The Antigrol Tide (OOC)

Mallak said:
Well, you have to walk to the market (about 30+ min), then you have to shop (people shop differently, so this time is variable, but I doubt anyone but the super-efficient would be done in 10-15 minutes), then you have to walk to the morgue (60+ min). Since it is on the late side of mid-morning now, it will be late morning at the earliest by the time you get to the morgue, probably closer to lunch time. Figure about an hour at the morgue, and it'll be well past lunch by the time you get out.
Well we definitely want to check the morgue first, just in case someone else comes to check or collect the bodies.

Where is Deitrich's pawn shop, compared to the morgue and market?

Also how big is Tortila? It seems to be huge considering the travel times mentioned above, as 60 minutes would allow us to walk around 2 miles. Are we crossing the entire town to go from the market to the morgue? (I ask as Waterdeep, a metropolis with ~130,000 population, is roughly 4 miles by 2 miles)
 

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Given our penchant for managing to have to re-group every time we go somewhere (usually ditching our original long-range plans) I'd say we're good just saying we'll go straight to the morgue for now, and hope that, for once, we don't find we've opened up seven other directions we have to choose from. ;)

jason
 


Perhaps the travel times mentioned are a bit inflated. I was taking into account a certain amount of foot traffic which should be diminished now. As for the physical distances involved...let me get back to you on that one.

jkason said:
Sense Motive +5 vs. Naomi. Honestly, I'm thinking the situation would normally be odd enough to elicit a Sense Motive on both Troth <i>and</i> Naomi, but if I remember correctly, social skills aren't actually usable vs. PCs (Troth can't roll to Bluff me any more than I can roll to catch a Bluff from him), so the net effect is simply Sense Motive vs. Naomi.

In general, diplomacy is the only skill you can't use on a PC. The reason behind this is that roleplaying should take the place of diplomacy between PCs. Since players often have knowledge that their characters don't, it can be nearly impossible to roleplay a bluff or sense motive properly. A great example is a rogue who scouts ahead and steals all the good treasure.

Party Leader: "Did you find any good treasure while you were scouting?"
Rogue: "Nope!"

Without Bluff/Sense Motive, the player of the party leader could always say, "I don't believe you. I attack." This isn't really fair to the player of the rogue.
 

Mallak said:
In general, diplomacy is the only skill you can't use on a PC. The reason behind this is that roleplaying should take the place of diplomacy between PCs. Since players often have knowledge that their characters don't, it can be nearly impossible to roleplay a bluff or sense motive properly. A great example is a rogue who scouts ahead and steals all the good treasure.

Party Leader: "Did you find any good treasure while you were scouting?"
Rogue: "Nope!"

Without Bluff/Sense Motive, the player of the party leader could always say, "I don't believe you. I attack." This isn't really fair to the player of the rogue.

Gotcha. Edited my IC post to reflect Sense Motive for both folks. This would seem to fit your example pretty well, actually, as I know Troth wandered off with noble intentions, but Mag wouldn't have access to that information.
 






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