 1 INT -2 P,Wz SM
Arcanology 1 INT -3 Wz SM
Agriculture 1 INT 0 G
Ancient Geography 1 or 2 INT -2 P Sh
Ancient History 1 INT -1 P,R,Wz
Animal Handling 1 WIS -1 G
Animal Lore 1 INT 0 W
Animal Noise 1 WIS -1 R CT
Animal Rending 1 DEX +2 G Bb
Animal Training 1 WIS 0 G
Appraising 1 INT 0 R
Armourer 2 INT -2 W
Armourer, Crude 1 INT -1 W Bb
Artistic Ability 1 WIS 0 G
Assimilation 1 INT 0 R Nj
Astrology 2 INT 0 P,Wz
Athletics 1 DEX -1 G AH
Awareness 2 WIS 0 R,W AQ
Bartering 1 INT -2 R
Begging 1 CHA Sp. G CT
Blacksmithing 1 STR 0 G
Blind-Fighting 2 NA NA R,W
Boating 1 WIS +1 G CT
Boatwright 1 INT -1 G Dw
Bookbinding 1 INT 0 P,Wz SM
Bowyer/Fletcher 1 DEX -1 W
Bowyer/Fletcher, Crude 1 DEX 0 W Bb
Bureaucracy 2 INT 0 P,R SM
Brewing 1 INT 0 G
Calligraphy 2 DEX -2 G OA
Camouflage 1 WIS 0 R,W CR
Carpentry 1 STR 0 G
Cartography 1 INT -2/0 G SS
Caving 2 WIS var. G SS
Ceremony 1 WIS 0 P SM
Chanting 1 CHA +2 G CB
Chaos Shaping 1 WIS 0 G PW
Charioteering 1 DEX +2 W
Cheesemaking 1 INT 0 G CH
Chicanery 1 DEX -1 R AH
City Familiarity 1 INT 0 G Nj
Clockwork Creation 2 DEX 0 Wz CS
Close-quarters Fighting 2 DEX 0 R,W CH
Clothesmaking, Crude 1 INT -1 G Bb
Cobbling 1 DEX 0 G
Concentration 2 WIS -2 Wz SM
Concocting 1 INT -2 G SS
Cooking 1 INT 0 G
Craft Instrument 2 DEX -2 G CB
Crowd Working 1 CHA 0 G CB
Dancing 1 DEX 0 G
Danger Sense 2 WIS +1 G CH
Debate 1 INT 0 G
Detect Signing 1 INT +1 R Nj
Diagnostics 1 WIS -1 P Pn
Diplomacy 1 CHA -1 P SM
Direction Sense 1 WIS +1 G
Disguise 1 CHA -1 R
Display Weapon Prowess 1 DEX 0 W AQ
Distance Sense 1 WIS 0 G CR
Dowsing 1 WIS -3 Wz SM
Dream Interpretation 2 WIS -1 P Sh
Drinking 1 CON 0 G CH
Eating 1 CON 0 G CH
Enamour 1 CHA -2 R Nj
Endurance 2 CON 0 R,W
Engineering 2 INT -3 P,Wz
Escape 2 DEX 0 R Nj
Etiquette 1 CHA 0 G
Falconry 1 WIS -1 G CR
Fast-Talking 1 CHA Sp. R CT
Feign/Detect Sleep 1 INT 0 R Nj
Fire-Building 1 WIS -1 G
Fishing 1 WIS -1 G
Flower Arranging 1 WIS 0 G OA
Foraging 1 INT -2 G Sh
Forgery 1 DEX -1 R
Fortune Telling 2 CHA +2 G
Fungi Recognition 1 INT +3 G Dw
Future History 1 INT 0 Wz Ch
Gaming 1 CHA 0 G
Gem Cutting 2 DEX -2 Ps,R,Wz
Genie Lore 1 INT 0 P,Wz AQ
Geography 1 or 2 INT -1 G Sh
Giant Kit Flying 1 DEX -3 R Nj
Glassblowing 1 DEX 0 Wz SM
Grooming 2 DEX 0 R AQ
Haggling 2 WIS 0 G AQ
Harness Subconscious 2 WIS -1 Ps Ps
Healing 2 WIS -2 P
Heraldry 1 INT 0 G
Herbalism 2 INT -2 P,R,Wz
Hiding 2 INT -1 G CH
Hold Breath 1 CON 0 R Nj
Horde Summoning 2 CHA -2 W Bb
Hunting 1 WIS -1 R,W
Hypnosis 1 CHA -2 Ps Ps
Hypnotism 1 CHA -2 Wz SM
Iaijutsu 1 NA NA W OA
Information Gathering 1 INT Sp. R CT
Intimidation 1 STR/CHA Sp. R,W CT
Investigation 1 INT -2 P SM
Jousting 1 DEX +2 W Pn
Juggling 1 DEX -1 R
Jumping 1 STR 0 R
Landscape Gardening 1 WIS -1 G OA
Languages, Ancient 1 INT 0 P,Wz
Languages, Future 1 INT 0 Wz Ch
Languages, Modern 1 INT 0 G
Law 1 INT 0 P,W SM
Leadership 1 CHA 0 W Bb
Leather Working 1 INT 0 G
Light Sleeping 1 CON -1 W Bb
Local History 1 CHA 0 P,R
Locksmithing 1 DEX 0 R
Looting 1 DEX 0 G
Masseur 1 DEX 0 G OA
Meditative Focus 1 WIS +1 Ps Ps
Medium 2 WIS 0 G Sh
Mental Resistance 1 WIS -1 Wz SM
Metalworking 1 DEX 0 G AQ
Military Science 1 INT 0 G GR
Mining 2 WIS -3 G
Mountaineering 1 NA NA W
Musical Instrument 1 DEX -1 G
Natural Fighting 2 STR +1 W CH
Navigation 1 INT -2 P,R,W,Wz
Necrology 1 WIS 0 P,Wz CN
Netherworld Knowledge 1 WIS -3 P,Wz CN
Night Vision 1 WIS -2 R Nj
Noh 1 CHA -1 G OA
Numeracy 1 INT 0 Wz CS
Numerology 2 INT 0 Wz CS
Observation 1 INT 0 G CT
Omen Interpretation 1 INT -2 P Sh
Omen Reading 1 WIS -2 P,Wz SM
Oratory 1 CHA -1 G AH
Origami 1 DEX 0 G
Painting 1 DEX -1 G SP
Papermaking 1 INT 0 P,Wz SM
Persuasion 1 CHA -2 G SM
Pest Control 1 WIS 0 R Dw
Philosophy 1 WIS -1 G AH
Planar Direction Sense 1 WIS +1 G PW
Planar Sense 1 WIS -1 G PW
Planar Survival 2 INT -2 G PW
Planology 1 INT 0 P,Wz PW
Poetry 1 INT -2 G
Politics 1 CHA 0 G GR
Pottery 1 DEX -2 G
Prestidigitation 1 DEX -1 Wz SM
Prophecy 1 WIS -1 Wz Ch
Prophecy 2 WIS -2 G SS
Quick Study 2 Var. -3 R Nj
Reading Lips 2 INT -2 R
Reading/Writing 1 INT +1 P,Ps,R,Wz
Rejuvenation 1 WIS -1 Ps Ps
Religion 1 WIS 0 P,Ps,Wz
Research 1 INT 0 Wz SM
Rhetoric 1 CHA 0 G GR
Riding, Airborne 2 WIS -2 G
Riding, Camel Spec. 2 WIS +2 R,W AQ
Riding, Horse Spec. 2 WIS +2 R,W AQ
Riding, Land-based 1 WIS +3 G
Riding, Sea-based 2 DEX -2 G CR
Rope Use 1 DEX 0 G
Rowing 1 STR -1 G AH
Running 1 CON -6 W
Sage Knowledge 2 INT -2 P,Wz SM
Scribe 1 DEX +1 P,Wz SM
Sculpting 1 DEX 0 G SP
Seamanship 1 DEX +1 G
Seamstress/Tailor 1 DEX -1 G
Set Snares 1 DEX -1 R,W
Shamanistic Ritual 1 WIS +1 P Sh
Sign Language 1 INT +2 G
Signalling 1 INT -2 G CR
Silk Making 1 DEX -2 G OA
Singing 1 CHA 0 G
Slow Respiration 1 NA NA G
Smelting 1 INT -2 G
Soothsaying 2 INT 0 P Bb
Sorcerous Duelling 2 INT -1 Wz
Sound Analysis 1 WIS 0 G
Sound Imitation 2 CHA -2 G OA
Spellcraft 1 INT -2 P,Wz
Spell Recovery 2 INT -5 P,Wz PW
Spelunking 1 INT -2 W CR
Spirit Lore 2 CHA -4 P,Wz CN
Spirit Lore 1 WIS +2 P Sh
Stonemasonry 1 STR -2 G
Style Analysis 1 INT -1 W Nj
Survival 2 INT 0 R,W
Swimming 1 STR 0 G
Tactics 1 INT -1 W AH
Tactics of Magic 1 INT -1 Wz SM
Tattooing 1 DEX 0 G
Tea Ceremony 2 WIS -2 G OA
Thaumaturgy 1 INT -2 Wz SM
Tightrope Walking 1 DEX 0 R
Time Sense 1 WIS -2 Wz Ch
Toxicology 2 INT 0 R Nj
Tracking 2 WIS 0 R,W
Trailing 1 DEX Sp. R CT
Trail Marking 1 WIS 0 W CR
Trail Signs 1 INT -1 R,W CR
Trance 2 CON -3 P Sh
Tumbling 1 DEX 0 R
Undead Knowledge 1 WIS 0 P,Wz CS
Undead Lore 1 INT -1 P SM
Underclass 1 WIS 0 R Nj
Venom Handling 1 WIS -2 P,Wz CN
Ventriloquism 1 INT -2 R
Vetinary Healing 1 WIS -3 P CR
Voice Mimicry 2 CHA Sp. G CT
Water Walking 1 DEX -1 R Nj
Weapon Improvisation 1 WIS -1 G Bb
Weaponsmithing 3 INT -3 W
Weaponsmithing, Crude 1 WIS -3 W CR
Weather Sense 1 WIS -1 G
Weaving 1 INT -1 G
Whistling/Humming 1 DEX +2 G CB
Wild Fighting 2 CON 0 W CH
Winemaking 1 INT 0 G CH
Player: Erico Caravellino - Thief : Elphand Adventures (ACKS Wilderlands - On Hold) Stanilus Peri -Fighter (Bard) : Wardens in the North (D&D 1st Ed - On Hold)
I've updated my characters so they have NWP from the 2e PHB. Borum has Read/Write.
“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
lol Pulp that list is very strange why would you need eating skill everyone knows how to eat. >.<
“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