No Loitering
GM: jkason
Judge: [MENTION=6666968]Satin Knights[/MENTION]
Adventure Start: 10/24/2014
Wilmorn Fiedlerson ( [MENTION=6780165]grtrtle[/MENTION] ):
Start: 0 xp (lvl 1)
Erin Vaneese ( [MENTION=6700202]Anastrace[/MENTION] ):
Start: 0 xp (lvl 1)
Aszar Kzolp ( [MENTION=51271]Voda Vosa[/MENTION] ):
Start: 0 xp (lvl 1)
Siddhartha the Hunter ( [MENTION=6778347]FrancisJohn[/MENTION] ):
Start: 0 xp (lvl 1)
Kepli Stormborn ( [MENTION=40413]GlassEye[/MENTION] ):
Start: 0 xp (lvl 1)
[sblock=Rules (subject to amendment)]I hate that I have to start with this, but I've been burned on it before, so:
We're all ostensibly here to have fun. I know I am. With so many anti-charismatic characters, I wouldn't be surprised if there were prickly RP. This is totally appropriate and can be fun all on its own. If, that is, everyone remembers: it's all pretend.
People's skins come in varying thicknesses, though. Even if you don't intend to insult someone, that doesn't mean he or she might not feel insulted. Please keep that in mind. That goes the other way, as well: try not to assume insult where 'coarse RP' might be a reasonable explanation for something. Most of you are playing characters designed to be fairly unlikeable; don't feign shock if they aren't fawned over.
If in doubt, check OOC with the other player to make sure you aren't crossing a line. Be polite. Have fun. You're all adults. I'm not your mother, father, social worker, psychiatrist, or babysitter. Don't ask me to be.
Now for the crunchy stuff. Much of this liberally adapted from people who do this better than me:
* I use group initiative to try to keep encounters from stalling, which I'll roll. For newbies, this means I'll roll the collective init for each side of a combat encounter, and whoever gets the highest total has initiative.
When it's your side's turn, actions happen in the order people post them. This can be important for tactical considerations, and for measuring the ends of durations. If something ends on a player's turn (e.g. buffs) it ends when he / she posts that round, not when the whole party has posted. Keep it in mind.
You're welcome to post placeholders ("I'll wait until X character acts") or conditionals ("If X does this, I'll do Y. If not, I'll do Z").
If any single character on the losing side beats all the initiatives on the winning one, that person will get to act first in the surprise round if there is one; the 1st round if there's no surprise. Basically, high initiative gets you an extra action out of order.
* Other than initiative and saving throws (again, to help keep things moving), feel free to roll for yourself. Actually, don't feel it; do it, and use something you can link to. Invisible Castle or Coyote Code are fine. "I rolled my dice on my end table and it says I have two crit confirms," on the other hand, does not fly, swim, climb, or burrow. Link it or it didn't happen.
* I will do my best to post once a day on weekdays. Weekends are a crap shoot. I subscribe to my threads, but it's possible I may miss something and / or there's a situation where we both think we're waiting on each other. If more than two weekdays go by and I haven't posted an update, feel free to hit me with a mention to nudge me.
Likewise, if I haven't seen any kind of post from a player in 2-3 days, I may NPC that character. I won't send you jumping into a volcano, but I can't promise I'll make the same choice you would in a given situation. If you know you're going to be gone, I would be grateful if you posted SOP for your character during that time, and / or asked another player to make decisions for your character. I'd rather not be in the position of having to play both sides of an encounter.
If you're gone without notice for more than a week, you shouldn't be surprised upon your return to discover your character has wandered into the woods, gotten lost, and somehow wound up back in Venza and out of the adventure.
* If your character gets enough XP to level, they may do so at the end of an encounter. This grants the extra hp, but does not heal damage, and grants any additional spell slots, but not spells prepared. A caster capable of spontaneously casting could use these slots normally, a cleric could only use them for cure or inflict spells, a druid for summon nature's ally, etc. Prepared casters may prepare spells in these slots as if they had left the slots blank for the day, if they are able to do so. They can go through the appropriate spell preparation as if they had already rested if applicable. If you are adding a new class that requires special materials, like a wizard's spell book, please PM me a little ahead of time so I can work it in cleanly.
* Please us a mini-stats block in your posts. It saves some time when I need a reference. GlassEye's used to this kind of thing, so take a look at his post if you need a sample (Hi, GlassEye! Watch out for that bus.
). It looks like everyone already has a picture for maps when I get that sorted, so no worries there.
* I make mistakes. I try not to, but that silly human fallibility keeps cropping up. Feel free to politely point them out if you notice them, and I'll do my best to make amends. Do realize that sometimes (rarely) Rule 0 may be in play, and it's not a bug; it's a feature. [/sblock]
[sblock=XP]Spider Encounter: 400xp total
Albuquerque Goblins: 670xp total
Orcs: 805xp total
Camp: 1270xp total[/sblock]
[sblock=Treasure]Spider Encounter:
Chain Shirt (100 gp)
Composite Longbow Str +2 (300 gp)
Albuquerque Goblins:
Small gobbers (each):
Leather armor (10 gp)
Light wood shield (3 gp)
Short sword (10 gp)
Shortbow (30 gp)
20 arrows (1 gp)
Unidentified vial (value unknown)
13 gp
Forward postion
Rage goblin:
Studded leather armor (25 gp)
Masterwork horsechopper (310 gp)
Shortbow (30 gp)
20 arrows (1 gp)
Bag of gems (value unknown)
On Berserker leader:
Scale mail (50 gp)
Greataxe (20 gp)
Two vials of ?? (??? gp)
Javelins (2) (2 gp)
On Orcs (each, so x3):
Studded leather armor (25 gp)
Falchion (75 gp)
Javelins (4) (4 gp)
Camp
Human:
+1 scale mail (1200 gp)
Heavy steel shield (20 gp)
Javelins (4) (4 gp)
Masterwork longsword (315 gp)
8 gp
Adept ("Shaman"):
Masterwork chain shirt (250 gp)
Javelins (2) (2 gp)
Masterwork morningstar (308 gp)
Orcs (each, so 2x the below):
Studded leather armor (25 gp)
Falchion (75 gp)
Javelins (4) (4 gp)
Potion CLW (1) (50 gp)[/sblock]
GM: jkason
Judge: [MENTION=6666968]Satin Knights[/MENTION]
Adventure Start: 10/24/2014
Wilmorn Fiedlerson ( [MENTION=6780165]grtrtle[/MENTION] ):
Start: 0 xp (lvl 1)
Erin Vaneese ( [MENTION=6700202]Anastrace[/MENTION] ):
Start: 0 xp (lvl 1)
Aszar Kzolp ( [MENTION=51271]Voda Vosa[/MENTION] ):
Start: 0 xp (lvl 1)
Siddhartha the Hunter ( [MENTION=6778347]FrancisJohn[/MENTION] ):
Start: 0 xp (lvl 1)
Kepli Stormborn ( [MENTION=40413]GlassEye[/MENTION] ):
Start: 0 xp (lvl 1)
[sblock=Rules (subject to amendment)]I hate that I have to start with this, but I've been burned on it before, so:
We're all ostensibly here to have fun. I know I am. With so many anti-charismatic characters, I wouldn't be surprised if there were prickly RP. This is totally appropriate and can be fun all on its own. If, that is, everyone remembers: it's all pretend.
People's skins come in varying thicknesses, though. Even if you don't intend to insult someone, that doesn't mean he or she might not feel insulted. Please keep that in mind. That goes the other way, as well: try not to assume insult where 'coarse RP' might be a reasonable explanation for something. Most of you are playing characters designed to be fairly unlikeable; don't feign shock if they aren't fawned over.
If in doubt, check OOC with the other player to make sure you aren't crossing a line. Be polite. Have fun. You're all adults. I'm not your mother, father, social worker, psychiatrist, or babysitter. Don't ask me to be.
Now for the crunchy stuff. Much of this liberally adapted from people who do this better than me:
* I use group initiative to try to keep encounters from stalling, which I'll roll. For newbies, this means I'll roll the collective init for each side of a combat encounter, and whoever gets the highest total has initiative.
When it's your side's turn, actions happen in the order people post them. This can be important for tactical considerations, and for measuring the ends of durations. If something ends on a player's turn (e.g. buffs) it ends when he / she posts that round, not when the whole party has posted. Keep it in mind.
You're welcome to post placeholders ("I'll wait until X character acts") or conditionals ("If X does this, I'll do Y. If not, I'll do Z").
If any single character on the losing side beats all the initiatives on the winning one, that person will get to act first in the surprise round if there is one; the 1st round if there's no surprise. Basically, high initiative gets you an extra action out of order.
* Other than initiative and saving throws (again, to help keep things moving), feel free to roll for yourself. Actually, don't feel it; do it, and use something you can link to. Invisible Castle or Coyote Code are fine. "I rolled my dice on my end table and it says I have two crit confirms," on the other hand, does not fly, swim, climb, or burrow. Link it or it didn't happen.
* I will do my best to post once a day on weekdays. Weekends are a crap shoot. I subscribe to my threads, but it's possible I may miss something and / or there's a situation where we both think we're waiting on each other. If more than two weekdays go by and I haven't posted an update, feel free to hit me with a mention to nudge me.
Likewise, if I haven't seen any kind of post from a player in 2-3 days, I may NPC that character. I won't send you jumping into a volcano, but I can't promise I'll make the same choice you would in a given situation. If you know you're going to be gone, I would be grateful if you posted SOP for your character during that time, and / or asked another player to make decisions for your character. I'd rather not be in the position of having to play both sides of an encounter.

If you're gone without notice for more than a week, you shouldn't be surprised upon your return to discover your character has wandered into the woods, gotten lost, and somehow wound up back in Venza and out of the adventure.
* If your character gets enough XP to level, they may do so at the end of an encounter. This grants the extra hp, but does not heal damage, and grants any additional spell slots, but not spells prepared. A caster capable of spontaneously casting could use these slots normally, a cleric could only use them for cure or inflict spells, a druid for summon nature's ally, etc. Prepared casters may prepare spells in these slots as if they had left the slots blank for the day, if they are able to do so. They can go through the appropriate spell preparation as if they had already rested if applicable. If you are adding a new class that requires special materials, like a wizard's spell book, please PM me a little ahead of time so I can work it in cleanly.
* Please us a mini-stats block in your posts. It saves some time when I need a reference. GlassEye's used to this kind of thing, so take a look at his post if you need a sample (Hi, GlassEye! Watch out for that bus.

* I make mistakes. I try not to, but that silly human fallibility keeps cropping up. Feel free to politely point them out if you notice them, and I'll do my best to make amends. Do realize that sometimes (rarely) Rule 0 may be in play, and it's not a bug; it's a feature. [/sblock]
[sblock=XP]Spider Encounter: 400xp total
Albuquerque Goblins: 670xp total
Orcs: 805xp total
Camp: 1270xp total[/sblock]
[sblock=Treasure]Spider Encounter:
Chain Shirt (100 gp)
Composite Longbow Str +2 (300 gp)
Albuquerque Goblins:
Small gobbers (each):
Leather armor (10 gp)
Light wood shield (3 gp)
Short sword (10 gp)
Shortbow (30 gp)
20 arrows (1 gp)
Unidentified vial (value unknown)
13 gp
Forward postion
Rage goblin:
Studded leather armor (25 gp)
Masterwork horsechopper (310 gp)
Shortbow (30 gp)
20 arrows (1 gp)
Bag of gems (value unknown)
On Berserker leader:
Scale mail (50 gp)
Greataxe (20 gp)
Two vials of ?? (??? gp)
Javelins (2) (2 gp)
On Orcs (each, so x3):
Studded leather armor (25 gp)
Falchion (75 gp)
Javelins (4) (4 gp)
Camp
Human:
+1 scale mail (1200 gp)
Heavy steel shield (20 gp)
Javelins (4) (4 gp)
Masterwork longsword (315 gp)
8 gp
Adept ("Shaman"):
Masterwork chain shirt (250 gp)
Javelins (2) (2 gp)
Masterwork morningstar (308 gp)
Orcs (each, so 2x the below):
Studded leather armor (25 gp)
Falchion (75 gp)
Javelins (4) (4 gp)
Potion CLW (1) (50 gp)[/sblock]
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