[ooc] gng - nameless [4/4]

Thanks for the heads up DrZ.

Railroading seems to be the big sin these days. I think that my problem is that I play my cards too close to my chest and don't give the players enough direction. I'm working on it, but stirring things up like Nate and Fredar have been doing is a way to bring things to the surface. Nice work. The villagers, at this point, have quite a favourable attitude towards you (despite the fact that you bear bad tidings). I hoped that the bringing food and bedding would show that, but it would be fairly clear from talking to the people there as you eat (so I'll mention it here).

I saw that Argent is back. I was hoping that he would make an appearance, but no sign of him yet. Still, there is one slot left.

I'm going to be editing Craddoc out, so he will probably be fairly quiet and unwilling to do anything other than sit tight and stay out of trouble.

The evening is yours. There is an inn in the village, but it is basically just a tavern with a couple of rooms. Travellers are quite rare. So news and stories from the rest of the region are usually well recieved.
 

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Part of the reason why I haven't been on as much as I was earlier is that I've been having a lot of difficulties recently. Nothing too horrible, but a lot of different stresses pulling me all different directions. Something else came up this past week, so I haven't been able to get online and probably won't be able to for a while. However, I think now things at work are settling down, so I should be able to get on after work most days. However, that won't start until Monday at the earliest. I can't promise anything, but I'll try to get caught up with this and back into things. Please pass this along to anyone who might need it. Thanks, and I'm really sorry. I'm kind of tempted to drop out of all of my games, so if you feel it's come to that, please do. Thanks and sorry again.
 

Seonaid,

I know what its like to be at the point where your games are a burden rather than a pleasure. So if you feel that pulling out is the best thing for you, I'll understand.

But I want to keep you here if you want to stay, and will do what I can to help you out. I'm happy to ghost characters so long as I know that player is planning to come back.

As things are, its pretty slow at the moment with several people (including myself unfortunately - sorry all) busy and what not. So it hasn't been an issue so far.

So let me know what you want to do. Until then, I'll work on the basis that you is still with us (and keep my fingers crossed).

doghead
 

Doghead-

Thought I'd poke my head back in here and say that, once I move on the 15th, and things look like I'll be able to post reliably, this will be my first game to (re)join, if you'll have me. I heard something about a free slot...? :D

Edit: Holy smokes! In the interest of catching up, I read the end of the Seven from Seven. Dear lord, you do know how to end a chapter... I really hope I can get back in on this. :)
 
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Thank TH. I'm glad you liked it. I wrote out Oscar and Cromwell in a way that would leave it possible to come back. Cromwell already has come back - in a manner of speaking. If you want in, the slot is yours. Let me know when you are ready.

If Argent pops up as well, that would give us pretty near a full house.

In other news, I'm off for two weeks from the 20th. The timing's a bit lousy, I know. I won't have daily access, but I'll be able to get some here and there. So I'm planning to just play through it, although it will be a little slow.

the head of the dog.
 

doghead-

I'm going to be optimistic about how things are going to turn out and start asking questions about converting Cromwell to the new rules.

-Since Dexterity can no longer be ignored, even by a wannabe tank, can I switch his stats around a little? I'm still contemplating whether I will or should, but I'd like to know if the option's open (most likely thing is to take 2 points out of wisdom and to put them into dexterity).

-Does Cromwell keep his shiny breastplate? Neither Cromwell nor I am paticularly eager to part with it, but no-one else has quite the ph4t l3wt that he does (except perhaps Nate). I suppose it returns to the original bit about equipment- what fits the background. We'll have to figure out what's happened to him in the meantime. :)

-What level should he be? The gang's leveled up in my absence, and Cromwell was a level up before. I'm fine being 2nd, since one doesn't have to actually be more expierienced to act more exierienced. :)

All I can think of for now.
 

Converting Cromwell

Getting the leg work out of the way now is a good idea.

* I'm going to use the STR variant of the revised gng rules for this game. But if you wish to do a bit of a fiddle of Cromwells stats or previous feat/skill choices to compensate for the different rules, thats fine. So long as the the new character is true to the old concept.

* Keep the equipment as is. The rules might be changing, but the world isn't. BTW, 'ph4t l3wt'? Fat loot?

* Stick with second. Cromwell got the jump on the others, but probably hasn't enough time under his belt for third yet.

* I have a couple of ideas, but I'm going to hold off on deciding how Cromwell slots back in until you are ready to go. We'll see where things stand then.

the head of the dog
 

doghead-

Here's Cromwell's build notes, with his new stats in the Rogue's Gallery (I ended up keeping the attributes as is), complete with an extended background & flavor text. As to how to reintroduce Cromwell, it strikes me that while the beating of the priest may have been fairly traumatic (for both parties), the punishment for assault is probably not that great, esp. considering Cromwell's current military service. I expect his case would be handled by the militia if it could, with Cromwell's request to be sent to active duty in a time of danger being seen as a point in his favor. By all of which I mean to say is: depending on how the legal system works, the legal fallout of the incident could be limited to a black mark on Cromwell's record and a few days in the gaol, allowing him to return to active duty fairly promptly.

-- Build Notes --

Level 1 [12 CP build]
bab: 0.5 + 0.5 [2 CP]
base saves: +1 Fort [auto]
skill points: 4 [Auto] +1 [Int] = 5x4 = 20
feats: light ap [auto], simple wp [auto], Weapon Focus: Mace [4], Shield Proficiency [3], Medium Armor Proficiency [3]

Level 2 [8 CP build]
bab: 0.5 + 0.5 [2 CP]
base saves: +1 Fort [auto], +1 Ref, +1 Will [2 points]
skill points: 4 [Auto] +1 [Int] = 5
feats: Endurance [4]

A couple of notes on the, er, build notes: Cromwell has no Martial Weapon Proficiency. Considering he's never really used a martial weapon, I think this is OK, and also fits with my idea of him as not working primarily off lots of training, but lots of practice with what he knows (his mace). The mace also fits with the old warrior-priest archtype (priests in the middle ages, I've heard, got around a provision about holy men not shedding blood by using blunt weapons...).

I also gave him endurance, which he did not have before. This is because I think it is an excellent "good soldier" feat. He can sleep in his armor, and the +4 to con checks helps for long marches.

As he levels up, he's likely to keep increasing Fort, Will, BAB, and adding Toughness feats until he's reached the limit. After that, we'll see.
 

re: Cromwell

One of the unexpected side effects of the system is that you will see a lot more crossbows, maces and spears, and a lot less martial weapons about. If you do see a unit of heavily armed pikemen, then they are probably fairly well trained unit. Which has a much more realistic feel that the "every fighter is a master of many weapons" feel of the standard rules system.

Otherwise it all looks good. On bringing Cromwell back in, are you ready to roll now?
 

Having stayed up all night packing (and procrastinating), I'm leaving shortly to board the aforementioned cross-country plane. Thus, won't know what, precisely, I'll be able to do internet-wise for about 24 hours. I should be able to tell you then, though. :)
 

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