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Blizzard at Revel's End (OOC, closed)

Steve Gorak

Explorer
Well, someone ought to speak Reghedjic (the language of the glacial human nomadic tribes). Leatherworker's tool kit is fine. Who needs money?. Hermit Discovery? I'll think about it. So yeah, let's leave it for now.

I picked Goblin for my character’s second language because it didn’t know what to pick. I’ll switch it to Reghedjic, and let’s say his maternal grandfather is from the region, ok?
cheers

sg
 

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Snarf Zagyg

Notorious Liquefactionist
It is worth seeing. That doesn't mean it is the greatest show ever. But it had such influence on people that knowing it is worth it. I'm ambivalent about it over all. I think it could have been better. It took itself seriously and yet there's a level of camp as well.

Blashphemy!

Well, is it the greatest show ever? Eh.

But c'mon. It's a show from 1967. And yet it feels thoroughly modern in some ways (despite anachronistic trappings). It's like the Velvet Underground of TV; it's so completely ahead of its time in so many ways that it's kind of awe-inspiring.

...and that finale.
 

jmucchiello

Adventurer
Yeah, that finale. (That was sarcasm.)

The shows are inconsistent in quality and it doesn't help that there's disagreement on the proper order to watch the shows. But, I agree it is must see.
 



KahlessNestor

Adventurer
Good Point. Hard to pick when you're not sure how long between. Semi-annually I would think. Okay, I'm going to go ahead and say that Burton and say that Burton and Py'Cott are 285 and 287 (less than a year) and I'm going to go with my first thought and say that Valrin is 137. (And that the prison has been around long enough that Prisoner 6 could not be a human and still be alive).

That works for me. I at least wanted Valrin there for several years, enough time that most have forgotten why. I think he's been there 15-20 years, making him mid thirties to around 40. Neverember started his play for Neverwinter in 1467, and Rime is in 1489.
 

Neverember started his play for Neverwinter in 1467, and Rime is in 1489.

Yes, though for those counting these things, the main-plot of Rime (which according to the book has been going on for two years) has not started yet in this game, so for those who like that sort of thing, this would be 1487, I suppose. (Though doesn't Dragon Heist take place in the 90's? Maybe we should leave off worrying about continuity and 'what year it is' in Realmslore.) BAH.
 

jmucchiello

Adventurer
I've added Strylecks "Lex" Foreben, svirfneblin abjurer far traveler to the RG. I still need to give him a background. Basically an underdark outcast. Not sure how he knows the warden as was proposed a few pages back. But he's been to the surface a few times before deciding never to go back. So crossing paths with the warden isn't impossible.
 

KahlessNestor

Adventurer
Yes, though for those counting these things, the main-plot of Rime (which according to the book has been going on for two years) has not started yet in this game, so for those who like that sort of thing, this would be 1487, I suppose. (Though doesn't Dragon Heist take place in the 90's? Maybe we should leave off worrying about continuity and 'what year it is' in Realmslore.) BAH.

Well, I had to look it up because I needed to know how long it was between the 4e Neverwinter Campaign Setting and now, since I am using a background hook from there LOL I knew they couldn't have done another hundred year jump, since Neverember was still alive, but wasn't sure how long it had gone.
 

Well, I had to look it up because I needed to know how long it was between the 4e Neverwinter Campaign Setting and now, since I am using a background hook from there LOL I knew they couldn't have done another hundred year jump, since Neverember was still alive, but wasn't sure how long it had gone.

Yeah, you'll be happy to know that your instincts are on point - your background is actually one of the possible "character secrets" listed in the adventure. So I'll likely use that material for you.
 


Leatherhead

Possibly a Idiot.
So, @JustinCase , let me run this by you really quick:

Py'Cott intends to swipe some snacks, if possible. But he thinks being caught by himself would be more trouble than it's worth. So that means he also intends to plant and/or hand out some snacks on the other prisoners in order to deflect some heat or help with his sneaking.

He also figures that if he gives some to Burton, Burton will either become indebted to him, or get caught ( as a minor bit of revenge)

You up for it?
 





JustinCase

the magical equivalent to the number zero
I'll just give blanket permission that as long as you're not killing, maiming, or impregnating Valrin, you're more than willing to do shenanigans and I will roll with it.

I laughed about the impregnating part, then realized some people truly need that disclaimer. shivers

Guess I’ve been reading too many RPG Horrorstories on reddit.
 



So... my post regarding the "skill scene" (post #97) was meant for what I'd like to do next, but then I wrote us a bit into a corner by saying that the newly-arrived prisoners were not supposed to help offload. But I'm going to go for it anyway, I think, and we'll see what we get.

Here's what I'd like. I'll make it a "Three Skill Scene" (meaning I'd like each of you to roll three skill checks, hopefully different ones, hopefully ones that make sense for whatever it is you're trying to do.)

The big-picture scene is "Offload the Cargo".

You can see how me foolishly saying that the new prisoners wouldn't be allowed to help is causing trouble here, so we'll have to come up with some way for characters who don't want to or aren't allowed to help can be involved in this scene anyway. The first thing that pops to mind is to observe things that are going on or interact with NPCs (so social skills or perception or the like).

Here's a few things you might need to know to come up with your posts (I'm happy to help if your stuck, but I want to give you the freedom to make stuff up yourselves too):

1) The new prisoners will be shackled by guards before they leave the hold. (Sorry!)
2) The volunteer prisoners can have the icebreakers or hooks or run the elevator's wheel in their scene.
3) No one should leave the dock (or at least the cliff above) before we end of the scene
4) Again, don't resolve any of your rolls' results (leave it to me) but feel free to nudge me in a direction you choose.
5) Staylar, Fogg, & Drumm took the medical equipment on the first raise of the lift. They'll be gone for the scene.
6) Overall, unloading the ship takes a couple of hours, so any given character's bit could be any moment in there, or cover most of that time, depending on what you want to describe.

I hope that makes sense. Feel free to ask questions. I'd spend more time explaining, but I think that might make it sound complicated.

The main thing to think of is quite simple: Frankly, do anything you want during a scene in which the ship is being unloaded, just give me three pertinent skill checks while you do it, and I'll adjudicate what happens overall based on what's rolled (both the skills chosen, and the die rolls will make a difference in what happens.

(In addition, the (set of dcs) mean, median, and mode (as well as the maximum and minimum rolls) will also tell me stuff about what happens in the scene, but that might be too much information).
 

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