Since the telepathy is working, if people want Sarith to drop the Darkness (at any time), let me (the player) know before he acts at the top of a particular round. Since half the fighters are in the guard tower, I thought a delaying action was better for the NE corner. (Especially with Sarith still in shackles.) If you think fighting these 2 new guards is better, I'll go with that.
With the western bridge chopped down (yay!!), we need to fight off whatever is coming from the NE. That stuff in the storeroom will take time to hand out. (Putting on light armor takes 1 minute, medium armor 5 minutes.)
Question for DM: When Beegred is handing down weapons as his action for a round, would it be 2 hand crossbows AND 2 quiver of bolts = 2 weapons handed down, or would it be 1 crossbow + 1 quiver = 2 ?
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
It is Narstin's go to play Ront. He usually posts later in the evening, so I'm guessing that will be it for today. Tonight is my tabletop night, so I won't be posting until the weekend.
Work with us, here. I, as a player, know there is telepathy. I simply asked who Ferry hears. I can role-play the knowledge and discovery, just as I did the first time he heard it from Stool, on the bridge.
Note: Eldeth is not within 5 feet of the drow, therefore she has to throw the improvised weapon. A ranged attack against a prone target is at disadvantage. Do you still want to take this action?
In the armory, Ferri hears no one speaking telepathically.
AlphaLyrae has dropped out of the campaign. His grievances were:
The cast of PC's and NPC's were too much to keep track of
I make up rules as I go
I ignore posts, or the intent in them
The map is not updated often enough
He says that my style of "gotcha" DM'ing where I selectively choose what parts of the posts I want to use and then lock in the result is not fun.
Now, regardless of how much of the above is true or correct, what I don't like is he gave absolutely no prior warning that he was unsatisfied. I really hope if there's something you are not liking, or finding difficult, you'll reach out to discuss it before calling it quits.
I admit that I have moved the story forward by ignoring precise instructions and doing my best to meet the intent.
It can get confusing when several people are free to post their actions but those actions are still played out in initiative order. Now I gave the option to play "first to post, first to move" for groups of PC's acting in between enemy initiative, and it was AlphaLyrae (Post #280) that wanted the initiative order to be followed. Now that he's gone, the option is back on the table: Follow initiative order like I've been doing, or allow whoever posts first to act first?
Back to specific instructions vs. intent: if you give me an instruction that is not possible because you weren't aware of something, do you want me to slow the game down, explain why the action is invalid and ask you to post another action, or do you want me to keep the game moving by having your character do almost the same thing, but not quite what you specified?
I mean, there's no rush to play, but in theory it's one day per issue that needs to be resolved. I find if things don't keep moving, people just lose interest and disappear without even saying goodbye. So I've been doing it the way I have. Up to you guys to tell me how you want to proceed.
Iif we do keep the initiative order, or even if we don't, it can get hard to keep track of who moved where between the start and end of a round. If you want to be able to see the up to date map instead of one refresh when a new round begins, I can give you the link to the campaign in Roll20. Just ask.
Last question: The module is designed for 4-6 players. We're down to 4, and 2 (Valthana and Ferriman) that I will need to manage until I can find a way to have them exit the story. Are you happy to keep going with 4? Or would you like for me to re-open recruiting?
I have to admit that the cast of characters is too much for me, but I'm willing to keep going. (Willing to be out of my comfort zone, but I do hope someone else is keeping track of all the NPCs.)
I've noticed that you have ret-conned some things that players said they wanted different, so I think you have shown flexibility to try to keep people happy. It can get frustrating at times, but I think that is due to the limitations of play-by-post.
I wouldn't mind 1 or 2 more players (better PC-to-NPC mix), but if others are fine with 4 that is okay with me.
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Hey guys, we had a big earthquake friday morning and I spent most of the day without power, on top of being sick at the moment. I should be back to being able to post regularly again (other than my general slower response time on weekends). Working on catching up on my various campaigns, will get a post up when I can.
As far as instructions vs intent, I'm fine with you doing your best to keep the intent of what someone said they wanted to do in order to keep things moving. I'm also fine if we want to change to first post/first move, I'm happy to go either way. Similarly, I can go either way. I'm happy to open it up for 1-2 more if people want, i"m also fine keeping the 4 of us. (I know, I'm being real helpful here :P)
In other news, for Derendil's turn, does the south bridge still need more cutting down to take it down?
I'll reassert my vote for allowing the action to play out in the order that people submit their posts (between hostile NPC actions, of course). As a DM, I've adopted this method in my own campaign without ruffling anyone's feathers.
The number of friendly NPC's has certainly added a level of difficulty to tracking all that's taking place, but that's a module/campaign issue. I'm assuming as the story moves along that some of the NPC's will eventually fall by the wayside.
Regarding how you've handled invalid character actions, I would say this: (1) I haven't experienced it (yet), and (2) if my character does attempt to do something impossible/invalid, I trust you to modify Tozer's action in such a way that respects the spirit of his character and decision
I vote for picking up one more player; as pointed out by Quasi, another player helps us with the character-to-NPC ratio
Just a note to hopefully assure some of you: the NPCs are not intended to tag along for the rest of the campaign. They are there to help with the escape and finding your way in the Underdark afterwards. I will definitely shed some within the first two chapters.
Per post #300, Derendil has 2 shorts swords already.
If Narstin doesn't mind, we can make Derendil's action/move happen by having Narstin move to N9 instead of M9 on his turn. That would give Derendil room to get off the bridge.
BTW: What did Tozer do with his shortsword when he picked up his Maul?
Per post #300, Derendil has 2 shorts swords already.
If Narstin doesn't mind, we can make Derendil's action/move happen by having Narstin move to N9 instead of M9 on his turn. That would give Derendil room to get off the bridge.
BTW: What did Tozer do with his shortsword when he picked up his Maul?
Forgot he got 2 swords. That works then, N9 is fine for Narstin and Derendil can carry the 2 swords across to drop.
BTW: What did Tozer do with his shortsword when he picked up his Maul?
Excellent question. I assumed because it was a sword that had been dropped (and, therefore, Tozer had no sheathe for it) that Tozer merely dropped it on the floor.
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That's fine. He's pretty well off with just his claws. Just needed something to cut the bridge with.
Since the telepathy is working, if people want Sarith to drop the Darkness (at any time), let me (the player) know before he acts at the top of a particular round. Since half the fighters are in the guard tower, I thought a delaying action was better for the NE corner. (Especially with Sarith still in shackles.) If you think fighting these 2 new guards is better, I'll go with that.
With the western bridge chopped down (yay!!), we need to fight off whatever is coming from the NE. That stuff in the storeroom will take time to hand out. (Putting on light armor takes 1 minute, medium armor 5 minutes.)
Question for DM: When Beegred is handing down weapons as his action for a round, would it be 2 hand crossbows AND 2 quiver of bolts = 2 weapons handed down, or would it be 1 crossbow + 1 quiver = 2 ?
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
I'll rule the hand crossbows are small enough you can carry two per hand (not use though!), same with the quivers.
It is Narstin's go to play Ront. He usually posts later in the evening, so I'm guessing that will be it for today. Tonight is my tabletop night, so I won't be posting until the weekend.
I posted my turns a bit early in case I'm not too attentive on my mobile today, and since Eldeth is towards the top of the initiative.
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
With Sarith and Beegred's telepathy, can we get official word on the range? Who all does Ferry hear?
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
How would you know if someone is or is not talking to you via telepathy, especially if you can't see them?
Work with us, here. I, as a player, know there is telepathy. I simply asked who Ferry hears. I can role-play the knowledge and discovery, just as I did the first time he heard it from Stool, on the bridge.
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
Note: Eldeth is not within 5 feet of the drow, therefore she has to throw the improvised weapon. A ranged attack against a prone target is at disadvantage. Do you still want to take this action?
In the armory, Ferri hears no one speaking telepathically.
AlphaLyrae has dropped out of the campaign. His grievances were:
He says that my style of "gotcha" DM'ing where I selectively choose what parts of the posts I want to use and then lock in the result is not fun.
Now, regardless of how much of the above is true or correct, what I don't like is he gave absolutely no prior warning that he was unsatisfied. I really hope if there's something you are not liking, or finding difficult, you'll reach out to discuss it before calling it quits.
I admit that I have moved the story forward by ignoring precise instructions and doing my best to meet the intent.
It can get confusing when several people are free to post their actions but those actions are still played out in initiative order. Now I gave the option to play "first to post, first to move" for groups of PC's acting in between enemy initiative, and it was AlphaLyrae (Post #280) that wanted the initiative order to be followed. Now that he's gone, the option is back on the table: Follow initiative order like I've been doing, or allow whoever posts first to act first?
Back to specific instructions vs. intent: if you give me an instruction that is not possible because you weren't aware of something, do you want me to slow the game down, explain why the action is invalid and ask you to post another action, or do you want me to keep the game moving by having your character do almost the same thing, but not quite what you specified?
I mean, there's no rush to play, but in theory it's one day per issue that needs to be resolved. I find if things don't keep moving, people just lose interest and disappear without even saying goodbye. So I've been doing it the way I have. Up to you guys to tell me how you want to proceed.
Iif we do keep the initiative order, or even if we don't, it can get hard to keep track of who moved where between the start and end of a round. If you want to be able to see the up to date map instead of one refresh when a new round begins, I can give you the link to the campaign in Roll20. Just ask.
Last question: The module is designed for 4-6 players. We're down to 4, and 2 (Valthana and Ferriman) that I will need to manage until I can find a way to have them exit the story. Are you happy to keep going with 4? Or would you like for me to re-open recruiting?
I have to admit that the cast of characters is too much for me, but I'm willing to keep going. (Willing to be out of my comfort zone, but I do hope someone else is keeping track of all the NPCs.)
I've noticed that you have ret-conned some things that players said they wanted different, so I think you have shown flexibility to try to keep people happy. It can get frustrating at times, but I think that is due to the limitations of play-by-post.
I wouldn't mind 1 or 2 more players (better PC-to-NPC mix), but if others are fine with 4 that is okay with me.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Hey guys, we had a big earthquake friday morning and I spent most of the day without power, on top of being sick at the moment. I should be back to being able to post regularly again (other than my general slower response time on weekends). Working on catching up on my various campaigns, will get a post up when I can.
As far as instructions vs intent, I'm fine with you doing your best to keep the intent of what someone said they wanted to do in order to keep things moving. I'm also fine if we want to change to first post/first move, I'm happy to go either way. Similarly, I can go either way. I'm happy to open it up for 1-2 more if people want, i"m also fine keeping the 4 of us. (I know, I'm being real helpful here :P)
In other news, for Derendil's turn, does the south bridge still need more cutting down to take it down?
South bridge is cut.
Hey, Kerrec, a few thoughts...
Just a note to hopefully assure some of you: the NPCs are not intended to tag along for the rest of the campaign. They are there to help with the escape and finding your way in the Underdark afterwards. I will definitely shed some within the first two chapters.
If Nekraen is OK with doing so, we'll switch to "first to post, first to act".
Per post #300, Derendil has 2 shorts swords already.
If Narstin doesn't mind, we can make Derendil's action/move happen by having Narstin move to N9 instead of M9 on his turn. That would give Derendil room to get off the bridge.
BTW: What did Tozer do with his shortsword when he picked up his Maul?
Forgot he got 2 swords. That works then, N9 is fine for Narstin and Derendil can carry the 2 swords across to drop.
Excellent question. I assumed because it was a sword that had been dropped (and, therefore, Tozer had no sheathe for it) that Tozer merely dropped it on the floor.