Blizzard at Revel's End (OOC) Temporary Hiatus

FitzTheRuke

Legend
Fwew! I just spent all day (not kidding) getting the map up to snuff. I went through labelling and colour-coding all the icons. Officially now, PCs are Blue, NPCs are Yellow, and BGs are Orange (and Spell Effects are Green). Every Icon will have an ID right on it, so we should all be able to tell what icon is who without cross-referencing. Let me know if you have trouble reading them. I'll be posting it every time I roll the round. Speaking of which....

Now all I have to do is get this round rolled, finally! Sorry this has taken so long. I'll speed up again in the near future, I expect.
 

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FitzTheRuke

Legend
So for those of you not in my other games, that's what my round-roller usually looks like (though not usually so crowded with NPCs!) That map took quite a lot of work, but it should be much easier to keep track of everyone going forward.

A few notes:
1) While putting the map together, I did an audit on who should be alive (My son and my version of events didn't quite line up with what happened, because the PCs killed the shaman and Orca much faster than I thought they would - so I had to backtrack and start over.) Anyhow, I discovered that two guards that I thought were dead (one that was being drowned from the start, and the guard that was 'eaten' by the orca) actually survived! (So far at least).
2) So did the guard that was 'looking' for contraband on the ship's deck, survived the shatter spell, and the first wave of on-deck attack. These guards are tough!
3) I hadn't rolled the round quite yet, so @KahlessNestor Valrin shouldn't have gone before the roller, but that's okay, I'll use your post for this round. Just don't go again before next roller.
4) I hope you all like the map. Oh! That reminds me, I hope it's clear that there's not two ships. The 'lower deck' is to show you what's going on under the 'main deck' map.
5) In case it matters to anyone, the lift is currently 80 feet (halfway) up the cliff, the crab is 100 feet up.
6) I came up with a new name for Doc Halfhand's current form: The DOCTOPUS! Heh.
 

FitzTheRuke

Legend
So. I've got turns for Py'Cott, Burton, & Doc Halfhand. I hope I didn't set a bad precedent for this game (or lose any of your interest) when I took so long to roll that last round. I admit, I got busy for a week, and then spent another week updating my map and trying to remember what I'd done and what I hadn't, so it's my fault that things slowed down, but I'd like to get things moving again!

With that in mind: @jmucchiello Lex, @KahlessNestor Valrin, @VLAD the Destroyer Jathlin, & @Steve Gorak Thorbin - Can you try to take your turn soonish (hopefully before I get busy with the weekday slog again) so we can get things rolling along? Thanks!

(BTW, turns out Razum had to drop out)
 




FitzTheRuke

Legend
Sorry between work and the upcoming holiday I have been swamped. Will try to get a post up today.
No worries! I was just a little nervous that I'd lost everyone.

Sorry to hear that, I liked his character concept!
Me too. I was really looking forward to him when we get to do more character-building.

I’m here, just swamped! I’ll post today or max tomorrow. Sorry for the delay, I moved last week and have been struggling for time ever since.

I understand. Glad to know everyone (other than Snarf, anyway) is still on board.

I wanted to start off with a simple encounter to combat-test the group, but of course, with such an odd mix of characters, I had to come up with some reason for everyone to be involved, an I came up with this scene we're in, but it didn't occur to me (until I started round one) just how many NPCs there would be, and I couldn't quite bring myself to handwave them all. It wound up being a bit too ambitious, I think. The good thing is, I've worked out a number of ways to speed myself up (in all my games) because of it, so I guess it was worthwhile for that.

My only concern right now is that it takes me so long to roll a round, I can only really work on it on Sunday/Monday (my days off work) so if any of you don't get your turns in by Saturday/Sunday at any given point, it might take me a whole extra week to roll that round.

Keep that in mind, but don't worry too much about it, it's just a game! Like all things in life, I prefer long-term patient commitment to early-enthusiasm-followed-by-ghosting. Just let me know where you're at, and I'll be happy.
 

My only concern right now is that it takes me so long to roll a round, I can only really work on it on Sunday/Monday (my days off work) so if any of you don't get your turns in by Saturday/Sunday at any given point, it might take me a whole extra week to roll that round.

I'm good with losing my action if I fail to react within a week.
 

FitzTheRuke

Legend
I'm good with losing my action if I fail to react within a week.
That's one way of dealing with things, but I'm reluctant to do it: It can cause unfortunate unbalance in encounters. Which - you may have noticed- I tend to "overclock" and then "go easy" (in that I don't have monsters do nothing but try to murder PCs... usually they have better things to do). Depends on the encounter, of course. I'd sooner tell a player to take "two turns" in a following round, which usually evens things out. I won't do it if there's more than one (maybe two) players I'm waiting for, though. I'll just wait.

But I'll take it under advisement. Maybe I'll try to roll rounds a little more than waiting (especially when I have the time).
 


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