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Started by tomcat, Apr 21, 2015, 02:01 PM

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Telcontar

It seems like a pretty straight forward cultural clash between protection provided and paying a toll on the road.

Doug, if you want i can flush out some stuff on Mountain Hall like I did for the other settlments. I feel kinda in player mode at this point so I havent really been posting any narrative stuff.
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

tomcat

It's all good, Tom! Enjoy playing for a while!

I had the chance to play a Jedi last night in a solo game on on Roll20 and it was AWESOME! I hardly ever get to be just a player character and it was a blast. So enjoy playing Bandy and I will do what I do.

That said, as I stated before, I have no problem with you guys being creative in your posts about what you see around you; who you might talk to; what you hear; etc. If it has a direct impact on the story that I do not want to have happen, I might change it a little but not before talking to you all. But it gives me stuff to work with, so feel free to add whatever you want about Mountain Hall as you RP your PC.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Eclecticon

I'm having the same experience playing here - I've been a GM pretty much constantly since I started roleplaying in 1991.  I'm currently trying to keep my group's play through of the Great Pendragon Campaign on its wheels, so it's great to come here, kick back and just focus on one character for a while!
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Telcontar

I dont want to derail what Doug has going or throw off the rhythm, but I wouldnt mind exploring the Goblin Underdark a little and/or trying to learn more about this Hobbit inn. I am not sure how that will factor in to our timeline with the helm though. I imagine we could do a mini story with the goblins while we are spending 14 days in Mountain Hall, the Inn may be a bridge too far.
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

tomcat

I am willing to go in any direction...this is not a railroad but a sandbox, so let me know. If you all tell Ceawin he'll get his helmet in the spring of next year...well, that is when he gets it.

Might make for some neat clan troubles, too! ;)
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Eclecticon

#260
Is this maybe something we could tackle as a short adventuring phase around other events?  I'm resisting the temptation to read ahead in the campaign book, so I don't know what's coming up, but there would probably be time for a short side-trip. 

Also, I think it's worth opening Beorn's House as a sanctuary sometime - though not this Fellowship phase.  Grimbeorn's inheritance sub-plot and its convenient location make it a natural choice. 
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Telcontar

In terms of the meta game I think we have some time to kill. I would rather have a few side quests as a group then narrate through Fellowship Phase fiat.

If we spent the two weeks in Mountain Hall on a Goblin mini quest I think we would have time to find the Hobbit Inn as well as make a stop as a group at Beorn's house. It would help open up some plot lines for future character motivated directions. We could always take the Anduin river south and then cut east to Rhosgobal to make the helmet.

In terms of adventuring phases when Doig and I talked about it as co-GMs, and I dont think I am giving anything away here, I alwayd looked at them as formulaic. Each one should introduce something new in personal and meta-plot, as well as a new locale and key person. In that sense I think we should do something here at Mountain Hall. Woodman-town had the love interest piece which helped bring the story alive. I'd like to develop our time here in Mountain-Hall so that it's not just a pit stop bit a defined place for us as characters.

In terms of Bandy he has never taken the opportunity to go home. So he has been in the Wilderland at this point for several years. I have been trying to work that into the story through him thinking of home, thinking about how his character is changing, and his running low on good pipe wood. In that respect I think he would jump at the chance to see other Hobbits again without committing to going all the way back to the shire. With the exception of Rorin, he is the only one who hasnt spoke or had his own kind nearby. We have come across other dwarves, but Bandy has been a lone hobbit in wild world. Which defines his character, but would also make him very likely to find other hobbits. A return to base now would take him further away. I'm not saying that we should definetly go to the Inn, but the impact of going or not going will leave a mark on him for the next adventure phase.
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

disench4nted

Yeah, we traveled all the way out here, may as well make the best of it. I'd say we should definitely stop by the Hobbit in for Bandy's sake, and offer assistance with the goblin situation. I mean, if Arbogast's sister is going to come live here, we want to make sure it's safe right?

GandalfOfBorg

I know Grimbeorn plans to spend some time at least attempting some goodwill in the town as his father's representative regarding trade and passage within the lands of the Beornings.  It's not like he can escape it really due to the notoriety of the group, the tales of their adventures, and his lineage.
Gwaithlim Weapons
Great Bow  Atk: 2d -- Dmg (0h): 7/13/19 -- Edge: 10 -- Injury: 16
Swords       Atk: 2d -- Dmg (1h): 5/11/17 -- Edge: 10 -- Injury: 16
                                    Dmg (2h): 7/13/19 -- Edge: 10 -- Injury: 16

tomcat

All right, we will stay in Mountain Hall a while longer.

Matt, consider your undertaking being partly fulfilled by the assistance you are giving in dealing with the goblins.

Rorin - maybe you make the decision to forge the helm within Mountain Hall and show off your expertise - and also teach along the way. That way, the helm will travel back with you to meet Ceawin in Rhosgobel in October.

The Hobbit Inn is certainly something you guys can do, while you stay within Mountain Hall. It lies 150 miles to the north (15 hexes away), between the Carrock and the Forest Gate.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Telcontar

 ;D Doug, we players don't have hexes on our map!
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

Telcontar

What do you need from us before starting the thread up again and how does this effect our fellowship phase? Will we RP the goblin sidebar or do you want that narrated?
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

Eclecticon

Quote from: tomcat on Mar 02, 2016, 08:28 PMAll right, we will stay in Mountain Hall a while longer.
Cool! 

QuoteThe Hobbit Inn is certainly something you guys can do, while you stay within Mountain Hall. It lies 150 miles to the north (15 hexes away), between the Carrock and the Forest Gate.
I think I'm with Tom - this seems like something that should happen in an adventuring phase.  This is especially so given the emphasis on travel and discovery in TOR. 

I know how annoying it can be when player-types ignore the plot to focus on orthogonal things ('Move over, screen monkey!  We're taking this campaign to Mexico!') but it sounds like something that lots more than one of us is interested in doing.  It's also probably not far out of our way, given that we need to cross the River at the Old Ford in any case. 

Quote from: TelcontarWill we RP the goblin sidebar or do you want that narrated?
If I can make a suggestion, this could be dealt with by a one-off special undertaking:

Help Fortify the Mines
There is much that can be done to help prepare Mountain Hall for the day when the mines are breached from below - training the local Woodmen, identifying choke points in the tunnels and dales, and building traps, gates and deadfalls.  A companion choosing this undertaking makes a roll of Battle or Craft, followed by a roll on the table below.  This roll is modified by +1 if the companion has the Tunnelling or Enemy Lore (orcs or goblins) specialities, +2 if the Battle or Craft roll was a great success and +4 if the roll was an extraordinary success. 


:g:  Choose any one result except Grim Satisfaction or roll again. 
Nothing useful  The companion tries to be helpful, but finds that there is little they can contribute. Woodman companions reduce their Standing by 1 for the duration of the next Adventuring phase. 
2-3  Boon Companion  The companion's contribution is small, but their hope and confidence raise the morale of the Men of Firienseld.  Woodman companions raise their Standing by 1 for the duration of the next Adventuring phase. 
4-5  Good Work  The companion gains an advancement point in the Vocation skill group. 
6-7  Great Work  The companion gains an advancement point in the Vocation and Perception skill groups. 
8-9  Lend Your Sword Arm  The companion spends plenty of time sparring with the Woodmen, teaching much and learning something in the process.  Gain an experience point. 
10  Grim Satisfaction  Through training, construction and strategy, the companion ensures that an invasion from below will be a terrible and bloody business.  Recover a point of Hope and gain an experience point. 
:~~:   Injury!  The companion is injured by a falling rock, a blow from a careless sparring partner or a badly-aimed hammer.  They begin the next Adventuring phase suffering from a loss of six points of Endurance. 
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Telcontar

THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

tomcat

Hey guys, I will update the game tomorrow. I was busy prepping for my live tabletop game the last few days.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]