Adventure start
Subject: Adventure start
I have sales meetings all this week so my time is going to be spotty. Right now lets plan for the next adventure to start on Saturday, Sept. 1. Always nice to start on the first of the month.
So if anyone wants to do anything they need to get it and their character sheet done by Friday.
From: Kevin
Subject: Adventure start
I will try to have Harp's stats and information updated by then.
From: Josh
Subject: Adventure start
I'll have Kal updated by then. I picked up comprehend languages for 100 gold and the mithril shirt for 1525 and sold the studded leather for 1160.
Kal has 735 gold left after all his purchases.
From: Mark
Subject: Time of adventure
I figured I would update everyone on some world info.
It is starting to get to be late summer/early fall (late sept. early Oct) The days are getting shorter and cooler. Not cold yet. It has been on the range of 5-6 months since Harp, Ran, Salix and Surin went on thier first adventure.
Therefore, I am going to age those 4 by 1 year. Happy birthday.
Second, I would like to get input on the last adventure now that it is done. I was trying to do a couple of things. First, I wanted an adventure where the party would have to use some of the people skills that sometimes get overlooked. I wanted them to root out the info.
Second, I wanted to work out a more time sensitive scenario. One of the problems with throwing high CR level monsters is that the party either has someone killed really fast and then the other gang up on it. Then they rest and are reset. I wanted to try an encounter sequence that was a sort of war of attrition.
I like to think I got most of it but would like your input.
I have the background for the next adventure all done and some specific set pieces, but as usual, there is room for improvisation along the way.
For example in the last adventure, the encounter Kal and Harp had was not "planned". I had warned many times that people going out at night in small groups did not fare well. When they went out, I had to come up with the press gang. I had had the idea that press gangs were in the city, but I had not fleshed them out. Now I had too. I think it worked out well.
So give me your impressions. Did you like/dislike either aspect that I was going for?
From: Porter
Subject: Time of adventure
It did take an awful long time in meatspace for us to get the information in the game, but I'm not dissatisfied with it.
I think the time-intensivity worked well to give us a challenge other than throwing bigger, badder monsters at us.
I really like that we were able to use cleverness to figure stuff out.
From: Kevin
Subject: time of adventure
I think that those of us that are playing more combat oriented characters were more likely to be put off by the people aspect. Under the D20 D&D rules, fighter types have terrible sense motive/gather information/etc. skills, and so are not much help. While we did learn some things by getting our jobs, and it would have happened that way in real life, the RP aspect of that time was slow when compared to a combat period.
I think that the last adventure went pretty well. I really enjoyed the sideline with Harp and Kal. It was an unexpected encounter that was built up correctly from previous information. It was the longest combat and was on the edge the whole time. It will develop some interesting results down the road.
From: Josh
Subject: Time of adventure
I liked the last mission alot. The attrition part was definitely cool. I thought the final fight was great, and I was interested in the story the whole way through.
If you are searching for suggestions, I'd like it more if there was a sense of potential failure when we were doing the non-combat gameplay. In combat we can lose, in non-combat, to me, it didn't feel like it was a real possibility.
From: Kevin
Subject: Time of adventure
OOC: I have updated Harp's sheets. Derek, on the last adventure, Harp asked Allistair if he could use his Bag of Holding to put some items in. Harp now has his own special item and has it all back.
Here is a list of what Harp has available for the group to use - Ascender, Boltcutters (18 Str), 8 pairs of earplugs, Collapsible Grappling hook, 20' Grappling Ladder, fog cutter lantern, small magnet with a hole in it, steel mirror, crowbar, 2 pulleys, 50'x3 lengths of silk rope, folding saw, snow goggles, sparker, spider poles, hacksaw, 10'x10' tarp, 100' twine, 2x5lbs of silver dust (for spells as needed), misc. other no weight items.
And the nice thing about this holding item is that he can pull anything in it out as a move action without provoking an AOO. It is a thing of beauty and can be had in town for only 2,000 gp.