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00:29, 6th May 2024 (GMT+0)

[OOC] Scout the Redfoot camp OOC.

Posted by ConspiratorFor group 0
Conspirator
GM, 630 posts
Just here to help
Fri 14 Aug 2020
at 18:39
  • msg #186

Re: [OOC] Scout the Redfoot camp OOC

Now I'm picturing goblin camps with smaller goblin camps inside.
Tidelan Wavyrus
player, 248 posts
Exhausted [I]
AC 13 , PP 15 , HP 17/19
Sat 15 Aug 2020
at 15:04
  • msg #187

Re: [OOC] Scout the Redfoot camp OOC

Do we all want to wait until we get back to town to sell off the surplus equipment, or do we just want to do that now?

IIRC, everything sells for half... so here's the math, all units below are Gold Pieces:

 - Four scimitars = 25 * 4 = 100 / 2 = 50

 - Four shortbows = 25 * 4 = 100 / 2 = 50

 - Five shields  = 10 * 5 = 50 / 2 = 25

 - Muzzrink's Spear = 1 / 2 = 0.5

 - Four leather armors = 4 * 10 = 40 / 2 = 20

 - Studded leather = 45 / 2 = 22.5

The total of this (before loose change) would be: 168 Gold Pieces

With pocket change, this becomes 168/22/63 (Gold/Silver/Copper)

IMPORTANT NOTE: This does not account for the fact that the leather armor is "small", which might mean they sell for more or less (possibly).

Also, the GM pointed about that Muzzrink's stuff is higher quality than the rest, possibly meaning it's worth more, or the other stuff is worth less.

If we divide this four ways (excluding Dorian), it becomes...

 - 42 GP each

 - 5 SP each (Plus two of us get an additional silver)

 - 15 CP each (Plus three of us get an additional copper)

If we divide this five ways (including Dorian), it becomes...

 - 33 GP each (Plus three of us get an additional gold)

 - 4 SP each (Plus two of us get an additional silver)

 - 12 CP each (Plus three of us get an additional copper)
Conspirator
GM, 633 posts
Just here to help
Sun 16 Aug 2020
at 00:33
  • msg #188

Re: [OOC] Scout the Redfoot camp OOC

You have to return to town to sell anything, unless you run into someone on the way who wants it. Small armor costs the same, but only small creatures can wear it. Muzzrink's stuff is definitely more valuable.
Conspirator
GM, 634 posts
Just here to help
Sun 16 Aug 2020
at 00:40
  • msg #189

Re: [OOC] Scout the Redfoot camp OOC

Remember, during a short rest, each player may study one item to determine any special qualities or functions it has.
Boneclaw
player, 120 posts
Tue 18 Aug 2020
at 00:03
  • msg #190

Re: [OOC] Scout the Redfoot camp OOC

Sorry, had to get over the last battle, it was very disappointing for me, having saved up my spells for 4 months and then being completely useless at the end.

Do we also get crafting points for completing a mission, I forgot.
This message was last edited by the player at 00:07, Tue 18 Aug 2020.
Conspirator
GM, 637 posts
Just here to help
Tue 18 Aug 2020
at 04:13
  • msg #191

Re: [OOC] Scout the Redfoot camp OOC

Yes! 5 downtime units. Thanks for the reminder :)

quote:
Sorry, had to get over the last battle, it was very disappointing for me, having saved up my spells for 4 months and then being completely useless at the end.


That's what sucks about playing a spellcaster in play-by-post.
Spark
player, 102 posts
AC 20 HP 11/11
PP 11 Init +1
Tue 25 Aug 2020
at 12:26
  • msg #192

Re: [OOC] Scout the Redfoot camp OOC

Given one long rest, Spark could fashion two wide smooth metal skids for the sled to ride on. (one before and one after a long rest)

If we combine that with the druids shapeshifting into beasts capable of pulling such a sled, would that get us home even faster, and with less potential for exhaustion?
Conspirator
GM, 644 posts
Just here to help
Tue 25 Aug 2020
at 17:39
  • msg #193

Re: [OOC] Scout the Redfoot camp OOC

I just remembered something. You guys actually spent most of a day hiding in the woods waiting until you could take a long rest. You are a lot closer to town then I thought! Looking through the thread, you should be able to make it back in a few hours, even if you make the goblins walk! Also, the carts wouldn't save you much time, since its only a half-hour walk from where you stashed them to the end of the path the goblins cleared towards town. Off-road, the cart doesn't move any faster than the goblins can walk (sure, it would be faster with skids, but it would take longer to make the skids than to drag the carts the rest of the way home.)

I recommend modifying the carts when you get back to town, though, to use on future adventures!
Spark
player, 103 posts
AC 20 HP 11/11
PP 11 Init +1
Wed 26 Aug 2020
at 11:36
  • msg #194

Re: [OOC] Scout the Redfoot camp OOC

Should we just hoof it back to town and sum up the adventure once we're back and can tally and distribute what we have, then?
Boneclaw
player, 123 posts
Wed 26 Aug 2020
at 13:11
  • msg #195

Re: [OOC] Scout the Redfoot camp OOC

Sounds like a plan.
Tidelan Wavyrus
player, 251 posts
Exhausted [I]
AC 13 , PP 15 , HP 17/19
Wed 26 Aug 2020
at 14:01
  • msg #196

Re: [OOC] Scout the Redfoot camp OOC

Tidelan did want to take a short rest to refresh his wild shapes (he has none left), but if we're just hours from town, he can probably be persuaded (off-camera, if we like) to just hoof it back.
Lukas Verbannt
player, 204 posts
AC: 15 HP: 24/24
PP: 14 Init: 11
Wed 26 Aug 2020
at 22:32
  • msg #197

Re: [OOC] Scout the Redfoot camp OOC

If we're just hours, we can rest for an hour and then hoof it back.


15:32, Today: Lukas Verbannt rolled 3 using 1d8+2.  HP.


15:32, Today: Lukas Verbannt rolled 9 using 1d8+2.  HP 2.


Back to full.
Boneclaw
player, 125 posts
Thu 27 Aug 2020
at 22:38
  • msg #198

Re: [OOC] Scout the Redfoot camp OOC

Let's roll for initiative if you plan to push Boneclaw aside while he tries to help the goblin .. I'm a damn cleric and all I've done for 4 months is fire arrows and missing out on doing anything in the big climax. I'll damn well heal the f^%#$ing goblin even if i have to stab you in the face to get it done :P.

Sorry my inner rogue took over for a moment ..
Conspirator
GM, 647 posts
Just here to help
Thu 27 Aug 2020
at 23:05
  • msg #199

Re: [OOC] Scout the Redfoot camp OOC

Sorry Tidelan, I wanted to move things along quickly during the rest, because our clerics are losing their minds, so I had you identify an item.

Anyway, Identify gives a lot more information than spending a short rest, though I admit, its rarely worth the 100gp to cast it. Personally, I don't see this as a big loss. Identifying magic items never seemed like more than an unnecessary annoyance anyway (hell, it bugs me in Diablo III, and in that game, it's free.)
Tidelan Wavyrus
player, 254 posts
Exhausted [I]
AC 13 , PP 15 , HP 19/19
Thu 27 Aug 2020
at 23:09
  • msg #200

Re: [OOC] Scout the Redfoot camp OOC

Oops! My bad! I forgot Boneclaw was next to the goblin, lol.

Tidelan wouldn't push the birb away... He is trying to clear the other goblins away (including the grieving wife, lol) so he can get in touch range to cast the spell.

Also, GM: Since the goblin is stabilized, I don't think Tidelan would need to cast a healing spell. The idea was to stop him from dying... Tidelan doesn't care if he's awake :shrug:

quote:
Sorry my inner rogue took over for a moment ..


LOL :)

No worries, I would actually be pretty annoyed (though maybe not full stabbing) if my teammate pulled something like this on my character (it wasn't my intention to push boneclaw, as I explained above <3)

Also, pushing someone aside would probably be closer to a grapple check than an initiative roll, aka an athletics vs ( athletics or acrobatics )? Dunno for sure, though.

Might even be a straight strength contest, but I doubt initiative would be rolled, since a single contest is hardly initiating combat (pushing someone to the point where they take fall damage would probably be, though...)

I don't know if I've said it yet, but I feel how incredibly disappointing it is for you that you rolled double nat 1s on those guiding bolts! I agree with the statement that it's kind of anticlimactic.
Tidelan Wavyrus
player, 255 posts
Exhausted [I]
AC 13 , PP 15 , HP 19/19
Thu 27 Aug 2020
at 23:18
  • msg #201

Re: [OOC] Scout the Redfoot camp OOC

Oops, GM posted while i was typing. So i'm double-posting a response :P

No need to be sorry, I don't mind when you or Narrator skip us along a bit if things are getting 'stale', I think it's definitely a smart choice.

I'm not upset either that you had Tidelan identify an item (it's way quicker than having us spend another two days in OOC figuring out what to do about the magic items), though I disagree that the spell is an annoyance, I've always found it to be really fun.

Also, I feel like my communication has been a little rough-around-the-edges today (not sure why), but I don't think it's caused any issues, which is fortunate!

You all might have noticed that I've been experimenting with Tidelan's personality quite a bit since the fight ended (seems like an appropriate time), which is because I plan to have him take a barbarian level... I'm trying to find the right mix between showing that aggressive side of him but also having him grow as a character so that he is more comfortable with his allies.

I'm also putting emphasis on his genasi nature, because I have some big future plans for this character (which may never come to fruition, because they are highly situational and very late-game)...

Perhaps pushing a goblin wife away from her hubby is pretty awful, but I'm willing to roleplay the consequences (I've always seen these kind of spur-of-the-moment decisions as something that rises from a character's panic or sense of urgency rather than their true self... I mean, I can't have every action in combat (or in this case Tidelan trying to save a life) have emotional weight, no matter how much I try to describe that!)
Boneclaw
player, 126 posts
Thu 27 Aug 2020
at 23:41
  • msg #202

Re: [OOC] Scout the Redfoot camp OOC

So several approaches spring to mind ..

How warm is the inside of a bag of holding .. given how it is a pocket dimension and thus not necessarily as cold as outside? I imagine it having a very average temperature.
Can we wrap him in blankets and then use the bag of holding as a sort of sleeping bag, so the goblin's head sticks out but the rest of his body is inside the bag of holding? lol.

Alternatively since wild shapes are possible again someone can turn into a woolly warm animal and warm him up while we travel to town.

Alternatively i was wondering whether the Alchemy kit can be used to create a form of primitive heat pack.

Finally if he does die Boneclaw can bring him back to full health. Though not sure what that does with hypothermia.

quote:
You all might have noticed that I've been experimenting with Tidelan's personality


I thought Tidelan struggling with his bestial side was quite fun.
Conspirator
GM, 648 posts
Just here to help
Sat 29 Aug 2020
at 04:23
  • msg #203

Re: [OOC] Scout the Redfoot camp OOC

quote:
How warm is the inside of a bag of holding .. given how it is a pocket dimension and thus not necessarily as cold as outside? I imagine it having a very average temperature.
Can we wrap him in blankets and then use the bag of holding as a sort of sleeping bag, so the goblin's head sticks out but the rest of his body is inside the bag of holding? lol.

Might help a bit. If his wife (or another warm body) joins him in the bag, I'd say he can go two hours without needing another medicine check.

quote:
Finally if he does die Boneclaw can bring him back to full health. Though not sure what that does with hypothermia.


Circle of Mortality? You can maximize healing from cure spells on targets at 0 HP. Healing the dead has no effect. Also, healing HP doesn't affect hypothermia, because he hasn't actually lost any. I suppose Cure Disease would work.

SO! Is the party going to move at a fast pace, or risk extra Medicine checks? One failure, and you've got a goblin widow on your hands!


Note: I know I established different rules for exposure. Some things affect NPCs differently. I wouldn't suddenly mess with one of you in a way that violates established rules for the sake of drama, without your permission (unless I needed to be reminded of the rule.) I asked the goblin's player, and I said I was okay with it :)
Tidelan Wavyrus
player, 258 posts
Exhausted [I]
AC 13 , PP 15 , HP 19/19
Sat 29 Aug 2020
at 19:06
  • msg #204

Re: [OOC] Scout the Redfoot camp OOC

Tidelan's willing to rush back home, as he thinks it's the better idea for saving the goblin and avoiding possible encounters... but, I don't think he cares very much about the goblin surviving anyway...
Spark
player, 105 posts
AC 20 HP 11/11
PP 11 Init +1
Sat 29 Aug 2020
at 19:10
  • msg #205

Re: [OOC] Scout the Redfoot camp OOC

Seeing as being a cleric doesn't help this situation either, I'm ready for this adventure to be over as quickly as possible.
Boneclaw
player, 128 posts
Sat 29 Aug 2020
at 19:18
  • msg #206

Re: [OOC] Scout the Redfoot camp OOC

I'm alright with rushing.
Conspirator
GM, 655 posts
Just here to help
Sun 30 Aug 2020
at 18:02
  • msg #207

Re: [OOC] Scout the Redfoot camp OOC

Guys, I know some of you are building a rapport, but future adventures might be more enjoyable if you joined other parties. 2 clerics and 2 druids in one party makes for a lot of redundancy.
Spark
player, 107 posts
AC 20 HP 11/11
PP 11 Init +1
Sun 30 Aug 2020
at 18:41
  • msg #208

Re: [OOC] Scout the Redfoot camp OOC

That's certainly true, but it was the only job-opening when I joined the game, and there has come a lot more people in after that started, it's just that we haven't gotten back to town yet.
Tidelan Wavyrus
player, 259 posts
Exhausted [I]
AC 13 , PP 15 , HP 19/19
Sun 30 Aug 2020
at 19:55
  • msg #209

Re: [OOC] Scout the Redfoot camp OOC

That's the problem as I see it.

This game rarely has more than one quest open at a time (other than perimeter patrol, which is the most rinse-wash-repeat thing ever, and probably poses little threat to characters after level 1 to 3 without fudging encounters and/or breaking world-immersion), sometimes it has none open at all.

That means, if the ONE possible quest isn't viable for you, is full, or your not interested, your options are either to socialize in public threads like taverns or other peoples homes (which IMO means a lot of character personalities (such as Tidelan) would be better suited to forming a close group of friends, instead of being incredibly outgoing and getting to know many of the other players) or to start your own adventure (which generally means going solo, because there's very little you can do to produce incentive for other players to join you, other than forming a bond, which again, is something that lends itself to more insular groups)

If there were more quests open (especially for those poor new first level characters, who are basically obligated to do a perimeter patrol or else never reach level 2 and get to join the big boy quests)

To be clear, this is all understandable, it takes a lot of work to run a single group, let alone several groups with wildly different desires and abilities.

However, this game now has about 20 players and is still requesting new ones, so I have no idea why there is still very little to do...

Again, making your own stories is great and definitely makes sense for a sandbox game like this, but I doubt either of the GMs are interested in running 20 players seperately (or maybe I'm wrong, and it's less work).

And yeah, this quest has taken a really long time, which is frustrating. I mean, an absurd amount has gone in the time we've been gone (a couple days in character).

I suppose the fulcrum of my argument is that there aren't as many opportunities to do things in this game that there could be.
Conspirator
GM, 657 posts
Just here to help
Sun 30 Aug 2020
at 20:42
  • msg #210

Re: [OOC] Scout the Redfoot camp OOC

In addition to trying to fill out the job board more, we really need to do a better job of advertising the fact that if you form a party and go out on your own to do something, and it helps the town in some way, Smith will pay you. As for patrols, I've made changes to how I run them to make each one unique, and to use them to generate quest-hooks, but not much we can do about their lack of challenge without completely destroying suspension of disbelief (which, I'm aware, is tenuous at best, already.) Also, I can't force players to notice quest-hooks (or at least, I probably shouldn't.) Suffice to say, the more of the world the players explore, the more possibilities will be brought to your attention!

A big problem with that, of course, said exploration happens slowly. If we ran three expedition parties at a time, instead of one, the job board would be pretty full by now. Oh, hindsight!
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