The Antigrol Tide (OOC)

MummyKitty,

Yes, we are headed south and land is to the west. However, land is a fair bit off, almost to the horizon. The other ship is heading south much closer to land. The captain just turned the ship to head southwest toward the land when Denther spotted the ship. The foreign ship is to the north of the Pander Ban, and to the west. If the Pander Ban were to stop moving and the foreign ship maintained it's heading, it would pass between the Pander Ban and land.

The wind is blowing from just east of north to just west of south.
 

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On Mag and magic

No problem with the possible / probable lack of aptitude. I know you had said that the magic classes would be non-human at first, so I thought I'd set up a character who might take some levels if they ever became available (much?) further down the line. It doesn't really bother me if he never can, though. I figure he'll persue the knowledge of magic in either case, and if he can't do it himself, try to learn enough to make the family act once again competitive. (e.g. he may never be able to cast dancing lights, but if he knows how it's supposed to work / look, maybe he can set up a reasonable fake of it. That sort of thing).

Either eventuality has interesting RP possibilities. :)

jason
 


A note to those of you who have sigs and such, or are just curious: the name of this campaign is officially "The Tides of Antigrol."
 


I know you said we shouldn't worry about the mechanics of the modified damage system, but the situation with Grondar has me curious about at least one thing: namely, healing in general. In the basic system, the rules only really concern themselves with the Heal skill as it applies to lethal damage and accelerated recovery--standard recovery is assumed without any check or attention from a third party.

In this case, though, it's sounding like we won't be making those sorts of assumptions. Grondor's head wound, in text anyway, sounds like something that needs some kind of care or it might not clot / might get infected, etc. So if I'm trying to help him with it (or he's trying to tend it himself), will we be needing to make skill checks (secretly, I assume)? Do we need to worry about him getting steadily worse, or can we assume rest and attention will slowly deal with the issue?

jason
 

You have posed a very well-thought-out question, and you're right, Grondar's head wound sounds pretty bad. As for how much attention it needs, I do not believe there are any trained healers aboard, so you won't get more information about the wound than what has already been given. I leave it to you as players to decide what your characters think about the wound and what sort of appropriate action should be taken. Mag has done the first step in having Grondar hold a handkerchief to his head. If someone were to use a healer's kit (something likely available somewhere on board), then they would specify the things they wish to do (apply antiseptic, wrap the wound, etc.), then a secret check would be made to see how effective they are. Other actions are possible, such as stitching the wound. As Mag noted, a skilled tailor could be just as effective at that as a healer.

In the end, though, these things merely assist Grondar in recovering; his body still has to do the work of healing itself (unless, of course, some sort of healing magic is applied). This also means that it is possible for him to recover on his own without any intervention, but in some instances, this might be highly unlikely (for example, if the wound is likely to become infected). In general, though, you shouldn't have to put too much effort into or expend too many resources on things like this. They're meant to add more verisimilitude to the world and add interesting RP possibilities rather than be actual challenges. Never doubt, though, that if you take any sort of wound, it's a good idea to seek medical attention. Just think about what your character would do in the situation, and the right course of action should be obvious. (Head wound? Find a bandage, apply pressure to stop bleeding, etc. Twisted knee? Keep weight off of it for a while, maybe take something for the pain.)

Does that answer your question?
 


Well, I suppose that all depends on what you want to do. If you wanted to, say, wander among the crew, well, that probably wouldn't work very well. If, on the other hand, you wanted to daydream, go right ahead. For something in the middle, like sharpening a knife, it's possible, but you probably won't be able to do either task as well as you could if you were only doing one. General rule of thumb: steering on calm seas takes at least one hand and requires that you maintain close physical proximity to the wheel (within arm's length). Other than that, you're free to do whatever you like. Experiment and see what happens.
 


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