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| Rockjaw08-31-07, 07:19 PM | Last time our good friend named Deanrule made the "Build a City" thread that lasted for over 50 pages and advanced over 15 years of ‘playtime’ and made quite an impression on some of us. The premise will be the same, to let the posters create a town bit by bit using the D&D 3.5 rules so that eventually a truly organic city would be made. One that actually felt like a unique creation in a land of magic rather than a medieval European hamlet thrust into a world it didn't belong in. Our goal was to create something that any DM would love to use in their created world, (I know I did…!) We were able to create a town without the pitfalls of overpowered PCs running around every corer and wickedly evil undead in every basement. Though it was tough, and sometimes we argued in the thread it was in my humble opinion very, very successful. Though we only used the three core books PHB, DMG, MMI. My intention for this thread is to repeat what Deanrule did and continue to develop this ‘core intent’ to building areas that can fit into any setting, either published or homebrewed. The rules will be the same as the original. But with one twist, for the original group, we are adding 2 Books to include their material and hopefully further advance the creativity and the overall ‘customization’ we all showed before Books for BACT2: PHB, DMG, MMI, Savage Species & Cityscape *as OP I do reserve the right to add an additional book in year #5 1) No artifacts. Artifacts are unbelievably rare in the D&D universe. Most adventurers will go their entire careers without ever seeing one. EXAMPLE-RIGHT: Simon discovers a small ring with feathers engraved lightly on the band. (Feather Fall) EXAMPLE-WRONG- Angered by the mob, Simon slays them all and claims the +15 unholy, vorpal greatsword of wounding as his own 2) Major events (zombie invasions, dragon razing disintegration of major characters) should be proposed, rather than enacted. You would post a "proposition" at the end of your post if you wanted to do something huge with a rough outline of what you wanted to happen. The NEXT poster would then be able to decide if they thought your major even was truly warranted. Thusly for any event to occur it would have to be seconded, which would hopefully severely reduce (if not eliminate) the need to debate canon. EXAMPLE-RIGHT: "Proposition" I think it would be interesting for Bobville to be raided by a squad of Hobgoblins EXAMPLE-WRONG: Bobville is raided by Hobgoblins and dozens die in the ensuing melee. Also, everyone is now a Vampire. 3) Any poster may precede the body of his post with the word "STOP". This means that he has taken serious issue with some event posted in the last chronicle. Further posts should not be made directly chronicling the town's events until the issue has been decided as either canon or non-canon. Without my posting an event can be considered "decided" if three consecutive posts are made in agreement as to whether or not the event is canon excluding the original poster of the event. EXAMPLE-RIGHT: Poster 1: Everyone is now a Vampire Poster 2: STOP. That is ridiculous Poster 3: I agree. The vampire thing is stupid as hell. Poster 4: I agree. And that’s three of us so it's out. Next person can chronicle without it. Each poster (that wishes to) may post a "Chronicle". An account of the activities and the going's on of the town and its residents. A "Chronicle" typically covers between a 1 month and a 3 month period but they may be longer under some circumstances. You may make anything occur that you wish but please obey the following guidelines before chronicling. We will also introduce and completely encourage a different type of entry, the Journal. A “Journal” is just what you think, the musings, thoughts and plans of a PC or NPC in the town. It is NOT an additional “chronicle entry” The rules for introductions of characters and non-characters will be the same, and the amounts predetermined by the chart that Sylvaroth posted for us, the most important thing to remember is that we will build this as a group and that having fun and being able to render a finished product we can all be proud of is our only true goal.. Look for the upcomming setting post...!!!!! |
| Rockjaw08-31-07, 07:26 PM | The Cast : It was cold this early in the morning, cold and damp. Braun found himself wishing for his bed again. Underneath him his mount trembled in anticipation, ready to be off “easy boy, soon, soon enough” said the young Captain, patting his horse on the neck. Braun Cagun, Captain Braun Cagun of the 1st Civil Engineers Corps, was absolutely miserable. Captain Braun Cagun: HM (Fighter-10) Sitting on his horse waiting to leave for the easternmost post in the borderlands, sitting in the damp chill, with his head still pounding from the remnants of an ale soaked evening. Having to listen to the small group behind him making way too much noise. “Field Sgt Coonan, do they have to be so loud?” asked Braun, rubbing his temples in agitation, both at the pain and the situation at hand. Still trying to remember how it had happened, and where it had gone wrong, Braun mused his fate. As little as a ten-day ago he was still Lieutenant Braun, miscreant and slacker, with one year left on his contract of service. He tried to stay as out of the way as much as possible, mostly because he felt that military service was a complete waste of his time and, truthfully he was completely bored of it. Born 3rd son to a gifted military leader did have its advantages but more and more Braun was seeing the complete disadvantages of having a famous father compounded by not one but two equally famous older siblings. His eldest brother Kuran was right now ‘Knight Commander’ in the distant south fighting aginst the Orc incursions, and his other brother Tol was Captain of a warship chasing down pirate vessels on the great sea. Now here he sat on a cold morning, preparing to go over a months ride east, then a sea voyage, to secure a recently reclaimed Atoll, and do nothing, but in his humble opinion, waste a year waiting for nothing to happen. One again Braun pulled the orders from under his cloak, and once again read them looking for a loop-hole that would get him out of this….. Notice of Assignment and Orders: By evaluation of deeds and record of merit, Lt Braun is herby promoted to the rank of Captain and ordered to assume command of the 10th Co. 1st Civil Engineers Corps and to immediately, move to the assignment location of record and assume the duties of the task in controlling for the King the areas around the borderland and defense of the Realm aginst all enemies both foreign and domestic, Blah…..Blah……Blah Jamming the paper back into his pouch, Braun looked at the assembled troops around him and felt even worse, this collection of misfits was probably the most useless troopers in the whole military. Two veterans both with suspicious histories, 8 former guests of the stockade all with authority issues, and a cranky, disheveled, war-wizard, that may have been female but under the swaddling cloak and continued sneezing and sniffling he was not sure The trip was uneventful and boring, Braun was even mildly excited when he rendezvous with the supposed settlers waiting at the cove for him and his men. Captain David Sailstorm came from a long line of brave sailors. His father's father sailed in the name of the King, and his father's father's father sailed in the name of the King. His father, however, sailed for himself, and was known as the bravest merchant captain on the Sea of Storms. When David was old enough to take to the sea, he grew bored with the merchant life and began taking increasingly unconventional jobs. Just like this one, he mused. Ferrying a small group of settlers and military men to a reclaimed island barely visible from the shore, supposedly filled with lost treasures and exotic items, but it did pay the bills Captain David Sailstorm (Rogue 10) Now to go and see the Military Commander…….. |
| Rockjaw08-31-07, 07:34 PM | Chronicle of the Unforgiving Isle: Year 1, Month 1 The Island was ugly and violent, great mountains shot to the sky, impossibly high and covered in deep green flora the ruins were clearly visible from the beach and looked ancient and almost primal, Sailstorm wasn’t looking at them he was looking at the harbor, it was deep and sheltered almost as if the gods created it for trade. His Boson was calling the depth with the string and it was holding a 6 fathoms, deep enough for a fat swaddled boat, laden with trade goods. The remains of an extensive pier system could be seen just below the surface great stone footings still lined in organized rows and waiting only new toppings to be functional again. Rumors abounded about this place, and how it cam to be abandoned, some said a earthquake, some claimed tidal waves, even some whispered Tia-fun the most deadly of storms, capable of destroying all in its path. Sailstorm pushed these wanderings from his mind, something did happen here and he wanted to find out what……. The Island was dangerous, that was the only thing that Braun could think, the woodland looked impenetrable and unforgiving and the ruins he could see looked older than he expected. It was hard to believe that this was at one time a major trade port to the mostly hidden and isolated Eastern Realms, or that the King wanted to re-open the almost deserted trade way, nobody had traded with the Easterners in years. Some thing else was going on and he was somehow stuck in the middle, of that he was sure…….. Farmland looked to be scarce, and the mountains wouldn’t be helping much either thought Kaspar, and hopefully there will be fresh water. As the leader of the ‘Settlers’ he was worried by the first look and wondering how they would begin to rebuild, he knew a second ship would be there in a month to re-supply them but he needed to have the fields ready, well we’ll see soon enough, he thought glumly……. Unforgiving Isle: Captain Braun Cagun: HM (Fighter-10) Field Sgt Coonan: HM (WAR-4) 9-Guards: HM (WAR-1) Kasper Duggun: HM (EXP-5 Farming) 12-commoners (workers) |
| Alexeduardo08-31-07, 08:22 PM | *proposal* An elder wizard looked from atop the tallest mountain. A ship ariving, a military ship arriving. He frowned. He hadnt cast an offensive spell in 20 years and he did not want to start now. As he walked back to his cave, he thought of the civilians possibly ariving alongside the warriors and feared they could suffer the same fate the last settlers suffered. It wasnt long before he decided he should protect them, butat the same time let them develop. Test them by luring many of the maradung monsters of the island to them. But he should make sure he threw nothing to big at them. Speaking of which, he thought as he walked out of his cave once again, there are some tunnels to be closed al over the island. "But dont you worry, my loyal spellbook, the one loyal companion I have ever had. Those tunnels will be opened if they ever find out..." *end of proposal* |
| PerennialRook09-01-07, 12:33 AM | Chronicle of the Unforgiving Isle: Year 1, Month 2 Typical military operation, a engineer corps with no engineers. Braun hoped that monsoon season would end soon, and hoped even more that it was a season and not the constant state of things. Morale was low, everything was wet, and hopes wouldn't dry boots. The issue tents proved no match for the mud, so the first priority became shelter. Braun hesitated building on the ancient stone of the ruins until he could requisition a proper engineer, so he opted to fell trees and build a small barracks. Duggun seemed to have his head on straight, so he was put in charge of the project, with the labor to be levied upon the backs of the laborers. Tarps from the tents we tied up to collect rainwater into barrels, but this was a temporary solution. Sgt. Coonan suggested a small hunting party do a reconnaissance of the jungle, perhaps also to find a permanent fresh water source. The mention of reconnaissance reminded Braun that he may need the help of a cartographer as well, and would note such in his report he would be sending back with the cargo ship at the end of the month. Sgt. Coonan led one of his squads, comprised of five of the guards, on the inland expedition. Tensions rose in camp the night after their departure when they had not yet returned. Rumor spread through the camp that they had either been taken by savages, or met a more primal fate at the hands of the island. Work was slow the next day, as concern at the loss of half the military force took hold. Late in the afternoon tension broke as the men stumbled from the treeline, heavily laden with the quarters of an oxen looking beast. Sgt. Coonan carried the head of the beast, crowned with sweeping, curved horns. The beast was just in time for a celebratory feast, as the barracks had been completed, and all would have a dry place to sleep up off the ground. In the middle of the feast, with a small bonfire to his back, and embers rising to the sky, Captain Braun Cagun mustered a small speech. "I do not know the plans of kings, nor gods, or what force pried this land from men's hands, but, as I live and breath, this island is ours and not even the sea herself can take it from us!" More that a full ration of ale helped each of the men appreciate his speech. though had less been in such a state, one of them might have noticed the eyes glinting in the light of the fire from beyond the edge of the shore. The end of the month came and went, and the shipment of supplies had not yet arrived. Unforgiving Isle: Captain Braun Cagun: HM (Fighter-10) Field Sgt Coonan: HM (WAR-4) 9-Guards: HM (WAR-1) Kasper Duggun: HM (EXP-5 Farming) 12-commoners (workers) Buildings: Barracks (unnamed) |
| Dragoon109-01-07, 12:47 AM | Year 1 – Month 3 It was fortunate that the Island had been abounded long enough that few of the natives knew common anymore, as hearing newcomers claim this is 'their' island, their land, tends not to sit well with the natives. Fortunately for the settlers the sets of eyes which had been watching them only spoke Draconic. For the next two weeks (the first two of month 2) the monsoon season was in full force. Getting anything done proved nigh impossible as the near relentless downpour made it miserable to go out, and even when the workers could be spurred to work, maybe about three to four hours a day if the management was lucky, work was slow because of the sandy mud created by the heavy rains. Over these two weeks some trees were felled and dragged to the camp, and work had begun on a watch tower, the legs of the structure anchored into the muddy sand. It would not be stable until the rains at least slowed, but putting poles into soft ground is much easier than putting them into hard ground. Come the third week of the month the rains did begin to slow, not coming only every other day, and in less force. Though the ground was not going to dry any time soon it gave the settlers a chance to make another brief inland trek while the supports for another guard tower were driven into the beach. Sgt Coonan and a group of his guards again ventured into the woods, bringing more meat, a mixture of snakes and jungle foul, back to the camp, but still no signs of fresh water. The fourth week of the month marked the end of the monsoons, and while this meant they could really resume work, it also marked the end of more fresh water. Two unsuccessful exploration treks did not bode well, nor did the lack of any supplies arriving. Moods were starting to dim even further come mid week, for though the two guard towers had been made, water looked like it was going to prove an issue. The evening of the fourth day of the fourth week brought about a new hope after a big scare. As the sun set a group of Kobolds emerged from the woods. There were about eight of them, and they all were carrying a javelin or two in a quiver on their back. They were all dressed in very little, some loose leather or hide breeches with a belt supporting various bags, pouches, and water skins. In addition to all having javelins they all had a few feet of rope wrapped in a loop around one shoulder, and they were all working together to drag a modestly sized flat bottomed boat. The guards stationed in the towers have no idea what these creatures are up to, and start shouting the alarm, quickly rousing the entire colony and bringing everyone out armed with all manner of proper and improvised weapons. The Kobolds, having had little knowledge of the contents of the camp are quickly faced with a mob of larger people, and draw their javelins, and so the standoff began. The lead Kobold jumped backwards and into their boat, followed by a large, darkly furred something. A few yips later there is a glow from the boat as he has cast produce flame. Knowing their foe has some sort of magic causes about half the workers to drop their weapons and hide. The lead Kobold steps onto the bow of his boat and starts yipping questions with as much of a commanding presence as he can muster. Normally this would not have been much, seeing as he is half the size of the humans, and sounds like a small dog, but the spell in his hand commands some respect. Unfortunately, it seems no one knows Draconic, at least not until one of the workers crawls out from under the baracks. “He's asking why we're pointing weapons at them, and wants us to lower them.” The young laborer stammers out as the two groups stare at eachother. “Well...” Sgt Coonan was not about to drop his blade. “Tell them this is our camp, and ask them what they are doing out at night heavily armed and coming to our camp!” The laborer, Johnathan Cossack, hurriedly stammered out the Sargent's reply. He did not like being thrust into this position of interpreter against two groups that could easily start attacking at any moment should someone sneeze. The Kobold leader yipped a reply, which Johnathan hurriedly translated. “He says they're going to go spear fishing, and wants to know why else in the infinite layers of the Abyss they'd be dragging a boat across the beach.” The guard captain gave this a moments thought, and slowly put his sword away, as did the rest of the colony, and the Kobolds had soon returned their Javelins to their quivers. The lead Kobold closes his hand, dispelling the Produce flame, and walks over to Sgt Coonan, a clawed hand extended. And tail wagging in a peaceful manner as he makes his introduction. “He says is name is Kethix, a druid.” Johnathan translated as the Sargent shook the Druid's hand. “I'm Sargent Coonan, leader of the guard.” “And I'm Captain Braun Cagun, leader of this colony overall.” Cagun interjected mid translation, forcing Johnathan to start over and add in the Captain's introduction. “Druids are spellcasters, ask him if could cast a spell to make us some water.” Bruan added. A few yips later and Johnathan was giving the reply. “He says he can, but he wants to know what we are offering. And he just told his followers to go start fishing.” As the remainder of the Kobolds dragged their boat to the water and piled in, javelins tied to ropes for some spear fishing, the large fuzzy thing scampered over next to the druid. It was instantly identifialbe as a dire rat thanks to its long, fur less tail, huge size (for a rat), and general not the most-pleasant-thing-to-look-at-ness. Kethix yipped a few more words. “The rat is his companion, named Gix.” “Ask him what he wants.” Cagun said, as he directed some laborers to fetch water containers.. Johnathan parroted, Kethix pondered, then replied. It took him a while to say what he had to say, making Cagun nervous, thinking he had a large list of demands. Kethix stopped after a few moment with a hopeful look about him. “He says he wants protection on the beach, and a place among us to make a permanent camp. He says this is all that is left of his village, or tribe, or something like that, I'm not sure exactly what sort of group this is the remnants of. The monsoon season made a mess of his group, and larger predators deeper in the island jungle only made things worse. He says he will provide spells and knowledge in exchange for being protected here.” “That will be agreeable.” Cagun replied, and the translation elicited a happy tail wagging from Kethix. The final two days of the month were marked with the eight Kobolds and a rat being gifted with tents to camp on the beach, and Kethix making good on his word and providing the camp with magically created water, and directions to a fresh water source a short jaunt into the forest, and construction moving on at a brisker pace now, as Kobolds chip in and morale finds itself boosted with a resident Divine Caster. Johnathan was given the Official title of Interpreter. Unforgiving Isle: Captain Braun Cagun: HM (Fighter-10) Field Sgt Coonan: HM (WAR-4) 9-Guards: HM (WAR-1) Kasper Duggun: HM (EXP-5 Farming) Johnathan Cossak HM (Commoner 1, knows Draconic) 11 - commoners (workers) Kethix: Kobold, (Adept 2, LN) 7 Other Kobolds (Commoner-1) Buildings: Barracks (unnamed) 2 Guard Towers (flanking the Barracks) I introduced the Kobolds as a way to get some sort of natives into the action early on, and give the colony some allies wh can give them some knowledge of the island. I chose Kobolds as they are week enough not to steal the spotlight from the colonizers, particularly in the low numbers introduced. The leader being a druid provides a divine caster who can help immensely, a cure light wounds is never bad to have, nor is a source of water if they need to fortify. A lead druid makes sense also, as semi-matrial class that can provide both spiritual and physical leadership to an otherwise unipressive lot. |
| Sylvaroth09-01-07, 03:11 AM | - REMOVED - |
| PerennialRook09-01-07, 06:26 AM | A few questions: What happened to the war-wizard (female?) mentioned in the initial post? Still no boat with supplies? Should have arrived month 2, and still isn't seen by the end of month three. We are a little heavy on the player class characters, but I like the addition of Kethix. Also, *proposition*, where it was first thought that Johnathan was a commoner, he is really an adept, thus the knowledge of Draconic, a language whose uses are few. *Proposition #2* This is an all male camp (as far as humans go) until the settlement has enough structure built up to request women (perhaps wives of some of the conscripted workers, or "settlers"). Also, some thought might be given as to what supplies they have (assuming the shipment doesn't arrive this coming month). Edit: I also propose that we officially change the name of the isle to the Unvorgiving Isle. ;) -Pk |
| PerennialRook09-01-07, 07:20 AM | I had another interesting insight. It may be that this predator in the jungle (Girallon?) may have a taste for kobold, which is why Kethix chose to seek refuge among dinner... i mean humans. It is strange (though maybe not to humans who don't know better) that kobolds would choose to live in the open on the beach. It is all very against their natures, and sure to cause interesting problems. The introduction of kobolds may also pressure the need for a town charter, or civil laws. The Military Code of Justice may work well for Captain Braun Cagun and his men, but the civilians and kobolds fall under no such code (as far as it has been established). Native kobolds may think in terms of owning things in common (read: take things they want on a whim), where as most humans prefer that possession is very clearly defined and protected by law. An "incident" in the upcoming month might set this up nicely. (unrelated) *Proposal." I suggest that we hold off on the resupply a few more months. Let the settlers sweat a little. -Pk |
| PerennialRook09-01-07, 09:37 AM | Non-core posting. Deleted to avoid confusion. |
| Sylvaroth09-01-07, 10:11 AM | STOP I am simply and utterly against killing off the druid by a CR 6 creature that in turn is quickly handled with in a few short sentences. The average class level of the settlers (excluding the kobolds) is below 1. So I don't expect to see such dangerous creatures at least until we have established a smoothly running settlement. Make a formal proposal before you make such grave decisions on your own. A 1st level adept can barely heal a flesh wound (having only CLW by that point), not to speak of resurrection spells. If you want him retroactively be changed from Com1 to Adp1, make a proposal. All of a sudden our brave commander has his wife with him on a military expedition to the realm's boarderlands? I can see reinforcements sent by the king. I would agree to add a few castaways. Families, friends and even more civilists get a straight NO from me. A kobold matriarch appearing out of thin air? There was no mention of it when the kobolds approached the camp. And since it was Kethix (who IS female actually) who did the negotiations, I don't see why we need her at all. Sorry but, NO! |
| Dragoon109-01-07, 12:06 PM | I Agree. Higher level monsters should not be encounteredd before a decent village is made, as currently anything with a CR bove 3 could kill half the town if Cagun doesn't get to it first. Also, raise dead is a high level spell, anything better even higher still. To comment on some other comments: The Kobolds agreement to cast spells in exhcange for defense is not completely out of their character. The humans are larger than they are, and Kobolds are not known for their bravery, so striking an agreement for defense with much larger creatures would make sense. The Kobolds were flushed out of the forest by predators (unspecific) and loosing their home and a good deal of their population to the monsoon. Camped with the humans is not ideal to be sure, but as long as they sleep during the day (thus avoiding their daylight sensitivity), they wouldn't fair too poorly, and its better than being eaten in the jungle (the average Kobold is a lower CR than most animals). I appologize adding a PC class character too early. I was thinking about him being an Adept, but a druid just seemed more in place in dense wilderness, while an Adept feels more like someone on the outskirts of society. As for Johnathan speeking Draconic, he probably has a decen intelegence (14+) and took it as a secondary bonus langauge. Maybe he ahs a relative who is a wizard. By making him an Adept the water problem initially put forth would have never existed to begin with (Create Water is an Adept spell). |
| Argo09-01-07, 12:13 PM | I agree. No killing the druid. |
| TheScapegoat09-01-07, 12:13 PM | I have a question about the Kobold druid. As I understood it one of the rules was 1 PC classed character for every 50 residence. We have not reached 50 yet and already have 2. Wouldn't an adept have served the purpose just as well? (This is mute if he is killed off but it sounds like people are against that.) Personally I would prefer either she was dead or turned into Adept. Not only thought but Ecklands first PC class character was a fighter and it's second was a druid. Any real reason to continue the trend? Edit: I appologize adding a PC class character too early. I was thinking about him being an Adept, but a druid just seemed more in place in dense wilderness, while an Adept feels more like someone on the outskirts of society. Skipped over that line for some reason before I posted. While you are kind of correct the Adept really can be used for anything dependent on feat/skill choices. You could call her a shaman and make her an adept. Just as a commoner can be a farmer/skinner/herding/builder/ect. |
| Argo09-01-07, 12:25 PM | Also, uh... we're not including my whole prelude about the history of the islands? Because I've gotta say... I thought we were including it. |
| PerennialRook09-01-07, 01:02 PM | Sorry. I didn't mean to upset things so much. My thoughts were that we don't have the 50 npcs to support one character, let alone two. As for the cure light wounds that was cast by the adept, I thought it was pretty standard (Tobias only took one hit). The town should have an adept for its size, so I thought it appropriate to upgrade him, since he already knew draconic. The CR 6 monster was easily handled by a 10th level fighter. I'm going to be off line for awhile, so, as this is a community project, feel free to decide as you all wish, let that become how the events happened, and I can edit the original later. Again, sorry, didn't mean to ruffle feathers. -Preston |
| TheScapegoat09-01-07, 01:27 PM | Thought about it a bit just to get my thoughts out about why I am against having a druid so early on. I personally believe that the druid provides far to much resources to the settlement that should be provided by other lesser members and it leaves less room for growth in story. The druid is almost a cop-out and takes away some need of producing important minor NPCs will skills to help the settlement early on. 1) Skill points: The druid has more so is far likley to cover a wider range of nature based skills having less need for other NPCs to cover the same skills. 2) Wild Empathy (not to mention charm animal): Predatory animals become far less a threat in the harsh wilderness of the island with a druid. It would be far more interesting for one of the guards sent with the original force to have been maybe the son of a traps men. He has some survival skill and uses it to help keep wild animals at bay. Give the guy a name and you have a minor character to develop if it seems appropriate. 3) Better fighting force: The druid can become a very powerful combatant and at first level is already pretty well off with its animal companion. 4) Healing and water: The adept can do this too but it is just another thing in a long list of powers the druid has. With an adept this is basically it's primary function with a bit of damaging spells. I think an having an adept and calling it a medicine man makes the character useful to the settlement but not strong in so many important functions. A druid can easily turn the harsh wilderness of the island (which really should be what differs Eckland and the Unforgiving island) into annoyances. It will only become worse if the druid levels up. |
| Alexeduardo09-01-07, 01:46 PM | The veteran soldier stared down at the kobolds from the watchtower. -disgusting little monsters- he muttered to a much more inexperienced young comrade- we should've killed them before that library rat came out and translated- He put a small cigarette on his mouth- We better get rid of 'em before they backstab us- -Well, they did give us water- timidly answered the young soldier- that must mean they are good, must'nt it?- -You're as stupid as a wet rock, ain't ya?- He angrily separated the litttle cigar from his mouth- These are demons we talkin here! the only reason they are here is to make people forget about the real gods!- -Then what do you propose? we can't just kill them- The scarred veteran paused to smoke -After our guard is up- he answered with a witty frown- Pick a good patch of land and wait for me there- he threw his ciggarette- there's ought to be a cleric among these settlers- |
| SupercrazyDM09-01-07, 01:55 PM | Hey Rockjaw i'm back is it ok if I post? |
| Argo09-01-07, 02:10 PM | deleted |
| Alexeduardo09-01-07, 02:47 PM | delted |
| Sylvaroth09-01-07, 03:02 PM | Oh, pleeeeeeeeease, Alexeduardo, do I really have to start all over again? Read the rules, then read the first BaCt, then come back and contribute something meaningful. For now I suggest you delete all of your posts, since they are simply out of place here. Don't let me PM you again, lad!!! |
| Alexeduardo09-01-07, 03:15 PM | Then how about: Edmen, As an old religious military veteran, was highly against the addition of the kobolds to the camp. But he was loyal to his king, so he just followed orders. After a few days, he and some 4 religious settlers created a temple in hill not so much into the jungle. The temple honored Heronieus, and many young men were drawn to this veteran and his surprisingly energic speeches about faith and god. The temple can hold 20 men and is barely decorated, but the gray walls acquire color whenever Edmen gets on his podium. Edmen used this chance to become a man of the cloth, and retired from military service. His goodbye party was brief, but in his last few words as a soldier he said that, if needed, he'll take his spear once again to defend his lord, should the unbeliever be wanting a battle. He then shared a look with the kobold druid that made a wise and powerfull wizard shudder. |
| Sylvaroth09-01-07, 04:29 PM | [rageon] All I know is that you disturbed the first thread, because you had clearly neither read the rules nor the thread itself. Now as we try to continue the success started with that said thread, you continue to prove you don't have any clue what the intent of THIS thread is. It is not just the way you write your posts which isn't even similar to anything that was done before by any of the contributors of this and the last thread, totally lacking the format that has been established and will be continued, because it has proven its efficiency. It is not only that you try to steal the spotlight from each and every other character on the isle (or speaking of it Eckland) by introducing unreasonably powerful characters who take the reins out of the hands of those who should really be in the center of all the action. It is not that the above points show how severely and utterly you seem to fail in grasping the very concept of those two exceptional community projects, not to speak of the simple guidelines which preface them. What makes me really, really mad, is your painfully obvious disrespect of everybody here and in the old thread who did such an unbelievably, astonishingly, and amazingly good job in contributing to the project. They did so, because they saw the greatness of the work itself not the glory for themselves. You on the other hand post useless rubbish that is not leading anywhere but to even increasingly more boring and backgroundless megalomaniac half-gods, who are just as derailing to the story as your posting is to this thread. So please, don't let me come through the wires and strangle you with your own words, but rather leave this thread and start just another of those threads of your own, where you complain about not being accepted in that mean big thread, just like you did when we threw you out of Eckland. DELETE YOUR POSTS & GET OF MY LAWN, KID!!! [/rageoff] |
| Sylvaroth09-01-07, 05:51 PM | The Kobolds agreement to cast spells in exhcange for defense is not completely out of their character. The humans are larger than they are, and Kobolds are not known for their bravery, so striking an agreement for defense with much larger creatures would make sense. The Kobolds were flushed out of the forest by predators (unspecific) and loosing their home and a good deal of their population to the monsoon. Camped with the humans is not ideal to be sure, but as long as they sleep during the day (thus avoiding their daylight sensitivity), they wouldn't fair too poorly, and its better than being eaten in the jungle (the average Kobold is a lower CR than most animals). That's a great way to explain why we should keep those little buggers. If I didn't like kobolds that much anyhow, this comment would have made me vote for them :D I appologize adding a PC class character too early. I was thinking about him being an Adept, but a druid just seemed more in place in dense wilderness, while an Adept feels more like someone on the outskirts of society. No biggie, I propose two ways to handle this. Please vote on one of them or come up with an even better one. On the one hand we could simple go back and retroactively change her class from druid to adept, but as I said before, I am no big fan of retcons. On the other hand, we could simply keep Kethix as a PC (not necessarily a druid) and will then have to wait until we have a population of 150+. As for Johnathan speeking Draconic, he probably has a decen intelegence (14+) and took it as a secondary bonus langauge. Maybe he ahs a relative who is a wizard. By making him an Adept the water problem initially put forth would have never existed to begin with (Create Water is an Adept spell). That's exactly why he should stay what he is. An interesting Com1 who happens to be able to speak Draconic. Thats a great hook for us to give him some background, create interesting events around, aso. I like it and propose to keep Johnathan unchanged. I agree. No killing the druid. Thanks, pal. I like her, too ;) I have a question about the Kobold druid. As I understood it one of the rules was 1 PC classed character for every 50 residence. We have not reached 50 yet and already have 2. Wouldn't an adept have served the purpose just as well? (This is mute if he is killed off but it sounds like people are against that.) See above proposal. Very often I have been the grim enforcer of the rules and guidelines (not the least of which is the 50:1 ratio), but that kobold tribe just took my heart hostage :D Personally I would prefer either she was dead or turned into Adept. Not only thought but Ecklands first PC class character was a fighter and it's second was a druid. Any real reason to continue the trend? Edit: Skipped over that line for some reason before I posted. While you are kind of correct the Adept really can be used for anything dependent on feat/skill choices. You could call her a shaman and make her an adept. Just as a commoner can be a farmer/skinner/herding/builder/ect. Thought about it a bit just to get my thoughts out about why I am against having a druid so early on. I personally believe that the druid provides far to much resources to the settlement that should be provided by other lesser members and it leaves less room for growth in story. The druid is almost a cop-out and takes away some need of producing important minor NPCs will skills to help the settlement early on. 1) Skill points: The druid has more so is far likley to cover a wider range of nature based skills having less need for other NPCs to cover the same skills. 2) Wild Empathy (not to mention charm animal): Predatory animals become far less a threat in the harsh wilderness of the island with a druid. It would be far more interesting for one of the guards sent with the original force to have been maybe the son of a traps men. He has some survival skill and uses it to help keep wild animals at bay. Give the guy a name and you have a minor character to develop if it seems appropriate. 3) Better fighting force: The druid can become a very powerful combatant and at first level is already pretty well off with its animal companion. 4) Healing and water: The adept can do this too but it is just another thing in a long list of powers the druid has. With an adept this is basically it's primary function with a bit of damaging spells. I think an having an adept and calling it a medicine man makes the character useful to the settlement but not strong in so many important functions. A druid can easily turn the harsh wilderness of the island (which really should be what differs Eckland and the Unforgiving island) into annoyances. It will only become worse if the druid levels up. Good point. I take it that your vote goes to Drd -> Adp, then? Also, uh... we're not including my whole prelude about the history of the islands? Because I've gotta say... I thought we were including it. As far as I am concerned we should do so. I think, however, it should be held back just a little, as a surprise to all of the new contributors. As soon as the settlers are starting to make extended inland tracks, they should sooner or later stumble over clues and hints that will finally lead to your prelude in a great revelation. Like or no like? Sorry. I didn't mean to upset things so much. My thoughts were that we don't have the 50 npcs to support one character, let alone two. So my guess was correct. Next time make a proposal before you smash harmless little critters, will you ;) As for the cure light wounds that was cast by the adept, I thought it was pretty standard (Tobias only took one hit). Judging from your description he was pretty dead (or on the brink of it) and 'only one hit' from a Girallon ranges from at least 7 (from one claw) to 68 points of damage (4 claw attacks, rend damage, and a bite attack). The first would be well within the range of CLW, the latter wouldn't. As a matter of fact CLW IS pretty standard, since it is the ONLY healing spell a 1st level adept can cast apart from cure 1 hp also known as cure minor wounds. The town should have an adept for its size, so I thought it appropriate to upgrade him, since he already knew draconic. Why would that make him fit for being an adept? The CR 6 monster was easily handled by a 10th level fighter. That's wrong. A CR 6 creature is a challenging encounter for a 10th level fighter. Just go and look it up in the DMG on page 49. I'm going to be off line for awhile, so, as this is a community project, feel free to decide as you all wish, let that become how the events happened, and I can edit the original later. You hear the man. Now people let's vote! Hey Rockjaw i'm back is it ok if I post? Yay, welcome on the Isle of Drea...uhm...Unv...erh...the Unforgiving Isle :D |
| Alexeduardo09-01-07, 06:21 PM | Chronicles of the unforgiving isle, year 1, month 4 (?) On the temples four of the six original settlers have already been enchanted by Edmen's powerful speeches, the walls of the new temple tremble before the roaring amens and hallelujahs coming from the worshippers. The road to the temple is now paved and has small and unnatended shrines to other lawful good gods. The kobolds are now answering this new temple by creating an underground temple of their own in the middle of their family huts. This has succeeded in nothing but giving Edmen more material for his speeches, he now calls for the expulsion of the kobolds and the death of the druid. Thus forcing the druid to hide in the underground temple for three weeks. Lord Braun has now put two guards on both temple's gates. This guards are ready to kill should a riot start. |
| Alexeduardo09-01-07, 06:32 PM | Chronicles of the unforgiving isle, year 1, month 4 (?) On the training of the kobolds Lord braun was quick to realize the tactical importance of being allied to the kobolds. That is why he is so concerned with the actions Edmen's followers might take. And while the kobolds are competent fighters, they are not disciplined, they do not walk in a straight line and are not able to form a phalanx. And while their scouting abilities depend a lot on their free will, defending a city takes a lot of discipline. That is why he has ordered that all kobolds (excluding the druid) are trained four hours by him every morning. he believes this is the only way they'll be truly ready should the city be attacked. The kobold druid accepted the order, he said it was reasonable and that it was an order from their new lord. Making this the first time the kobold demographic accepts the human king as their lord. I believe Kossack shouldnt have levels in adept, but he has an intersting story that invloves learning draconic |
| Sylvaroth09-01-07, 06:49 PM | - REMOVED - |
| Alexeduardo09-01-07, 06:53 PM | Have I got myself expulsed in the first page? Is there a chance for redemption? |
| Sylvaroth09-01-07, 06:54 PM | *sigh!* Don't feed the troll! As far as I am concerned, Alexeduardo's posts are spamming so please let's first discuss the latest proposals. As soon as we have come to a consensus, let's continue the chronicles. Next up is Year 1, Month 5 then. |
| Alexeduardo09-01-07, 07:07 PM | Sorry, I got a little exited, I've been a bad goblin. Please forgive me |
| Sylvaroth09-01-07, 07:16 PM | Troll me once, shame on you, troll me twice... |
| Dragoon109-01-07, 07:19 PM | Proposal/Problem 1 - Kethix - Keeping her a Druid 2 is my vote and waiting to population 150 for a third PC-class , though changing her to Adept would keep my original goals of the month three Chronicle of introducing natives with a magical leader. Though I would prefer an adept as opposed to her death. Proposal 2 - Keep Johnathan unchanged, such a retcon means they have water from the beginning, eliminating a problem proposed in Chronicles before his introduction, even though he would have already existed. Sorry for making a mess, I hope this all does not bork the project, and if it does, feel free to blame me. Also, wouldn't it be Year 1 month 4, as after month 3 we haven't made any progress. |
| TheScapegoat09-01-07, 07:27 PM | Proposal/Problem 1 - Kethix - Keeping her a Druid 2 is my vote and waiting to population 150 for a third PC-class , though changing her to Adept would keep my original goals of the month three Chronicle of introducing natives with a magical leader. Though I would prefer an adept as opposed to her death. Adept for me. Proposal 2 - Keep Johnathan unchanged, such a retcon means they have water from the beginning, eliminating a problem proposed in Chronicles before his introduction, even though he would have already existed. I agree with this. Keep him commoner. Sorry for making a mess, I hope this all does not bork the project, and if it does, feel free to blame me. If something as simple as a class level blew the project it never had a chance to begin with. :D I wouldn't worry. Also, wouldn't it be Year 1 month 4, as after month 3 we haven't made any progress. PerennialRock did Year 1 Month 4, I think people just want it changed a bit. Unless we are just going to redo it completly. |
| Dragoon109-01-07, 08:26 PM | I would vote for a complete redo of month 4, as it has a good deal of it has issues (CR6 monster, two casualities). Though the boat arriving could be kept as it has more supplies, which isn't a problem. I would like to propose a rewrite of month 4. |
| Johnny_Angel09-02-07, 03:46 AM | I'll try to participate once I figure out what is going on. |
| Sylvaroth09-02-07, 04:29 AM | Hey, J_A! Welcome aboard man, nice to have you again :) Votes: Change Kethix the Kobold from Druid to Adept: 2 Leave her as she is: 1 Kill her: 0 Don't kill her (yet): 2 Change Johnathan the Interpreter from Commoner to Adept: 0 Leave him as he is: 3 (Decided) Redo Month 4: 2 Leave it as is: 0 |
| TheScapegoat09-02-07, 11:10 AM | I vote for Redo of month 4 as well. |
| Heros_Backpack09-02-07, 11:31 AM | Yep, let's redo month 4. No killing Kethix, but she could call herself a druid while actually being an adept. Since Handle Animal is a class skill for Adepts, she could even keep her dire rat! |
| Johnny_Angel09-02-07, 12:06 PM | Proposal/Problem 1 - Kethix - Keeping her a Druid 2 is my vote and waiting to population 150 for a third PC-class , though changing her to Adept would keep my original goals of the month three Chronicle of introducing natives with a magical leader. Though I would prefer an adept as opposed to her death. Proposal 2 - Keep Johnathan unchanged, such a retcon means they have water from the beginning, eliminating a problem proposed in Chronicles before his introduction, even though he would have already existed. Sorry for making a mess, I hope this all does not bork the project, and if it does, feel free to blame me. Also, wouldn't it be Year 1 month 4, as after month 3 we haven't made any progress. Hey, J_A! Welcome aboard man, nice to have you again :) Votes: Change Kethix the Kobold from Druid to Adept: 2 Leave her as she is: 1 Kill her: Don't kill her (yet): 2 Change Johnathan the Interpreter from Commoner to Adept: Leave him as he is: 3 (Decided) Redo Month 4: 2 Leave it as is: Proposale 1 - Kobold Class I vote that the Kobold should be changed to an Adept; give him skills, feats, and etc which give him the flavor of being a druid. The kobold could be called a druid in the story, but not actually mechanically be the druid class. Besides, the only way they know he is a "druid" is via Johnathan's translation; there are plenty of words that are similar to "druid" that would be translated as such. Proposal 2 - Johnathan Already decided, but I agree that he should just be a commoner. |
| Sylvaroth09-02-07, 12:09 PM | Results of the Votes: Don't kill Kethix the Kobold and change her from Druid to Adept (see Cast of Characters above). Leave Johnathan as he is (Com1: Bonus Language (Draconic)). Redo Month 4. |
| Johnny_Angel09-02-07, 12:16 PM | :lightbulb The ship was supposed to arrive after a month, but there are plenty of valid explainations for why it could be late: weather, pirates, the king deciding that supplies were needed elsewhere; etc. |
| Janusunaj09-02-07, 01:04 PM | Proposal: An apprentice to a powerful wizard comes to the Unforgiving Isle seeking to be hidden in plain sight. This apprentice, named Maevek, is a highly respected member of his other community. Saving the life of children from drowning in the river. LG, Human Male wizard 3 |
| PerennialRook09-02-07, 01:34 PM | nevermind |
| PerennialRook09-02-07, 01:38 PM | Proposal: An apprentice to a powerful wizard comes to the Unforgiving Isle seeking to be hidden in plain sight. This apprentice, named Maevek, is a highly respected member of his other community. Saving the life of children from drowning in the river. LG, Human Male wizard 3 While this isn't a bad idea, we still need another 100+ people in the village before we can add another character class. I'd put this one on the back burner, though I can see more than one character coming to this island to disappear. -Preston |
| Sylvaroth09-02-07, 05:31 PM | Year 1, Month 4, Part I - 'The Battle' The clear night sky was speckled with silvery stars, the cold beams of the fullmoon illuminated the beach and the small arrangement of wooden barracks, flanked by two watchtowers. Then suddenly a cry broke the placid scene of a tropical night. "TO ARMS! TO ARMS!!" The soldiers headed by Cagun rushed from their tents. Armed and armored, they were ready for the fight in a matter of heartbeats. His heavy greataxe in hands, Cagun's look followed the pointing of the lookout watch down the eastern shoreline. There, in a dead sprint, cresting a small dune came the patrol that had been out for water. Bellowing orders, Cagun signaled his archers to ready their bows, and took four others to follow him up the beach. As the small group of six, lead by Coonan and Kethix had covered half the way to the camp, four huge, tusked beasts broke out of the treeline, plowing through their numbers, sending humans and kobolds flying left and right. The sight let Cagun and his soldiers charge as hard as they could, rushing into battle fearlessly. Cagun swung his mighty weapon in two perfect circles of death. The first blows cut deep wounds in the side of the largest of the monsters, which loosed a deafening squeal of pain in response. Turning to its torturer, its tiny, bloodshot eyes met Cagun's. Just then the first wave of burning arrows struck the battlefield. This was too much for the ferocious beasts. Rather than driving a small group of frightened creatures before them, they were now facing off against a dozen armed opponents and burning death rained from the skies. All but their monstrously huge leader turned tails and retreated to the jungle. Cagun signaled his men to silently surround the remaining beast, as he readied himself to deliver the death blow. The beast flailed wildly, even through it was fatally wounded, but Cagun's blade cut deep, ending it's life. The battle was over. Looking around, Cagun found that all of his men as well as the kobolds were still alive. Though some of them were wounded, most were still able to stand by themselves. Only Coonan, who had fought to the last, was leaning on the shoulder of another man, holding his side. Noticing the concearn in the eyes of his commander and old friend, Coonan managed give him a wild grin. "Some broken ribs and a twisted ankle, Sah! Nothing a good drink couldn't fix." Shaking his head, but grinning himself now, Cagun shouted, "Take the wounded to the barracks and tell Cossak to ask Kethix for some healing magic for our men." Turning around he kneeled down beside the huge beast he had slain and considered it for a moment. Then, shaking his head again in wonder of the size of the beast, he lifted it over his shoulders and followed the others back to the camp, where he handed it over to four of the settlers, giving them instructions on how to further proceed with it. The people decided to stuff the giant boar's head and to put it over the main entrance of the as off yet unnamed camp as a reminder of the deeds of this night. Over the course of the next days, the sight of this impressive trophy inspired the people to call their new home by the name of Tuskbay, which, when being informed about this issue, caused Cagun to slightly blush and smile in amusement. Stepping away, shaking his head again, he was overheard mumbling "Had I only known years ago that the road to honor and glory had a shortcut of the shape of a piglet, I could have spared myself all those years of fighting and bloodshed in the service of His Majesty." ---- The next day saw another event, though this time it was a lucky one. The watch reported the sight of ships approaching the bay. Relieved Cagun recognized Sailstorm's flag and went to meet the seaman at the pier. Quickly supplies were unloaded as the two men spoke. Cagun invited Sailstorm and his crew to the celebration planned for the coming evening. With the bagged boar prepared and the refilled supplies, this sure promised to be an entertaining night... The Outpost (thorp): Conventional; AL LN; Population 32; 40 gp limit; Assets 64 gp; Integrated (75% human, 25% kobold). Authority Figures Captain Braun Cagun, military leader of the expedition (LN male human fighter 10); Field Sergeant Coonan, his right hand and second in command (LG male human warrior 4); Kasper Duggun, leader of the settlers (LN male human expert 5). Player Class Characters Captain Braun Cagun, military leader of the expedition (LN male human fighter 10). Player Class Character Slots: 1 (1 occupied; 0 vacant). Notable Non-Player Class Characters Field Sergeant Coonan, his right hand and second in command (LG male human warrior 4); Johnathan Cossak, a settler and involuntary interpreter (N male human commoner 1); Kasper Duggun, leader of the settlers (LN male human expert 5); Kethix, druid of the kobold tribe (LN female kobold adept 2). The Soldiers Captain Braun Cagun (Ftr10); Field Sergeant Coonan (War4); 9 - War1. The Settlers Johnathan Cossak (Com1); Kasper Duggun (Exp5); 11 - Com1. The Kobolds Kethix (Adp2); 7 - Com1. Buildings Barracks; 2 Guard Towers. |
| Rockjaw09-02-07, 05:42 PM | Wow....ummm Wow.! A coupla long days at work and you guys get get to two pages, I apologize for the non-compliance postings. I will take steps to alieve that situation. And Welcome to the new posters, you involvement will make this a positive posting thread. Now on to some thread business: Argo: I didnt use all your story because I wanted you to bring them in as a post, but I truly did like it alot and think it is poing to be a wonderful twist Sly: Thanks for creating the chronicle board and for popping stats up quickly and effectivly I love the idea of a Kobold Druid, but I caution to keep it simple until the town grows some, simple spell and actions, similar to something like a hedge druid or a shaman. But otherwise love it ! The supply ship is overdue, to that I agree and lets see about fixing that and getting a manifist for supplies on the board. Something like a general store or even better like a Quartermaster. And we need to come up with some kind of economic boon, and I've seen the words Jungle tossed around but please check the first post and see that yes we are in a south-type climate but not far enough to be considered jungle..!, but I'm all for deep dense semi-jungle, I just dont think we need any posts on a 'ape-man' swinging around but I can see jungle critters or unique races from this. My suggestions are fine thin clay for pottery volocanic caverns and diamonds again volocanic soil great for plantings and seedlings mineral deposits exotic timbers fishing / whaling Remember we are growing as from a seed so lets keep the monsters and super villians in the back just now, bring them screaming in later :P |
| PerennialRook09-02-07, 06:06 PM | We still need an engineer, as noted in the 3rd month. Braun (as noted in the second month) requested one in his letter to send back with Sailstorm. To add some diversity, I think that Bauer Irongale, the dwarven expert from my original Y1M4 post, should be hired and arrive sometime in month 5 or 6. The dwarves would appreciate the importance of this port in embryo, and gladly offer the aid or an experienced engineer. *Proposal* Bauer Irongale, dwarven engineer (expert 5) The thorp is also severely lacking in women with a 1:0 ratio of men to women right now. It would make sense for them to arrive after the establishment of infrastructure to support them. This would include wives and daughters of settlers and soldiers alike. *Proposal* We introduce Aurora Cagun (aristocrat 2), the wife of Capt. Braun, to the island. Also, farmland needs to be cleared for the planing season, to include the finding of a sufficiently large flat field and a huge amount of work for the settlers without any beasts of burden to pull plows (do we have plows?). And, the war-wizard first mentioned had never been addressed (perhaps our third player class character?). -Preston |
| Heros_Backpack09-02-07, 06:29 PM | Since this is an island, I propose the sailors discover/are discovered by a nearby village of one of the aquatic humanoids (maybe locathah, merfolk or aquatic elves) setting up a possible future trade route. Another possibility for trade goods in general are pearls, which could draw divers and their families to the Isle. |
| PerennialRook09-02-07, 06:44 PM | Since this is an island, I propose the sailors discover/are discovered by a nearby village of one of the aquatic humanoids (maybe locathah, merfolk or aquatic elves) setting up a possible future trade route. I like the merfolk idea. Perhaps a small city is hidden in the reef. If the settlers ever try and circumnavigate the island via boat, they could crash on the reef and one of them be saved by a merman/maid. Speaking of boats, Kethix probably knows how to craft a boat (of the type used for their fishing). Until a proper shipwright arrives, the community could build such boats for fishing (and circumnavigation), especially if nets were included in the shipment of supplies. I just realized how many more experts we are going to need, and the dwarf, Bauer Irongale of Galeforge, would make an excellent shipwright, as well as an engineer for the rebuilding of the docks from their foundations. Another possibility for trade goods in general are pearls, which could draw divers and their families to the Isle. I love that idea! I second the idea of pearl divers. Perhaps their discovery is made by one of the children of the settlers once their families arrive. |
| Johnny_Angel09-02-07, 07:30 PM | I vote yes on the dwarf....simply because I don't care one way or the other. I vote no on introducing someone's wife at this point in time. I don't think that would make strategic sense at this point in time since the camp isn't very secure. I also feel that it would create a moral issue if the captain were to have his wife there, but the other men weren't allowed to bring their families. I'm unsure about the underwater people, but I'm leaning slightly toward no. I might change my vote depending on what type of underwater society is presented; I'd be more inclined to say yes if they are violent, evil, or otherwise uncooperative. |
| PerennialRook09-02-07, 07:38 PM | I vote no on introducing someone's wife at this point in time. I don't think that would make strategic sense at this point in time since the camp isn't very secure. I also feel that it would create a moral issue if the captain were to have his wife there, but the other men weren't allowed to bring their families. The idea would be to have all of the families, including Braun's wife, arrive at the same time. I was thinking the best time for this event may be after monsoon season in the march of the second year. That will give plenty of time for infrastructure to be put in place. The next few months should see a good deal of labor intensive projects, including the working of the untamed land and the building of permanent structures on the ruined foundations of the old city. -Preston |
| Johnny_Angel09-02-07, 07:51 PM | The idea would be to have all of the families, including Braun's wife, arrive at the same time. I was thinking the best time for this event may be after monsoon season in the march of the second year. That will give plenty of time for infrastructure to be put in place. The next few months should see a good deal of labor intensive projects, including the working of the untamed land and the building of permanent structures on the ruined foundations of the old city. -Preston I might be able to buy that. I was under the impression that you intended for them to arrive in a few weeks. On a side note: I could be wrong, but I believe it is possible to use sand mud to make bricks. |
| Rockjaw09-02-07, 07:54 PM | Year 1 Month 4 (continued) Captain Sailstorm and Captain Cagun shook hands on the beach, both genuinely glad to see the other. Supplies were being off loaded all around and what looked like chaos was in reality normal for the merchant fleet. Crates, barrels and bushels were quickly piling on the shore as more and more longboats made from the sea. Great celebrating and relief could be seen and husbands hugged wives and children close some tearing with joy after the four long months of separation. Cagun looked at Sailstorm, “Thank you for bringing my men their families, for that I’m grateful” he extended his hand. Sailstorm took the offered hand and returned the firm dry grip.” If you like that then you’ll love me for this.” quipped the seamen, his other hand patting his oiled sea bag. “I’ve brought you a small present”, he smiled reaching in to the bag and proffering a rolled up sheaf of papers, smelling like old leather and looking delicate and fragile. “It cost me a great deal of my coin, but I was able to find some maps…..of this Island and the others in the chain” Sailstorm was grinning like a drunken goblin, and Cagun couldn’t believe it, finally maps.! Cagun was about to reply his thanks when a voice boomed from the area where the boats were being unloaded. “CAPTAIN CAGUN..!” a thunderous voice rose above the crowd, “Move aside, I’m looking for Cagun, you there point me in his direction.!” The crowd was parting to revel a broad shouldered dwarf, striding up the beachhead coming directly at Cagun and Sailstorm. “Oh, yes, I also brought you a second gift, but please don’t try to repay this one” said Sailstorm, his voice laced with sarcasm. Cagun looked from his friend to the approaching dwarf, and shook his head. The coming tornado was dressed in proper uniform of the engineer corps complete with the piping and medals of dozens of skirmishes. Considering how far he’s traveled, thought Cagun, his uniform was immaculate and even clean. What a sight I must be, Cagun inwardly thought, I haven’t even shaved in days. The heavy shouldered dwarf stopped exactly three paces from Cagun, came to rigid attention and executed a crisp salute, only then did Cagun notice the crest of the Siege Corps on his shoulder, and the small silver anvil pin on the breast. “Captain Cagun.?” Cagun nodded, not sure what was going to happen next. “Sir, Engineer Sgt Bauer Irongale reporting on, prepared for orders sir.!” Boomed Irongale. Engineer Sgt Bauer Irongale: Dwarf Male Exp-lvl 4 Construction Never a big fan of military formality and discipline, Cagun looked the dwarf over then said “Welcome Irongale, I see my request for and engineer went to the wrong hands, I’m sorry but I requested a builder of bridges not a master of siege, I regret that we have no castle to storm here” stated Cagun. “I apologize, but their does seem a mistake.? Wouldn’t you agree.?” “No SIR.!” bellowed the dwarf, “I volunteered to come, and my last post was with the Siege Corps, and I did command a battery of catapults, however I’ve been a builder all my life and worked in dozens of locals. Just tell me where you want your bridge and I’ll get it built.!” Cagun laughed, great belly laughs….”Come on Irongale, welcome to my island” The Outpost (thorp): Conventional; AL LN; Population 32; 40 gp limit; Assets 64 gp; Integrated (75% human, 25% kobold). Authority Figures Captain Braun Cagun, military leader of the expedition (LN male human fighter 10); Field Sergeant Coonan, his right hand and second in command (LG male human warrior 4); Kasper Duggun, leader of the settlers (LN male human expert 5). Player Class Characters Captain Braun Cagun, military leader of the expedition (LN male human fighter 10). Player Class Character Slots: 1 (1 occupied; 0 vacant). Notable Non-Player Class Characters Field Sergeant Coonan, his right hand and second in command (LG male human warrior 4); Johnathan Cossak, a settler and involuntary interpreter (N male human commoner 1); Kasper Duggun, leader of the settlers (LN male human expert 5); Kethix, druid of the kobold tribe (LN female kobold adept 2). The Soldiers Captain Braun Cagun (Ftr10); Field Sergeant Coonan (War4); 9 - War1. The Settlers Johnathan Cossak (Com1); Kasper Duggun (Exp5); 11 - Com1. The Kobolds Kethix (Adp2); 7 - Com1. Buildings Barracks; 2 Guard Towers. [/QUOTE] PS I dont think we need a wife for either Captian yet, sometime soon I think |
| Dragoon109-02-07, 08:49 PM | Proposal - Dwarf Engineer - Yes, as an engineer would make sense for this sort of project. It would be quite a challenge engineerign in sandy soil with an area with monsoons, so a decent level (5) Seems appropriate. Proposal - Aura Cagun No, at least not for the time being. Families ariving at this point would be foolish. Next year after the monsoon season sounds good though, so it should be revisited then. Proposal - Aquatic Humanoids. I'm inclined to say no. For the time being the colony should be more focuses on survival and establishing a base than trying to circumnavigate the island. Land based humanoids offer more opportunity, be it friendly additions to the population, or foes. |
| PerennialRook09-02-07, 09:08 PM | Dragoon1, I think you'll find answers to all of your concerns in Rockjaw's last post. As for the level of the engineer, Rockjaw didn't post an updated statistics block, but a 5th level expert makes the most sense to me. To avoid building in the sand/mud, the most logical place to build would be on the ruined foundation of the ancient port city, but that was ill advised before an engineer could survey them. In addition to needed supplies, a list of needed buildings should also be made. A storehouse and appointed quartermaster has been mentioned, we still need the docks rebuilt, as well as homes for the families, etc. -Preston |
| Sylvaroth09-03-07, 07:31 AM | - REMOVED - |
| Dragoon109-04-07, 02:22 AM | Year 1 Month 5-6 It would take a few days at the end of the previous moth to unload supplies. Huge crates full of salted meats, construction supplies, military equipment, and other assorted goods were piled ashore. Of course, there was now a problem of where to put it all. The monsoon season had slowed construction to a point that all they had built was a single communal building and a defensive perimeter. The barracks was already crowded, the newcomers would mean a good deal of people would be ousted to tents. The next two months would be known for their heavy labor. Everyone able to work would be set to work, the new families, the soldiers, the Kobolds, and even the management were set to 8 hours a day of construction with an additional 4 hours of the day for other needed labor like hunting, fishing and cooking. The heavy schedule was not popular, but morale did no sink much over it as it was viewed as necessary. With the heavy schedule a house could be constructed in just over two weeks, in addition to the swathes of forest cleared for lumber could become valuable agriculture land. As work started to get into full swing Johnathan found himself running around nearly non-stop. The only healer only spoke Draconic, and no one else who spoke the common tongue also spoke Draconic. This eventually got rather tiring, as even when he should be sleeping someone was waking him up to ask him to ask Kethix to heal their carelessly smashed thumb, cut hand, or even the odd finger with a nail through it. Sometimes he thought people were deliberately hurting themselves just for an excuse to wake him and Kethix, this was in addition to his normal duties of translating everything the Kobolds need to tell the management and everything the management needed to tell the Kobolds After two weeks of this Johnathan started turning the communal evening meal into Draconic and Common classes, trying to teach the residents each others languages so he could get some time to himself. Johnathan had no formal training in teaching, and his Draconic was not perfect, but soon most of the colony was speaking at least some broken words of the others language, at least enough to ask for healing and understand basic instructions. Other projects included checking the integrity of the foundations from the abandoned city and making repairs on those foundations. This was Bauer's primary duty. Most of the guards when not building were hunting. Cagun took to administrative tasks. Duggun started to plant quick growing crops as soon as land was sufficiently cleared, or went exploring for indigenous flora which may add to the agriculture. The commoners split either work between felling trees and other tasks such as cooking. The Kobolds, when not aiding in clearing of land were building fishing boats, and to save materials they took to apart supply crates as they were empty. The wood wasn't great, but it saved materials. This heavy schedule worked well, the first house was done in two weeks, and assigned to the largest two families. Week three continued the heavy work, and passed without event. Week four showed some events, no catastrophes, not even anything to slow work, just some things of note. It was about the third day of week four when Duggun discovered something that could bring an economic boon to the island. Hidden amongst the trees the island harbored a good deal of wild tea. Thick, large trees of it rivaled the combined total of other types trees in numbers not but a dozen yards past the cleared forest. Breaking a large bundle off a few smaller trees Duggun sprinted back to the camp, excited by his find. He loped past the next almost finished house and burst into the command tent, where Bauer and Cagun where discussing the work and progress and the status of the existing foundations. “Ahd say that 50% of the existing foundations seem to be reparable, SIR! The rest of them are of little more use than of a guide for the layout of yer city... Gods lad, what're you doin' runnin' in here, yer pantin' like a huntin' hound.” Not bothering to answer the dwarf who he had interrupted Duggun dumped the armful of tea onto Cagun's table. “Captain, this island is literally covered in tea! Not a half mile past our current clearing progress the forest is thick with it, tea seems to be the predominant tree once you go far enough. Theres enough tea inland to make the entire colony rich it looks like!” Irongale and Cagun each picked up a handful the the tea and gave it a sniff, the deep scent of the fresh leaves filling their noses and lungs. Cagun gave a deep laugh. “Excellent, we've found something that can finally make this place some money! When you get some spare time get some of the other laborers harvest some. For now, have someone prepare all this for the evening meal. Try and keep it quiet, it'll be a nice surprise, and give a demonstration of something we can make some money off of. Irongale, we're going to need a warehouse, do we have a suitable foundation, not only do we have all these supplies we need to shelter, but we may be able to get some tea harvests to send back to shore.” “Aye Captain, there's one not too far from your barracks we 'ave a good one. Will take a bit of concrete, but she'll work. We could probably get a few rooms in the front so some of yer colonist can live in it sir!” “Good, I need you to draw up some plans then, and get that foundation ready, I want it ready for construction to start as soon as this second house is finished.” The next event of note happened two days later. Come dusk when the Kobolds were roused from their tents for their shift one was missing. Johnathan, who was given charge of the night shift because he was the only person with what could be considered fluency in both common and Draconic (the extent of fluency of anyone else was functional, terms like 'pass the hammer' or 'please heal my thumb'). The conversation that transpired went something like the following, but was in draconic. “Kethix, your band seems to be one short, and its odd seeing you without your pet.” Cossack commented after counting heads twice. “Selix is tending to her eggs, Gix is with her helping to keep them warm.” “Ah.” He replied. “Anyways, Our orders for tonight are to get the roof on and if we have any extra time start sealing up any gaps... wait, her eggs?” “Yes, her eggs. See, when certain desires start floating around in a young Kobold they seek a mate and...” Kethix snarked. “Alright alright, I get it. Oy, we already have a bunch more people than we can house, and now you Kobolds are having young.” “You humans have brought your chosen ones and wyrmlings, yet you are going to complain if one of my followers wants to have her wyrmlings...” “Calm down, I'm sure it won't be a problem, I'm just worried about housing, we're already short, and I doubt... Selix was it? Wants to have to tend to her wyrmlings in a tent.” Kethix shrugged, and the evenings work went on. Come dawn though Johnathan tracked down Cagun to inform him that one of the Kobolds had eggs. The captain stewed over this news for a few moments, and made the decision to give the next house to the Kobolds. As the humans heard of this there were some mummers of discontent, but a reminder that Kethix was their healer, and telling them the fact that one of the Kobolds was tending to eggs quelled them. The colony knew the importance of a healer, and none of them were the sort that wouldn't give some sort of extra care to a mother with young. Come evening Cagun himself informed Kethix and crew of his decision. The house would be done that night, all that was left was sealing a few remaining gaps and putting on the door and window shutters. Johnathan stood by to provide translations as he called the Kobolds to duty. “The Captain has something important to tell you.” Johnathan said as the Captain stepped forward, ready to do translating. “Kethix...” Cagun Started. “We would like to thank you for providing your magic for us, and for all the labor you and your followers have put forward. To thank you for everything, and to provide Selix with a safe place for her eggs, I wish for you and your followers to take residence in the house which will be finished tonight. I'm sorry to say we don't have appropriately sized furnishings, but” Because Johnathan was translating as Cagun spoke, he didn't get much further before a Kethix and a few of her followers were hugging his leg. Hearing this Selix briefly jumped out of her tent, and jumping over the other Kobolds hugged Caguns torso. Cagun laughed, giving the small dragon a pat on the head before starting to peel the happy Kobolds off him as they yipped their thanks. “Selix, may the gods of dragons bless your eggs. Now, as I was going to say, we only have human sized furniture, I'll request some smaller next time we get supplies. Now, how long do Kobold eggs take to hatch?” After hearing the Captain's blessing the Kobold smiled to him and disappeared back to her eggs. Kethix told him of the two month incuation period, and the evening went on with the Kobolds finishing their house and moving into it, shutters shut tight to keep it dark in the day. On the final day of the month a new ship arrived. More supplies, and more people. Ten more workers, young, unmmaried men thankfully, Cagun was in no hurry to have to have more families to worry about, and a Half-Elf Sargent named Aust Amakiir, coming with a letter designating him Quartermaster. Seargent Aust Amakiir – Warrior 2 - Quartermaster Cagun read the letter presented to him by the Half Elf. “Welcome aboard Sargent Amakiir. I hope you don't mind getting Dirty, we're behind on labor because we arrived during the monsoon season, you'll be required to do an 8 hour labor shift every day, plus 4 hours for support duties. I know the 12 hour day is long, but it needs to be done, we have close to 75 people, and habitation is limited to a barracks and two houses. Right now most of our people are living in tents. Now, if you'll follow me you can join me in working on the warehouse we are working on right now. With the new arrivals I'm guessing it will be two weeks to do.” Amakiir grumbled as he was set to work. He had expected this post to be rather cushy, and here he was fresh of the boat being informed of a 12 hour work day. More supplies were unloaded, lots of construction tools, a a good deal of jarred vegetables, seed, and a few chickens which could be raised in the settlement. This shipment marked the first time the settlers had something to send back. Duggun and a few other workers had collected a few bushels of tea to send to the mainland. He also sent back a few extra requests with the tea. To: General Quatermaster From: Captain Braun Cagun Subject: Special supplies Progress has picked up greatly from the first few months. Dry weather and a heavy workload have enabled us to get two houses constructed, and we have discovered a good deal of tea on this island. However, we have a vast housing shortage, and should we get more heavy rain we will have problems, as most of the colony is living in tents right now. Because of this I request and would be personally grateful if any sort of magical assistance could be offered in construction. A magic item or a spellcaster who can offer assistance would be greatly appreciated. Anything that can accelerate construction will allow us to sooner focus our efforts on agriculture to get the colony self sufficient and start harvesting tea, thus allowing us to start making a profit. Additionally I need to request some Halfling sized furniture. We have given one of the constructed houses to some of the smaller statured residents of the island as they have helped us with labor and healing magic, and their family will be expanding in less than two months from the date I am writing this letter. Month six was more the same. Twelve hours a day, seven days a week of labor. It was all very tiring, but progress was still brisk, and the warehouse (which was essentially a larger version of the barracks, but with shelves for storage instead of bunks. Two living quarters were made inside it, one housing another family, and the other for the quartermaster. During this construction a potential annoyance was encountered. Further inland, where the tea starts to dominate, Kasper was walking along, a heavy branch in his hand serving as a walking stick. He enjoyed these walks, surveying the population of tea was part of his four hours a day of other work, and though the hikes were tiring it was relaxing to get away from the bustle of construction. On the third day of the second week he ventured further than normal, and not paying attention he bumped into a larger black rock. At least he thought it was a rock until it spun around and bit him. Kasper screamed in a mix of surprise and pain as the ant closed its mandibles on his leg. He managed to slip his leg free before the ant pulled him down, but looking around he saw that the ant was not alone, five other large ants were skittering through the trees, and looked at him as he screamed. Kasper swallowed hard. He knew how to fight, he had been through more thana few run ins with animals back home where he farmed, but never had he been face with bugs which probably weighed more than he did. He opted not to attack though, lest he draw their rather but rather scampered away, hoping the vermin would not see him as a threat, or worse food. The sleek black ants simply watched, and then after what seemed like forever to Kasper they went back to their business, harvesting large branches from some of the taller trees in the forest. Kasper jogged back to the outpost, now having to report dangerous animals on the island, and get his leg looked at. The large ants mandibles did not feel good on his leg. Upon hearing the report of the ants Cagun's recommendation was to scout out the ants range and avoid them for now. There was no point in ricking lives assaulting the ant colony, particularly with them being a good trek inland. However he appointed one of the guards to become Kasper's escort for any more exploration. Month six would come to a close with not only the warehouse but another house done and a fourth well underway. The months supplies were running late, but as dusk fell on the last day of the month another supply ship approached the shore. The Outpost (thorp): Conventional; AL LN; Population 62 (incl children 74, incl eggs 76) ; 40 gp limit; Assets 124 gp; Mixed (85% human, 13% kobold, 2% Other). Authority Figures Captain Braun Cagun, military leader of the expedition (LN male human fighter 10); Field Sergeant Coonan, his right hand and second in command (LG male human warrior 4); Kasper Duggun, leader of the settlers (LN male human expert 5); Engineer Sgt Bauer Irongale, Highest Ranking (and currently only) Engineering Specialist (LN Male Dwarf Exp-lvl 4 Construction); Seargent Aust Amakiir, Quatermaster (LN Male Half-Elf Warrior 2). Player Class Characters Captain Braun Cagun, military leader of the expedition (LN male human fighter 10). Player Class Character Slots: 1 (1 occupied; 0 vacant). Notable Non-Player Class Characters Field Sergeant Coonan, his right hand and second in command (LG male human warrior 4); Johnathan Cossak, a settler and involuntary interpreter (N male human commoner 1); Kasper Duggun, leader of the settlers (LN male human expert 5); Kethix, druid of the kobold tribe (LN female kobold adept 2); Engineer Sgt Bauer Irongale, Highest Ranking (and currently only) Engineering Specialist (LN Male Dwarf Exp-lvl 4 Construction); Seargent Aust Amakiir, Quatermaster (LN Male Half-Elf Warrior 2); Selix, Kobold tending to eggs (LG Female Kobold Commoner 1). The Soldiers Captain Braun Cagun (Ftr10); Field Sergeant Coonan (War4); 9 - War1. The Settlers Johnathan Cossak (Com1); Kasper Duggun (Exp5); 36 - Com1. (10 married coulpes (9 with children (2 with 2 children), 3 children of others but old enough to work, 5 wives of Guards (3 with children, 1 with two children)) The Kobolds Kethix (Adp2); Selix (Com1); 6 - Com1. Those not working Selix Kobold tending to eggs (LG Female Kobold Commoner 1). 12 Human Children 2 Kobold Eggs Buildings Barracks; 2 Guard Towers; Wall; 3 Houses (holding 2 fammilies each, one holds Kobolds); Warehouse (Holds one family and Sgt Amakiir along with supplies) Notes – A quartermaster was mentioned being needed, so I made Sgt Amakiir to fill that role. His level of two shows a lack of battlefield experience, but rather preferring to stay out of the liens and manage supplies. I assigned Irongale the alignment of LN to go along with the general theme of LN power center. He strikes me as dutiful, but without an particular Good/Evil leanings. Proposal – A Daern's Instant Fortress could come on the next ship to provide a instant building to help with the structure shortage. Proposal – A 9th level wizard or 10th level Sorcerer be the next PC characters. Fabricate is a 5th level Sorc/Wiz spell which would help with the building shortage. With the current population the next PC could potentially arrive soon, 26 more people would be population 100. |
| PerennialRook09-04-07, 02:49 PM | I'm of the opinion that kobolds wouldn't feel very "at home" in a house, what with all their windows and such. While the structure is a good temporary home, with no predators to keep their numbers down, the kobolds are going to need a much larger space. I would like to see the kobolds set to mining out a living quarter for themselves from the face of a nearby cliff or some such. Emergency shelter could also be mined from the cliff, and precious minerals might also be found. I could see a dwarven engineer and a construction specialist wizard butting heads pretty hard. This, I think, would provide for a great deal of entertainment. I'm not giving my vote for this (yet) but I think it wouldn't be a bad idea. If we do invite a wizard to the island, it would make sense to have it be the war-wizard who was in the first post (quoted below), equipped with scrolls of spells suitable to their needs to copy into her spellbook. Two veterans both with suspicious histories, 8 former guests of the stockade all with authority issues, and a cranky, disheveled, war-wizard, that may have been female but under the swaddling cloak and continued sneezing and sniffling he was not sure. A missionary style cleric would make a great addition to the island. If he came with his own supplies, men, and ship he could be a great boon to the economy, while also providing religion to the heathens. A temple would provide opportunities for adepts of all the major gods to minister to their followers, also a place to worship, pray, and offer sacrifices for good harvests, etc. An influx of experts and their families is now warranted, to include fishermen of these virgin waters, a smith to repair equipment, merchants who have caught wind of the tea, etc. Also, when will monsoon season be starting up again? It would be nice to have a seasonal chart for our new island. We may have to plant earlier next year, or the island may have a short growing season. -Preston |
| SupercrazyDM09-04-07, 03:01 PM | Hi I hope people don't mind be posting. I was wondering what kind of indidgenous animals lived on the island? Could there possibly be sheep or a type of goat. The boars had to feed on something. Also, when will houses be built and what material will they be built of. They need to be big because of the large number of people in them and they also, need to be very strong because of the monsoon season. I was thinking something like a log cabin within the forest. That way there is plenty of wood and more importantly the trees will help shield the buildings from the wind. Just my 2 cents |
| PerennialRook09-04-07, 03:21 PM | Hi I hope people don't mind be posting. I was wondering what kind of indidgenous animals lived on the island? Could there possibly be sheep or a type of goat. The boars had to feed on something. Hunting parties are seen as profitable, so something is being brought back. Don't forget the as yet unidentified horned animal from Febuary. I was thinking of them as like a water buffalo or some such animal. Snakes and jungle fowl were also mentioned in March. Also, when will houses be built and what material will they be built of. They need to be big because of the large number of people in them and they also, need to be very strong because of the monsoon season. I was thinking something like a log cabin within the forest. That way there is plenty of wood and more importantly the trees will help shield the buildings from the wind. Houses are being constructed inside the defensive walls, all build from jungle timber. I don't think that anything has been built inside the tree line yet, and I'm not so sure it's a good idea as the monsoons may knock over trees onto the buildings. Sturdy structures are almost guaranteed with a dwarven engineer in charge, who is specialized in fortifications and such. I'm not sure how much a problem the high winds are inside the safety of the cove, as geography of the cove has not been discussed at length, other than to say that this is a safe harbor. Some might assume from this that the worst of the winds are blocked by geographical features conducive to a safe harbor. Some things to think about. In the Swiss Family Robinson, the weathered out the worst of the storms in a natural cave they found. Food for thought. Just my 2 cents Keep it coming! -Preston |
| PerennialRook09-04-07, 05:19 PM | The Unforgiving Isle, Year 1, Month 7 July was the hottest month yet. Many men wished for monsoon season just so they could cool off during their 12 hour days. Heat casualties were becoming more common, a condition not easily alleviated by Kethix' magic. Many of the children took to long swims in the cove's cool waters to keep from overheating. The older boys, not yet old enough to be put to work, would compete to see how deep they could swim. Two of the boys would swim down, and the first to turn back was the loser. After a few weeks they were able to go farther and farther. One such dive would live forever in the history of the port. The two oldest boys James and Daren, ages 12 and 13, had decided to compete that day to see who the better swimmer. All of the other boys watched and counted for what seemed like forever. After a good long minute the first boy broke the surface of the water gasping for air. Everyone looked on in silence when the second boy didn't immediately break the surface as well. Tim, the third youngest boy, dove in after him, fearing the worst. It seemed an hour before the two boys broke the surface. Tim holding up Daren's arm above the surface of the water. The two boys gasped at the air, as all of the other children's eyes went wide. The saw there, clenched in Daren's fist, a white pearl almost the size of his fist. The children all rushed back to the fort, but were stopped short by Irongale, who had been surveying the foundations for more structures. "Woah there boys!" he called. They all stopped dead in their tracks. "What's all this excitement?" "A pearl!" shouted Daren, showing the pearl to the dwarf. Irongale snatched up the treasure, holding it up to his eye. "Moradin be..." he muttered under his breath. "This is quite the find!" he said to the excited boys. "Take it straightway to Capt. Cagun, he'll know what to do." ------ A ship came into harbor mid-month. It was an unexpected arrival, as shipments were usually seen at the very beginning, or very end, of the month. It bore an unusual flag, a yellow sun on a white field. The gleaming in the afternoon light, was the breastplate and helm of what was presumed to be the captain, but was soon to be revealed was a new resident of the island, Father Jesuit, a Pelorian missionary. Braun changed from his work clothes into his uniform and went out to greet the ship, along with Sergeants Coonan and Amakiir. "Greetings," hailed the missionary in all his regalia, "we have come to bring religion to your fair island." Braun climbed up onto the ship, followed by his sergeants. "As much as I would like to welcome you to our island, I am sorry to say we have little room for a missionary and his kine. We are having trouble housing our own settlers, and are unsure of the time we have to build before the season changes for the worse again. You are welcome too stay and resupply before leaving, you are not unwelcome, but circumstances do not permit. You understand." Father Jesuit waited in his infinite patience for the Captain to finish his speaking, before he answered him. "So our building supplies are unneeded? And also the assistance that my flock could provide? And our stores of fresh food would not fit in your storehouses? "We have come well prepared Captain," Father Jesuit continued. "Along with our religious paraphernalia, we have brought building supplies and labor, to more than satisfy the housing needs of our flock as well as build the town a temple." Captain Cagun considered the proposal a moment, looking around at all the strong laborers aboard the ship. It would be good to have fresh laborers, and the storehouse was far from full. "Show my quatermaster here your stores, and my engineer your supplies. Once we have established that you will be a boon, and not a burden, you will be welcomed with open arms by the community." ------ When all the excitement of the new missionaries had settled, the shipment of goods from the mainland arrived. Along with the ten new settler families, each representing an expertise, and the goods, there was yet another arrival. The form wrapped in swaddling cloaks was a familiar sight to Captain Cagun. "Your business taken care of?" Braun asked. Braun had allowed Latne'mele to travel home to take care of business of a nature which she could not disclose. The wizard had a somewhat secretive nature, which was fine with Braun, as long as the wizard performed the duties that she was needed for. Only that Latne'mele was en elf, was the only thing that was really known about the resident wizard. With more children than original settlers, one of the more educated mothers was appointed as a teacher, though more of a glorified babysitter, and watched the children during the day in the barracks, which by now was more of a common room. ------ The new temple was to be built on the foundations of an old temple that Bauer had uncovered. Stone would have to by quarried from the island, if suitable stone could be found. An expedition was mounted by Sgt. Irongale (who knew stone), Kethix (who knew the island), Kasper Duggun (who liked to walk), and a couple of soldiers for protection. Fortune smiled on the expedition, as suitable stone was found not an hour inland, in the side of a cliff. Laborers were put to work, including all three male kobolds, and by the end of the month, a fledgling mine/quarry had supplied the first stones for the temple. The kobolds were already trying to lay claim to some tunnels for future housing. The size of the settlement doubled in the space of a month, including the arrival of two new kobold hatchlings. With the influx of labor and magical assistance, the infrastructure kept up with the harsh pace of growth. Craftsmen of all sorts gave proposals to Bauer for their infrastructure needs. Bauer was coming up with a city plan, and spent hours pouring over his notes on the subject. By the end of monsoon season next year he would have a concrete plan. ------ Tuskbay (hamlet): Conventional; AL LN; Population 116; 162 gp limit; Assets 939 gp; Integrated (90% human, 7% kobold, 3% other races). Captain Braun Cagun, military leader of Tuskbay (LN male human fighter 10); Captain Latne'mele, military wizard (LN female elf wizard 9); Sergeant Coonan, Cagun's right hand (LG male human warrior 4); Sergeant Bauer Irongale, engineering specialist (LN male dwarf expert 5); Seargent Aust Amakiir, quartermaster (LN male half-elf warrior 2); Kasper Duggun, leader of the settlers (LN male human expert 5). Captain Braun Cagun, military leader of Tuskbay (LN male human fighter 10); Captain Latne'mele, military wizard (LN female elf wizard 9). Player Class Character Slots: 2 (2 occupied; 0 vacant). Seargent Aust Amakiir, quartermaster (LN male half-elf warrior 2); Sergeant Coonan, Cagun's right hand (LG male human warrior 4); Johnathan Cossak, a settler and involuntary interpreter (N male human commoner 1); Daren, Tuskbay's very own peal diver (CN male human expert 1); Kasper Duggun, leader of the settlers (LN male human expert 5); Sergeant Bauer Irongale, engineering specialist (LN male dwarf expert 5); Father Jesuit, missionary for the Holy Order of Pelor (NG male human adept 5); Kethix, druid of the Tuskbay kobolds (LN female kobold adept 2); Selix, 'mother' of the first newborn Tuskbayers (LG female kobold commoner 1). Captains: Braun Cagun (Ftr10); Latne'mele (Wiz9). Sergeants: Coonan (War4); Bauer Irongale (Exp5); Aust Amakiir (War2); Corporals: 2 – War1. Privates: 7 – War1. The Church of Pelor Leader: Father Jesuit (Adp5); 3 – Adp1; 23 – Com1. The Kobolds Leader: Kethix (Adp2); Selix (Com1) 6 - Com1. 8 - Wyrmlings 16 - Eggs The Settlers Leader: Kasper Duggun (Exp5); Johnathan Cossak (Com1); Daren (Exp1); 1 - Exp3; 3 - Exp2; 6 - Exp1; 54 - Com1. Buildings Barracks; Wall; Warehouse. 2 - Guard Towers; 12 - Houses; Locations Mine/Stone Quarry. Notable Imports Food, water. Notable Exports Tea, pearls. <Chronicles of the Unforgiving Isle> Note – A wizard was mentioned being needed, so I brought back the war-wizard mentioned in the first post (makes three votes with mine). The wizard's level is up for discussion. I chose a level that was somewhat powerful, but not high enough to outshine Captain Cagun. |
| Sylvaroth09-04-07, 07:33 PM | - REMOVED - |
| Sylvaroth09-04-07, 07:41 PM | I vote NO on the premature addition of two PC characters. Make Jesuit an Adp5, keep Latne'mele away for another while until we have an available PC slot. I must also strongly insist that all of you who want to post in this thread read the rules in the OP as well as those in the regularly updated Chronicles of the Unforgiving Isle first. There are rules for the addition of new PCs. It is not your decision alone to add one. |
| PerennialRook09-04-07, 09:47 PM | I vote NO on the premature addition of two PC characters. Make Jesuit an Adp5, keep Latne'mele away for another while until we have an available PC slot. I made the change to Jesuit. Latne'mele was mentioned in the first post (OP), seconded by Dragoon1, and confirmed by me with the addition of the wizard, so I'll be keeping Latne'mele unless she gets un-canonized through future votes or by the OP. I must also strongly insist that all of you who want to post in this thread read the rules in the OP as well as those in the regularly updated Chronicles of the Unforgiving Isle first. There are rules for the addition of new PCs. It is not your decision alone to add one. I wasn't the first to post a PC prematurely (see Kethix). Also, I've tried to be very co-operative in this project, and hope that my additions are of good quality. I miss-calculated the population. I did not intentionally break the rules, and I do appreciate your help in making me a better contributer. -Preston |
| Dragoon109-04-07, 11:46 PM | With a population of 111, There are two PC slots, with the wizard taking up the freshly opened slot. So, the wizard I do believe can stay (barring some gross miscalulation). As is I see no formula dictaing family size, so as logn as family sizes are within reason (not many 5+ children familes) the current nuber seems ok. Low numbers of children per couple are a decidedly modern thing, honestly 2-3 should be the average number depding on how much like actualy history we want to be. Also, I would ask how two eggs became 24 wyrlmings? I vote yes on Sylvarnoth's proposal of a 32 Kobold wyrmling limit, at least untill year three. I also propose we follow the table Sylvarnoth presented for the Kobld repoductive schedual (though it does require some Extrapilation from Races of the Dragon). (or rather vote yes if it is part of the proposal ont he kobold wyrmling limit) I also would say the wizard needs to be level 9, for a once per day fabricate to muchly help the building progress along (fabricate once per day can be a house per day). I would say the only changes needed in month 7 is a decrease in Kobold wyrmlings to two. |
| PerennialRook09-05-07, 12:40 AM | With a population of 111, There are two PC slots, with the wizard taking up the freshly opened slot. So, the wizard I do believe can stay (barring some gross miscalulation). As is I see no formula dictaing family size, so as logn as family sizes are within reason (not many 5+ children familes) the current nuber seems ok. Low numbers of children per couple are a decidedly modern thing, honestly 2-3 should be the average number depding on how much like actualy history we want to be. Also, I would ask how two eggs became 24 wyrlmings? I vote yes on Sylvarnoth's proposal of a 32 Kobold wyrmling limit, at least untill year three. I also propose we follow the table Sylvarnoth presented for the Kobld repoductive schedual (though it does require some Extrapilation from Races of the Dragon). (or rather vote yes if it is part of the proposal ont he kobold wyrmling limit) I also would say the wizard needs to be level 9, for a once per day fabricate to muchly help the building progress along (fabricate once per day can be a house per day). I would say the only changes needed in month 7 is a decrease in Kobold wyrmlings to two. 24 wyrmlings came from Sylvaroth's extrapolation in his post above. To recalculate: At the end of month 5 there are 2 eggs that are mentioned. Assuming that there were six other eggs right on the heels of those (not too hard to imagine), then, according to Sylvaroth's calculations, there are 8 eggs at the end of month 5, 16 eggs at the end of month 6, and while the first 8 eggs hatch in month seven, another 8 eggs are fertilized and laid, for a total of 8 wyrmlings and 16 eggs. I will change my post to reflect this. I second the proposal to go with Sylvaroth's extrapolation of the Kobold reproductive schedule, and the 32 wyrmling limit (8 per female seems about right). The wyrmling limit should be 8x the number of reproductive females. We also need to agree upon an age of maturity for the Kobolds. Any ideas? -Preston |
| Dragoon109-05-07, 01:04 AM | According to Races of the Dragon (sorry, not a core book, but these tings aren't in the monster manual for some blasted reason.) Kobolds reach juvenile state (the hage like dragons) at 31 months, before that they are young at 19 months, 7 months marks becoming very young, and hatchlings are wyrmlings. Another RotD note typicallly Kobolds entrust a small portion of the tribe for raising young, rather than mothers tending to their own young. As these are atypical Kobolds (LN compared to LE, living above ground, and lead by a nature priestess), and this information is not found in a core book, this tactic does not need to be represented by this population, but I'm jsut putting it out if someone wants to propose it. |
| Sylvaroth09-05-07, 03:42 AM | - REMOVED - |
| Sylvaroth09-05-07, 06:39 AM | - REMOVED - |
| Sylvaroth09-05-07, 08:24 AM | As is I see no formula dictaing family size, so as logn as family sizes are within reason (not many 5+ children familes) the current nuber seems ok. Low numbers of children per couple are a decidedly modern thing, honestly 2-3 should be the average number depding on how much like actualy history we want to be. The thing why we should stick to the numbers I suggested above is simple. As soon as we will have a population of not only 50 or even 100, but rather 800 or 2,000, it simply is too much work to keep track of how many families have X children and how many have Y children, as well as calculating how much of those are actually of below adult age or above. That is why I propose to use below guidelines rather than designating the exact number of 12 year old girls with red hair and green eyes: The total population of the outpost can be divided into two parts: Working Population: The working population comprises of every productive individual of at least starting age, but younger than venerable age. The size of this group equals 2/3 of the total population. Non-Working Population: The remaining 1/3 of the total population is defined as non-working population and can be even further divided into... ...Children: About 30% of the total population comprises of individuals below starting age (children). ...Elderly: About 3% of the total population comprises of individuals of venerable age and older (elderly). Since the number of working individuals is the value that sees the most use (e.g. to calculate the town's size, gp limit, amount of ready cash, etc.), the number of non-working individuals should not be included in the town stat block. The below formulas, however, can be used to calculate the total population, the non-working population, the number of children, and the number of elderly, if the need or desire should arise: Total Population = Working Population x 1 1/2 Non-Working Population = Working Population x 1/2 Number of Children = Working Population x 45 / 100 Number of Elderly = Working Population x 5 / 100 Another advantage of this method is the integrated growth of the community (with the family as a part of it) that simulates births even if only a few single characters rather than new families were added lately. For example, with a current working population of 116 we have a non-working population of 58 (~52 children and 6 elderly) for a total population of 174 (note, however, that the working population not the total population determines the town's size). Adding e.g. a blacksmith and a ropemaker would gain a net result of 118 working and 59 non-working people (i.e. though the two new characters are singles, one of the established families celebrates the birth of 1 baby). I am also working on an updated town stat block (since the old one looks a little unorganized and needed some tweaking). |
| Dragoon109-05-07, 10:17 AM | My prefference would be keeping the Kobolds in the city, for multiple reasons. 1: Something in the forest (propbably some sort of animal with a taste for Kobold) has lowered their numbers to eight, and eight adult Kobolds aren't going to defend themselves well. 2: There are probably some more traditional Kobolds (LE subeteranea types) who would have exiled these non-evil Kobolds with strange nature reverant beliefs. Such Kobolds could be a later foe. 3: Once the town gets a population well into the hundreds (or hopefully thousands) having a sizable Kobold minority could make for an interesting district in the city (small structures sealed tight during the day and then the streats come alive at night). Depending how gritty we want to get, if there ends up a sizable gnome population at any point once the city is large enough, Kobold and gnome gangs fighting eachother, rigging up ever more clever and demented traps in the cities underbelly (such events would require a population of at least the high hundreds) I'd also recomend that next month we get some more guards in. Right now for a population in surplus of 100 there are 14 military personell, and five of them are officers. We're a bit heavy on officers right now. Anyways, I'm goign to go back to sleep for a while. Later I'll be posting a journal (or actually letter home, but same idea as a journal) from one of the guards. |
| PerennialRook09-05-07, 11:25 AM | My prefference would be keeping the Kobolds in the city, for multiple reasons. 1: Something in the forest (propbably some sort of animal with a taste for Kobold) has lowered their numbers to eight, and eight adult Kobolds aren't going to defend themselves well. 2: There are probably some more traditional Kobolds (LE subeteranea types) who would have exiled these non-evil Kobolds with strange nature reverant beliefs. Such Kobolds could be a later foe. 3: Once the town gets a population well into the hundreds (or hopefully thousands) having a sizable Kobold minority could make for an interesting district in the city (small structures sealed tight during the day and then the streats come alive at night). Depending how gritty we want to get, if there ends up a sizable gnome population at any point once the city is large enough, Kobold and gnome gangs fighting eachother, rigging up ever more clever and demented traps in the cities underbelly (such events would require a population of at least the high hundreds) I'd also recomend that next month we get some more guards in. Right now for a population in surplus of 100 there are 14 military personell, and five of them are officers. We're a bit heavy on officers right now. Anyways, I'm goign to go back to sleep for a while. Later I'll be posting a journal (or actually letter home, but same idea as a journal) from one of the guards. I can't see the kobolds leaving the safety of the settlement with such a high wyrmling to adult ratio, which means we have 6+ years before we'll need to decide on this issue. I also like the idea of these kobolds being exiled. It makes more sense for them to come to live in the human settlement if this is true. Guards could be raised from the local populous. We could level a couple of the soldiers from level 1 warriors to level 2. What is the best ratio for soldier to populous in a military port? -Preston |
| Sylvaroth09-05-07, 11:44 AM | My prefference would be keeping the Kobolds in the city, for multiple reasons. 1: Something in the forest (propbably some sort of animal with a taste for Kobold) has lowered their numbers to eight, and eight adult Kobolds aren't going to defend themselves well. 2: There are probably some more traditional Kobolds (LE subeteranea types) who would have exiled these non-evil Kobolds with strange nature reverant beliefs. Such Kobolds could be a later foe. 3: Once the town gets a population well into the hundreds (or hopefully thousands) having a sizable Kobold minority could make for an interesting district in the city (small structures sealed tight during the day and then the streats come alive at night). Depending how gritty we want to get, if there ends up a sizable gnome population at any point once the city is large enough, Kobold and gnome gangs fighting eachother, rigging up ever more clever and demented traps in the cities underbelly (such events would require a population of at least the high hundreds) I suggest a compromise: Let's situate the cliff in the bay where the Outpost and the harbor are. This way the kobolds can be both kobolds and citizens. I'd also recomend that next month we get some more guards in. Right now for a population in surplus of 100 there are 14 military personell, and five of them are officers. We're a bit heavy on officers right now. The DMG states a rate of 1:100 for full-time guards to citizens, with a rate of 1:20 for conscript soldiers to citizens. With a current population of 102 working civilians and going by those guidelines we'd only have about 1 full-time guard, and 5 conscript soldiers available. We have, however, learned from Eckland. So I'd suggest to tweak these rates to fit our unique situation. Namely a military borderland outpost with a few settlers to tend to the things of day-to-day living (building houses, farming, hunting, producing goods etc.). We've used a 1:20 rate for full-times and conscripts in Eckland, because the town experienced some nasty times (a pack of semi-starved wolves, an orc attack lead by a dragon, etc.) To provide the guards with the weapons and gp neccessary we had to come up with the 'monster hunters', who did regular patrols in the area around Eckland, providing the whole guard with the profits and equipment from the resulting treasure. Since the Outpost (I hereby propose to suggest and eventually vote for a name for our settlement) is mainly a military settlement, we could even increase the above rate to 1:5, 1:3, or even 1:2. In those cases (with a working civilian population of 102 (116 - 14)) we'd have about 20 (102/5), 34 (102/3), or 51 (102/2) full time soldiers. Though most settlers will not participate in purely militaristic activities, they will be interested in defending their homes (i.e. fending off dangers directly threatening their home town). Thus I'd suggest to set the rate of conscripts to 3/4 of the civilian working population (102 x 3/4 ~ 76). As for the ranks I suggest to use the following table: Rank Troops Commanded private 0 corporal 1-4 sergeant 6-12 lieutenant 15-25 captain 30-100 major 100-500 colonel 500-5,000 general 5,000+ There is one soldier of the appropriate rank for each number of lower-ranking soldiers as given above. With currently 14 soldiers we'd have 1 - 2 sergeants, and as much as 3 to 11 corporals and privates (you'll notice that privates are the 'commoners' of 'guard generation' for the purpose of filling up the free slots). Since Cagun has already been established as captain, and Amakiir, Coonan (what's his first name, anyways?), and Irongale as sergeants, I'd say we leave it that way. I would, however, suggest to degrade Latn'mele from captain to lieutenant. This way we have: 1 captain (until we reach a soldier population of 101+), 1 lieutenant (until we reach a soldier population of 31+), 4 sergeants (until we reach a soldier population of 26+), 2 corporals (until we reach a soldier population of 18+), and 6 privates. As soon as we get more soldiers, some of the old ones will be promoted. We should continue this until we have reached the desired rate of soldiers on the one hand, and filled the appropriate ranks with the desired number of soldiers on the other. As with the guidelines for PCs and NPCs, no soldier should be promoted to a rank that is identical with that of the highest ranking officer (i.e. no other captains as long as Cagun isn't promoted to major), important characters will rise faster through the ranks, nameless characters will be ranked as appropriate to the average numbers. What do you think? Anyways, I'm goign to go back to sleep for a while. Later I'll be posting a journal (or actually letter home, but same idea as a journal) from one of the guards. You might want to read this for inspiration of how to pull this off. Provided by hour honorable OP Rockjaw 'the minor contributor' himself :D |
| Rockjaw09-05-07, 11:53 AM | You guys are amazing! keep it up! right now it's the morning after running a 150 carpenters through another 20hr day (you would be suprised how loud nail guns are at 2:15am) tomarrow will bring a changing of the guard here and I'll be back to my normal routine and be able to contribute more sorry for my laxing but I see Sly has stepped up in a most excellent fashion and my thanks to him, greatly appreciated.! Continue please, again this is an excellent project. |
| Sylvaroth09-05-07, 12:46 PM | ...but I see Sly has stepped up in a most excellent fashion and my thanks to him, greatly appreciated.! :hides: :blush: :D |
| Johnny_Angel09-05-07, 02:12 PM | Ideas for what the beasts that attacked camp could have been. Reptilian Boars Feral Boars Reptilian Wolverines Dire Boars ....ok, my mind isn't working so well today; that's all I have. Feral Reptilian Dire Boars? j/k |
| Sylvaroth09-05-07, 02:47 PM | Actually they were a heard of 3 boars and 1 (small) dire boar. The instructions Cagun gave to the settlers when he carried the dire boar to the Outpost have by now lead to its head being stuffed and hanged over the entrance of the fort. Hey what about Tuskbay as a name for the town? :D |
| Dragoon109-05-07, 03:18 PM | Woohoo, first Journal-type for BaCt2, a letter home written by one of the guards Dear Mother, I apologize for not writing in so long, circumstance has not lended itself to much free time within the past 7 months. First we had to deal with months of unrelenting rain, and now we have over 100 people in our colony, which has made for a great shortage of houses, right now we only have ten of them. Because of this we have a 12 hour day, four of it spent on guard duty, the rest of it building. I am not to displeased by the heavy schedule though, as it is necessary for the betterment of the citizens of the colony. I have a great deal of fondness toward the Captain here, Captain Braun Cagun. Though at first I had my reservations about him, he has seemed to grow a fondness for this Island, and works hard to improve it. Indeed, unlike many commanders I've served under he gets involved beyond management. He also works the twelve hour days, and whenever I see him he is covered in sweat from swinging a hammer in this miserable July heat. The other officers are much the same, all of them work the heavy schedule, and most of them without complaint. We have a Dwarf among us now, Sgt Bauer Irongale, and he spends all day in the elements, building houses or fixing the ancient foundations which we are building upon. We are a bit heavy on officers though, there are 14 of us total, and only nine of us are not officers. We also have found the most unlikely of allies, some Kobolds native to this island have offered their assistance in exchange for protection. Eight of them went past our camp to go fishing one night earlier in the year. That night was rather harrowing, as we thought they might be raiding (they use javelins to spear-fish), and if not for St. Cuthbert blessing us with a civilian who knew Draconic, who knows what would have happened... Their leader has been out healer for the past four months, and she and her followers have been very hardworking, also contributing to the construction. If you thought the Dwarf laborers you have seen back home were efficient you would be awed by the Kobolds; Kethix (that is the name of their leader) and her 5 companions work like a team of ants, it is almost like their minds become one when they are at work. You may wonder why i say six Kobolds, when earlier I had said eight. None of them have perished (in fact, no one has in the past seven months, despite the weather and some run ins with some ill tempered pigs, I thank St. Cuthbert daily for that), two of them are tending to eggs and young. Adult Kobolds are no bigger than father's hunting hounds, so their young are barely larger than pups, and they grow almost as fast. The young Kobolds are so small and active that I have come to consider them cute, something I never thought I would say about a smart lizard. (Haha, don't tell my brothers I said that) Abyss, never would I have thought I would be working alongside, and even becoming friends with Kobolds, when I joined the army I thought I would be fighting the things. Earlier in the week a ship of worshipers of Pelor arrived in the colony. They are nice folk, they brought supplies and more workers, but they lack the powerful discipline of the military and the followers of our god. The extra arms always helps though. With this letter I am sending some coin, please keep some of it for yourself, but please take at least half of it to the temple. I am back on my tithe, as there is no temple here. When you go, please try and get some holy symbols to send me, so maybe I can gather more followers for Saint Cuthbert before the priest of Pelor sweep all the unaffiliated to their flock. Pelor is not a bad god, but St. Cuthbert's laws and protection are needed much more. If you could please also humbly request for me for some followers of St Cuthbert try and make it to our island. I know I am not his only follower here, and some of the other worshipers also would like someone to pay their tithe to, and someone more versed in his lore would be better able to win converts. I must go now, my guard shift is about to begin, then eight hours of building. With my love, Private Alec Gelson ------------------------ Private Alec Gelson – LG Male Warrior 1, worships St. Cuthbert A approve the proposal to have a high military population: I vote a 1:3 ratio. I like the military breakdown chart. I propose we use Sylvaroth's chart and I also propose that Cagun receive promotions to always be the highest ranking officer. I am indifferent on the town name, and will vote with whichever side is the first to get two votes. I propose that since one temple has moved in other temples should arrive (through not necessarily as in force as the Pelorans did). I think Obad-Hai would take interest in the island for its large amounts of unexploited land, and St Cuthbert and Heironeous would come following an influx of guards (both deities strike me as one LN and LG military men would favor.) |
| Sylvaroth09-05-07, 03:28 PM | Great work Dragoon1. Keep a keen eye on the Chronicles of the Unforgiving Isle (CotUI) as they are about to be updated and your letter will be in there, too. :D |
| PerennialRook09-05-07, 04:09 PM | Unless I get votes to the contrary, I think it appropriate to keep Latne'mele as a Captain. The wizard (whose gender should never be established) should be above the lowest officer rank. Latne'mele is not a commanding officer, which is a huge distinction between Captain Cagun and Captain Latne'mele. The simplicity of the single rank structure appeals to me, so I'll cast my vote that way, though it seems to be missing the rank of Field Sergeant. Also, 1:3 ratio of soldier to populous seems good to me, I support that as well. -Preston |
| Rizzen909-05-07, 07:19 PM | *Proposal* Future Villain prospect I like the idea of more LE or CE Kobolds on the Island somehwere. My Proposal is that the other Kobolds are like the Aztecs were by Sacrificing there citizens to there Gods, Draconic Gods for these Kobolds. The Outposts (good/nuetral) Kobolds being of a different nature did not agree and when they rebeled against the idea of Sacrificing there own were then made Sacrifices. The 8 that excaped were the last of the rebeling Kobolds. This will make for a good Villain in the future when the Evil Kobolds find out the good ones survived. The "good" Kobolds have not told the humans because there afraid that they will not be allowed to stay in the town for protection. The old ruins could be from the Evil Kobolds raiding for Sacrifices and did not like other living on "there" Island. By the way, LOVE this thread! :) |
| d34dlock09-06-07, 10:08 AM | I like reading this thread. I vote for a high soldier ratio also. I'm not sure what ratio is best. 1:20 - 1:5 seems reasonable. I propose a monster trainer/breeder arrive in town to help with the cost and quality of mounts available. Dire weasels sound fun later in the towns development. Transporting mounts by shipping will get expensive if you have to import every mount. Exotic stables/kennels will be needed if the best mounts are to be available. This will be more true if a lot of the population are soldiers. |
| Argo09-06-07, 12:57 PM | I want to post a chronicle. But there have been so many STOPs and retcons already that I'm not sure I know what the true timeline of events is. Would someone please clear things up? This thread has gotten very muddy very quickly. |
| Sylvaroth09-06-07, 01:22 PM | The core timeline of the Isle can be seen here (http://forums.gleemax.com/showpost.php?p=13627040&postcount=7). To help newcomers who might be interested in contributing to this project, I would like to ask everybody to adjust their non-core entries accordingly (Thanks to PerennialRook for giving an example here (http://forums.gleemax.com/showpost.php?p=13628258&postcount=10)) or to update their entries to include the results of votes and vetoes. As for Alexeduardo's posts, they may be ignored in their trolling entirety (I am in contac with him, but I am pondering to ask a WizO to simply delete his posts). Also, as I think I know at least a little bit of what Argo intends to post, I'd like to ask everybody to wait until he has posted before you add your next Chronicles entry. If I am right, you will love what you will see. :cheer: |
| Sylvaroth09-06-07, 01:31 PM | - REMOVED - |
| PerennialRook09-06-07, 03:15 PM | Speaking of core, why is Latne'mele listed as a Lieutenant in the chronicles? As far as I know my post is core until voted otherwise or changes by the OP. I think a 9th level wizard would be above the lowest commissioned officer rank, and having two Captains is not unheard of. As the commanding officer, Captain Cagun still outranks Captain Latne'mele. Latne'mele will most likely never gain much rank, as the wizard commands no troops (and may even fall under another command, and is only attached to the engineer corps). Captain Cagun will rise in rank as the size of the city grows. Sylvaroth, I appreciate all the work you do for this thread, but it is still a community project and I would like to feel as though my input is as important as anyone else. According to the rules, three things can happen: 1) Two more votes make Captain Latne'mele core. 2) Two more votes change Latne'mele to the rank of Lieutenant. (For what reason, I still don't understand) 3) The OP (Rockjaw) makes a call either way. Until then, Latne'mele should still be a Captain. I have willingly made many suggested and mandated changes to my chronicle posts, and to so to be as cooperative with this community as possible, but continued unwarranted changes to my ideas are offensive. If you don't want community help in making this project, I would suggest you list who is able to post and admit that you will exclude ideas of all others. |
| PerennialRook09-06-07, 03:58 PM | I vote yes on the warm forest proposition, though I would describe the cold season as a temperate season, and, as this is a monsoon climate, the temperate (cold) season is considerably dryer. The SE dog head shaped bay is an excellent spot for the outpost. I propose that, with the abundance of boars, that the bay itself be named Tuskbay. The bay seems too large for the port and not as sheltered from the open sea as I would like. I propose that the outpost be located in a small cove/harbor (not clearly identifiable on the map) at the southernmost point of the bay (where the lower lip of the dog would be, in the center of the 1-3 ring). The large mass south of that could be a mountain sized outcropping of rock in which the kobold caves and the mine could be located (to keep the mine and kobolds out of the higher CR areas). A lighthouse/watchpost could be placed high above the city on the outcropping to survey the sea and guide ships to the harbor. I also like the idea proposed by Rizzen9, and cast my vote for the LE "Inca" style Kobolds. Though perhaps a larger number of Kobolds fled the city (on the north end of the island?) but many perished on the arduous journey to saftey in the southern reaches of the Unforgiving Isle. Also, if I count correctly, a high soldier ratio has been confirmed. |
| Dragoon109-06-07, 06:55 PM | One problem I see with the weather scenario put forth is it would require some ret-conning to reflect the southern hemisphere seasons. I do like the humid subtropical climate, I just think for the sake of not having to change things already said we just have some sort of weird winter monsoon season. Lets give the dog a tongue and put the outpost in there, so its a bit more sheltered, and probably a bit closer to the CR <1 area than the 3-6, just to make it feel safer. What's the red dot in the center? Epic? |
| Sylvaroth09-06-07, 07:37 PM | [...]continued unwarranted changes to my ideas are offensive. If you don't want community help in making this project, I would suggest you list who is able to post and admit that you will exclude ideas of all others. Don't exaggerate and calm down there a little. I just realized this myself. Those things happen from time to time when you do posting and editing all at the same time :blush: Voila! Changed until voted otherwise (which needs in fact three votes, since the person who proposed a change [read: ME] shouldn't also vote). I vote yes on the warm forest proposition, though I would describe the cold season as a temperate season, and, as this is a monsoon climate, the temperate (cold) season is considerably dryer. Correct. The use of the term cold was, however, not intended to indicate the 'cold climate condition' as described in the DMG (which is obvious looking at the temperatures given). Most of the time I will only post the results of my calculations, researches, and theories. If you (generic you) are interested in the details, feel free to PM me so I can send you a more detailed description of how I arrived at the posted results. As for the weather of the Unforgiven Isle, I have created a little table with minimum, average, and maximum temperatures (in °C and °F), the weather conditions and where to find the appropriate rules in the DMG for every month of a year. It does also show the seasons those months happen to be in and whether it is a dry or wet period of the year. However, since you (PerennialRook) asked for a seasonal chart detailing when monsoon season would kick back in and when the best time for sowing was, you might want to see such a thing posted here. I could even add the (min, avrg, max) values for precipitation (in mm), if somebod wanted to know them. I propose that, with the abundance of boars, that the bay itself be named Tuskbay. I vote yes to the idyllic Outpost in the Tuskbay of the Unforgiving Isle. The bay seems too large for the port and not as sheltered from the open sea as I would like. I propose that the outpost be located in a small cove/harbor (not clearly identifiable on the map) at the southernmost point of the bay (where the lower lip of the dog would be, in the center of the 1-3 ring). As each ring is 12 1/2 miles wide, the very edge you propose covers an area of around 1 square mile. Quite enough space for a nice little harbor 'sheltered from the open sea' to fit in :D In fact it is just the size of the area we used for Eckland which is also identical with the 640 acres suggested by A Magical Medieval Society: Western Europe as the size for a manor. Just perfect. The large mass south of that could be a mountain sized outcropping of rock in which the kobold caves and the mine could be located (to keep the mine and kobolds out of the higher CR areas). Though I am not sure what exact area you are referring to, I like the Idea of the kobolds moving to caves near Outpost (as I have suggested before). There is, however, one point we should have a reasonable explanation for, should we decide to pull this off. Ready? If there are rock formations large enough to support a kobold colony, why did the dwarf have to travel for hours to find another rocky cliff appropriate to be quarried for stone? Oh, and please refrain from jokes about the differing speeds of those two races. Dwarves cannot be THAT slow ;) A lighthouse/watchpost could be placed high above the city on the outcropping to survey the sea and guide ships to the harbor. Wait for Argo's post. I think we'll need one as soon as he is done :D I also like the idea proposed by Rizzen9, and cast my vote for the LE "Inca" style Kobolds. Though perhaps a larger number of Kobolds fled the city (on the north end of the island?) but many perished on the arduous journey to saftey in the southern reaches of the Unforgiving Isle. Though I don't see our kobolds (as brave as they may be) as rebels and the need for an arc-nemesis (not yet), I think the idea of sacrificial kobolds celebrating bloody rituals to be granted power by Tiamat is great and could be further explored in the future. Off of the top of my head I can see a dragon egg, a sacred object to the kobolds for hundreds of years now. Prophecy has it that once the wyrm within has received sufficient offerings, it will hatch into an emissary of the Queen of Dragons who will take the kobolds to power. A variation of the theme could result in the hatching of a dragonwrought kobold (RoD). Btw. I propose a volcano at the center of the isle (can you say red dragon?). Also, if I count correctly, a high soldier ratio has been confirmed. Correct, though the rate has not yet been decided. Is it 1 full-time guard for each 5, 3, or 2 civilians? One problem I see with the weather scenario put forth is it would require some ret-conning to reflect the southern hemisphere seasons. I do like the humid subtropical climate, I just think for the sake of not having to change things already said we just have some sort of weird winter monsoon season. We don't have to change anything. According to Year 1, Month 3 the monsoon was retreating. Why does that not fit? Lets give the dog a tongue and put the outpost in there, so its a bit more sheltered, and probably a bit closer to the CR <1 area than the 3-6, just to make it feel safer. See above (especially the part about the size of the area suggested as the location of Outpost by PerennialRook). What's the red dot in the center? Epic? No it's a volcano :D Seriously though, it is the spot from 'the X marks the spot'. Or it is the core with CR 16+ critters. ;) |
| Dragoon109-06-07, 08:06 PM | We ahve refered to July as being hot though. Granted, it'd be a minor change, but I'm a bit lazy x.x Plus, I tihnk the bulk of us are from the northern hemisphere, so trying to remember to flip seasons could make people hae to redo months a bunch. I'm probably in the minority on this though. |
| d34dlock09-06-07, 08:41 PM | I also vote yes on the warm forest proposition. If it never snows the roofs can be flat and you can grow crops on them. This will help security and community spirit. Is it possible rig the roofs to be irrigated to help yields and fire prevention? It would also help identify which houses need repairs before monsoon season begins. If crops are grown on roofs there could be an ordinance for house height and the shadow it is allowed to cast. Inca kobolds sound like a good plot hook. Perhaps the stone is rotten, shot though with cracks that make it unsuitable for buildings or sculptures. Maybe it is useful only for gravel and fill. Warm and hot climates can be made more bearable if houses have a large footprint and wide doors and windows to let the breeze though. |
| PerennialRook09-07-07, 12:26 AM | Don't exaggerate and calm down there a little. I just realized this myself. Those things happen from time to time when you do posting and editing all at the same time :blush: Voila! Changed until voted otherwise (which needs in fact three votes, since the person who proposed a change [read: ME] shouldn't also vote). This is why I shouldn't post when I'm angry about other things. I didn't mean to vent at you. Sorry. Most of the time I will only post the results of my calculations, researches, and theories. If you (generic you) are interested in the details, feel free to PM me so I can send you a more detailed description of how I arrived at the posted results. As for the weather of the Unforgiven Isle, I have created a little table with minimum, average, and maximum temperatures (in °C and °F), the weather conditions and where to find the appropriate rules in the DMG for every month of a year. It does also show the seasons those months happen to be in and whether it is a dry or wet period of the year. However, since you (PerennialRook) asked for a seasonal chart detailing when monsoon season would kick back in and when the best time for sowing was, you might want to see such a thing posted here. I could even add the (min, avrg, max) values for precipitation (in mm), if somebod wanted to know them. Post away! If not, PM me. Though I am not sure what exact area you are referring to, I like the Idea of the kobolds moving to caves near Outpost (as I have suggested before). There is, however, one point we should have a reasonable explanation for, should we decide to pull this off. Ready? If there are rock formations large enough to support a kobold colony, why did the dwarf have to travel for hours to find another rocky cliff appropriate to be quarried for stone? Oh, and please refrain from jokes about the differing speeds of those two races. Dwarves cannot be THAT slow ;) It said it was just a mile away I think. I could move it closer, as integrating the caves with the city has been discussed. This may require further discussion, though, as the city grows, a mile down the road may not be that far. This would keep the kobolds as an important faction, if not part of the city proper. Wait for Argo's post. I think we'll need one as soon as he is done :D I'm looking forward to it! Though I don't see our kobolds (as brave as they may be) as rebels and the need for an arc-nemesis (not yet), I think the idea of sacrificial kobolds celebrating bloody rituals to be granted power by Tiamat is great and could be further explored in the future. Off of the top of my head I can see a dragon egg, a sacred object to the kobolds for hundreds of years now. Prophecy has it that once the wyrm within has received sufficient offerings, it will hatch into an emissary of the Queen of Dragons who will take the kobolds to power. A variation of the theme could result in the hatching of a dragonwrought kobold (RoD). I like the idea of a misplaced dragon egg and sacrificial kobolds as a rival clan to the nature worshiping kobolds of Outpost (My vote goes for Outpost as the name of the settlement). BTW, does that make Outpost official, or do we still need another vote? Btw. I propose a volcano at the center of the isle (can you say red dragon?)... No it's a volcano :D I vote yes to the red dragon's (CR 16+) volcano lair in the center of the isle! |
| PerennialRook09-07-07, 12:30 AM | We ahve refered to July as being hot though. Granted, it'd be a minor change, but I'm a bit lazy x.x Plus, I tihnk the bulk of us are from the northern hemisphere, so trying to remember to flip seasons could make people hae to redo months a bunch. I'm probably in the minority on this though. It's a dry heat in July. It's tropical, so the only season that really matters is monsoon season, otherwise it is generally mid 70's to low 80's year round, I think. On a dry sunny day, mid 70's could be considered hot, or it could have been a unseasonable hot spell. |
| Dragoon109-07-07, 02:55 AM | 70-80 Is very nice without humidity, and with the outpost being right on the water there is going to be a near constant sea breeze (ok, bay breeze). I would find it hard to consider 70-80 with a costal wind hot, n fact that comes clsoe to ideal working weather. As for the Kobolds, I've already given my reasoning for them staying at the camp. However, when the camp actaulyl spreads to some natural caverns or even off sand they'd probably get to living underground, but as is I don't think they;d want to leave the shelter of the camp. |
| Sylvaroth09-07-07, 04:48 AM | They are refugees not perverts. Kobolds live in caves and tunnels. That's their thing so to say. So lets vote: Do you want to have the kobolds living in a house in Outpost or in the adjacent cliffs/tunnels/caves? |
| Sylvaroth09-07-07, 04:59 AM | - REMOVED - |
| TheScapegoat09-07-07, 10:49 AM | A few proposals I wanted to comment on. 1) Kobolds: I agree and vote that they should have a small cave off from the city to live in. 2) Name: I like the idea of calling it Tuskbay, not too fond of the name Outpost. Unless we need something that generic I vote no. 3) "Dragon": Although this didn't seem like an official proposal just an idea I vote no. I think that if we could find something fire based and high CR (maybe some sort of fire elemental) that would be far more interesting. The story of why it is here could be a very good story. |
| PerennialRook09-07-07, 02:59 PM | Proposal Compilation In reverse chronological order, a list of proposals in this thread. Monster Trainer/Breeder by d34dlockI propose a monster trainer/breeder arrive in town to help with the cost and quality of mounts available. Dire weasels sound fun later in the towns development. Transporting mounts by shipping will get expensive if you have to import every mount. Exotic stables/kennels will be needed if the best mounts are to be available. This will be more true if a lot of the population are soldiers... ...You did miss my proposal for a monster trainer/breeder. Besides mounts you might also want guardian beasts to protect the town. Creatures with darkvision, scent, blindsense, and/or blindsight would be vary handy. With so many soldiers in town the threat can be minimised and the advantages might well make up for the risk. Votes: Ignored Kobold Lair? by SylvarothProposal: So lets vote: Do you want to have the kobolds living in a house in Outpost or in the adjacent cliffs/tunnels/caves? Votes: Cliffs/tunnels/caves - "They are refugees not perverts. Kobolds live in caves and tunnels. That's their thing so to say." - Sylvaroth Cliffs/tunnels/caves - "I agree and vote that they should have a small cave off from the city to live in." - TheScapegoat Cliffs/tunnels/caves - "My official yes to the proposed kobold cave dwelling in the nearby cliff." - Perennial Rook Red Dragon by SylvarothProposal: ...(can you say red dragon?) Votes: Yes - "I vote yes to the red dragon's (CR 16+) volcano lair in the center of the isle!" - PerennialRook No - "I vote no." - TheScapegoat No - "I also have to vote "no" to the Dragon Villian. Unless..." - Throrin No - "No..." - Dragoon1 No - "...no live dragon." - d34dlock Volcano by SylvarothProposal: I propose a volcano at the center of the isle... Votes: Yes - "I vote yes to the red dragon's (CR 16+) volcano lair in the center of the isle!" - PerennialRook Yes - "Yes" - Dragoon1 Yes - "I vote yes volcano..." - d34dlock Climate Type by SylvarothProposal: I also propose to decide the prevalent climate/terrain type to be warm forest (with hills and finally mountains to the core of the island). Votes: Yes - "I vote yes on the warm forest proposition..." - PerennialRook Yes - "I do like the humid subtropical climate..." - Dragoon1 Yes - "I also vote yes on the warm forest proposition." - d34dlock Future Villain Prospect by Rizzen9Proposal: I like the idea of more LE or CE Kobolds on the Island somehwere. My Proposal is that the other Kobolds are like the Aztecs were by Sacrificing there citizens to there Gods, Draconic Gods for these Kobolds. The Outposts (good/nuetral) Kobolds being of a different nature did not agree and when they rebeled against the idea of Sacrificing there own were then made Sacrifices. The 8 that excaped were the last of the rebeling Kobolds. This will make for a good Villain in the future when the Evil Kobolds find out the good ones survived. The "good" Kobolds have not told the humans because there afraid that they will not be allowed to stay in the town for protection. Votes: Yes - "...cast my vote for the LE "Inca" style Kobolds." - PerennialRook Yes - "I think the idea of sacrificial kobolds celebrating bloody rituals to be granted power by Tiamat is great and could be further explored in the future. Off of the top of my head I can see a dragon egg, a sacred object to the kobolds for hundreds of years now. Prophecy has it that once the wyrm within has received sufficient offerings, it will hatch into an emissary of the Queen of Dragons who will take the kobolds to power. A variation of the theme could result in the hatching of a dragonwrought kobold (RoD)." - Sylvaroth Yes - "Inca kobolds sound like a good plot hook." - d34dlock Temples by Dragoon1Proposal: I propose that since one temple has moved in other temples should arrive (through not necessarily as in force as the Pelorans did). I think Obad-Hai would take interest in the island for its large amounts of unexploited land, and St Cuthbert and Heironeous would come following an influx of guards (both deities strike me as one LN and LG military men would favor.) Votes: Ignored Rank Structure and Promotions by Dragoon1Proposal: I like the military breakdown chart. I propose we use Sylvaroth's chart and I also propose that Cagun receive promotions to always be the highest ranking officer. Votes: Yes - "The simplicity of the single rank structure appeals to me" - PerennialRook High Soldier Ratio by SylvarothProposal: We've used a 1:20 rate for full-times and conscripts in Eckland, because the town experienced some nasty times (a pack of semi-starved wolves, an orc attack lead by a dragon, etc.)... Since the Outpost...is mainly a military settlement, we could even increase the above rate to 1:5, 1:3, or even 1:2. Votes: Yes (1:3) - "A approve the proposal to have a high military population: I vote a 1:3 ratio." - Dragoon1 Yes (1:3) - "Also, 1:3 ratio of soldier to populous seems good to me, I support that as well." - PerennialRook Yes (1:5-1:20) - "I vote for a high soldier ratio also. I'm not sure what ratio is best. 1:20 - 1:5 seems reasonable." - d34dlock Kobold Baby-Boomers by SylvarothProposal: I would like, however, to propose a limit of 32 wyrmlings, so that each adult female has no more than 8 wyrmlings to tend to. Addendum by Dragoon1: I also propose we follow the table Sylvarnoth presented for the Kobld repoductive schedual (though it does require some Extrapilation from Races of the Dragon). (or rather vote yes if it is part of the proposal ont he kobold wyrmling limit). Votes: Yes - "I vote yes on Sylvarnoth's proposal of a 32 Kobold wyrmling limit, at least untill year three." - Dragoon1 Yes - "The wyrmling limit should be 8x the number of reproductive females." - PerennialRook Town Name by SylvarothProposal: Hey what about Tuskbay as a name for the town? ...or... I'd place Outpost (Tuskbay) inside the 1-3 ring... Votes: Outpost in Tuskbay - "I vote yes to the idyllic Outpost in the Tuskbay of the Unforgiving Isle." - Sylvaroth Outpost - "My vote goes for Outpost as the name of the settlement." - PerennialRook Tuskbay - "I like the idea of calling it Tuskbay" - TheScapegoat Tuskbay - "I vote for "Tuskbay" as the town name." - Throrin Tuskbay - "I vote for Tuskbay too." - Rizzen9 Tuskbay - "I vote for Tusk bay, to finalize it and make that the official name." Dragoon1 Mage PC by Dragoon1Proposal: A 9th level wizard or 10th level Sorcerer be the next PC characters. Fabricate is a 5th level Sorc/Wiz spell which would help with the building shortage. Votes: Yes - Adopted in Year 1, Month 7 as Latne'mele - PerennialRook No - "keep Latne'mele away for another while until we have an available PC slot." - Sylvaroth No - "I think that a high level mage would be unbalancing for a new town." - Throrin Daern's Instant Fortress by Dragoon1Proposal: A Daern's Instant Fortress could come on the next ship to provide a instant building to help with the structure shortage. Votes: Ignored Pearls by Heros_BackpackProposal: Another possibility for trade goods in general are pearls, which could draw divers and their families to the Isle. Adopted by PerennialRook Aquatic Neighbors by Heros_BackpackProposal: I propose the sailors discover/are discovered by a nearby village of one of the aquatic humanoids (maybe locathah, merfolk or aquatic elves) setting up a possible future trade route. Votes: Yes - "I like the merfolk idea." - PerennialRook Undecided - "I'm unsure about the underwater people..." - Johnny_Angel No - "I'm inclined to say no." - Dragoon1 Aurora Cagun by PerennialRookProposal: We introduce Aurora Cagun (aristocrat 2), the wife of Capt. Braun, to the island. Votes: No - "I vote no on introducing someone's wife at this point in time." - Johnny_Angel Revisit - "I dont think we need a wife for either Captian yet, sometime soon I think" - RockJaw(OP) Revisit - "No, at least not for the time being. Families ariving at this point would be foolish. Next year after the monsoon season sounds good though, so it should be revisited then." Bauer Irongale, Dwarven Engineer by PerennialRookProposal: To add some diversity, I think that Bauer Irongale, the dwarven expert from my original Y1M4 post, should be hired and arrive sometime in month 5 or 6. The dwarves would appreciate the importance of this port in embryo, and gladly offer the aid or an experienced engineer. Adopted by RockJaw(OP) as Sgt. Bauer Irongale Votes: Yes - "I vote yes on the dwarf." - Johnny_Angel Yes - "Yes, as an engineer would make sense for this sort of project." - Dragoon1 Apprentice WizardProposal: An apprentice to a powerful wizard comes to the Unforgiving Isle seeking to be hidden in plain sight. This apprentice, named Maevek, is a highly respected member of his other community. Saving the life of children from drowning in the river. LG, Human Male wizard 3 Votes: Ignored Year 1, Month 4, Redo by TheScapegoatProposal: PerennialRock did Year 1 Month 4, I think people just want it changed a bit. Unless we are just going to redo it completly. Votes: Redo - "...a complete redo of month 4..." - Dragoon1 Redo - "Yep, let's redo month 4." - HerosBackpack Redone by Sylvaroth The Druid Issue by ?Issue: The Kobold Druid was introduced as a PC class while there were no open slots, and subsequently killed off in another (non-core) posting. Votes: Death - killed in (non-core, deleted) posting - PerennialRook Druid - "...utterly against killing off the druid..." - Sylvaroth Druid - "No killing the druid." - Argo Adept - "Adept for me." - TheScapegoat Adept - "...call herself a druid while actually being an adept..." - HerosBackpack Adept - "...Kobold should be changed to an Adept..." - Johnny_Angel Delayed Resupply by PerennialRookProposal: I suggest that we hold off on the resupply a few more months. Let the settlers sweat a little. Ignored by Sylvaroth Sausage Fest by PerennialRook Proposal: This is an all male camp (as far as humans go) until the settlement has enough structure built up to request women (perhaps wives of some of the conscripted workers, or "settlers"). Adopted by RockJaw(OP) Johnathan to Adept by PerennialRookProposal: Where it was first thought that Johnathan was a commoner, he is really an adept, thus the knowledge of Draconic, a language whose uses are few. Votes No - "...making him an Adept the water problem initially put forth would have never existed to begin with..." - Dragoon1 No - "Keep him commoner." - TheScapegoat No - "...I agree that he should just be a commoner." - Johnny_Angel |
| PerennialRook09-07-07, 03:11 PM | My official yes to the proposed kobold cave dwelling in the nearby cliff. Get out and vote! Also, inform me if I missed any proposals. ;) |
| Throrin09-07-07, 07:16 PM | Syl, nice job on the maps :cool: One thing though.... the first map had a scale of half mile to the square and after 2 enlargements the scale is one mile a side?:confused: Edit: And what did you use to do the map? I vote for "Tuskbay" as the town name. I think that a high level mage would be unbalancing for a new town. Even though there was a mage brought with the original landing, and also given that it is mainly a military operation at the moment, I do not see a high level caster being sent. A battle mage of middling power and some utility spells would be more likely. I am surprised that they did not send a healer along with the original group. Another reason that I think a mage of the power suggested is a bad idea is the fact that so much of the hardships that create character CAN be bypassed by that mage. So I vote "No" to the high level mage. I also have to vote "no" to the Dragon Villian. Unless we can come up with a decent reason why he/she has not attacked the town yet. Is it asleep? Out courtin'? I would like something a bit more out of the ordinary. Something that Could be sleeping for a year or two. |
| Rizzen909-08-07, 02:17 AM | I vote for Tuskbay too. I also vote that the Kobolds make a cave dwelling but I think after the eggs are hatched. Even a timid animal will protect a young to the death and thats my outlook on Kobolds, they know there protected in "Tuskbay" and wouldnt move there eggs in fear of damaging them. I think they would wait until they will hatch at the least. *Edit* While waiting for the eggs to hatch and possibly for the young to be old enough for the move, they could be making the caves and tunnels to suit there needs until then. |
| Dragoon109-08-07, 02:44 AM | Name of outpost - I vote for Tusk bay, to finalize it and make that the official name. Volcano - Yes Dragon - No, as it probably would have already been harrying the camp by now, and at minimum demanding tribute. Someone did mention a fire-elemental though, which would make sense, as an elemental would not be inclined to leave the volcano. I would also like to propose a moratorium on more proposals untill the after the next monsoon season. Lets get these resolved and actually make some more progress. |
| d34dlock09-08-07, 02:53 AM | If you include this yes there is more than enough votes for kobolds in caves. In a previous post i suggested a reason for the quarry being so far away. Sorry for not being clear in intent. I vote yes volcano and no live dragon. For reasons others have stated. I count enough votes for tuskbay to confirm the name. You did miss my proposal for a monster trainer/breeder. Besides mounts you might also want guardian beasts to protect the town. Creatures with darkvision, scent, blindsense, and/or blindsight would be vary handy. With so many soldiers in town the threat can be minimised and the advantages might well make up for the risk. |
| PerennialRook09-08-07, 02:47 PM | I would also like to propose a moratorium on more proposals untill the after the next monsoon season. Lets get these resolved and actually make some more progress. I believe we are all waiting on Argos to post. So says Sylvaroth. And, I can respect that. Though has anyone heard from Argos lately? |
| Argo09-08-07, 05:31 PM | Sorry. Don't have much time to post weekends. I'm working on my post. Expect it early this coming week. |
| Sylvaroth09-08-07, 08:54 PM | Feel free to write letters, journal entries, etc. Let's give the last 7 months a little more depth. Any ideas? |
| PerennialRook09-08-07, 09:36 PM | It would be interesting to see the letters that Braun himself writes to his wife (if she ever gets made "core"). Perhaps telling her of his thoughts on the island, his hopes and dreams, and letting out some of the emotions that he cannot convey in front of his men. Is it a taboo to write from the perspective of the main PC class character? Also, I had thought of a journal from the perspective of Daren, the kid who found the first pearl. He is young enough that he could grow up with the outpost and may yet become an important NPC in Tuskbay (high hopes, I know). Johnathan is intelligent and very literate. It would make sense for him to have a journal as well. |
| PerennialRook09-09-07, 04:00 AM | I got bored, so... CPT. BRAUN CAGUN Middle-Aged Male Human Fighter 10 LN Medium Humanoid (human) Init +0; Senses Listen -1, Spot -1 AC 21, touch 11, flat-footed 21 (+6 armor, +3 shield, +1 natural, +1 deflection) hp 75 (10d10+20) Fort +9, Ref +3, Will +4; +4 to resist non-lethal damage Speed 20 ft. (30 ft. base) Melee +1 longsword +16/+11 (1d8+6/17-20) Ranged +1 composite longbow +11/+6 (1d10+4/x3) Special Attacks Combat Expertise Str 16, Dex 10, Con 14, Int 13, Wis 9, Cha 14 Base Atk +10; Grp +12 Feats Combat Expertise, Diehard, Endurance, Leadership, Improved Critical, Iron Will, Negotiator, Quick Draw, Weapon Focus (longsword), (Greater) Weapon Specialization (longsword) Skills Climb +1*, Diplomacy +10, Handle Animal +5, Intimidate +15, Jump +1*, Knowledge (architecture and engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (nobility and royalty) +2, Ride +5, Sense Motive +3, Swim -5**; *-4 ACP included Languages common, dwarven Combat Gear +1 longsword, +1 composite longbow and quiver with 20 arrows; Other Gear amulet of natural armor (+1), +1 breastplate, gauntlets of ogre power, +1 heavy steel shield, ring of protection (+1), dress uniform and regalia (nobel’s outfit and jewelry [worth 100g]), traveler’s outfit, belt pouch, and correspondence stationary (candle, signet ring, ink, pens, parchment, etc), plus 250 gold worth of valuablesCPT. DAVID SAILSTORM Male Human Rogue 10 CN Medium Humanoid (human) Init +3; Senses Listen +2, Spot+15 AC 17, touch 13; (improved) uncanny dodge; trap sense +3 hp 45 (10d6+10) Fort +4, Ref +10, Will +5; improved evasion, trap sense +3 Speed 30 ft. Melee +1 rapier +11 (1d6+1/19-20) Ranged +1 pistol +11 (1d10+1/x3, ref. DMG p.145) Special Attacks sneak attack +5d6 Str 10, Dex 16, Con 12, Int 8, Wis 14, Cha 14 Base Atk +7; Grp +7 Feats Acrobatic, Athletic, Exotic Weapon Proficiency (firearms, ref. DMG p. 144), Weapon Finesse Skills Appraise +0, Balance +10, Bluff +7, Climb +5 (+7 rope), Decipher Script +0, Diplomacy +7, Disable Device +7, Disguise +2 (+4 acting), Escape Artist +8, Forgery +0, Gather Information +5, Intimidate +5, Jump +10, Knowledge (geography) +4, Knowledge (local) +4, Listen +2, Open Lock +6, Perform (sing) +5, Profession (Sailor) +5, Search +5, Sense Motive +7, Sleight of Hand +6, Spot +15, Swim +10, Tumble +11, Use Magic Device +3, Use Rope +8 (+10 bindings) Languages common SQ trapfinding Combat Gear +1 pistol w/ 10 bullets and full (2 lb) powder horn, +1 rapier; Other Gear +1 studded leather, sailing ship, 917 gold in coin, goods, and valuablesCPT. LATNE’MELE Middle-Aged Elf Wizard 9 LN Medium Humanoid (Elf) Init +2; Senses low-light vision; Listen +5, Spot+5 AC 12, touch 12, flat-footed 10 hp 12 (9d4-15) Fort +3, Ref +7, Will +9; +2 vs. enchantment Immune sleep Speed 30 ft. Melee +1 rapier +7 (1d6/18-20) Ranged longbow +6 (1d8/x3) Spells Prepared (CL 9th) 5th—fabricate, wall of stone 4th—mass enlarge person, stoneskin, stone shape 3rd—deep slumber (DC 18), haste, magic circle against evil, water breathing 2nd—bear’s endurance, bull’s strength, mirror image, scorching ray, spectral hand 1st—endure elements, feather fall, mage armor, shield, Tenser’s floating disk, unseen servant 0—daze, light, mending, prestidigitation Str 9, Dex 15, Con 7, Int 20, Wis 13, Cha 12 Base Atk +4; Grp +3 Feats Alertness, Brew Potions, Eschew Materials, Martial Weapon Proficiency (longsword, rapier, longbow, and shortbow), Scribe Scroll, Skill Focus (Spellcraft), Weapon Finesse, Weapon Proficiency (dagger, heavy crossbow, light crossbow, and quarterstaff) Skills Concentration +10, Craft (alchemy) +17, Craft (untrained) +5, Decipher Script +6, Knowledge (aracana) +17, Knowledge (all other) +6, Listen +5, Search +7, Spellcraft +20, Spot +5 Languages common, elven, draconic, sylvan SQ elven racial traits Combat Gear +1 rapier, longbow w/ quiver of 20 arrows; Other Gear (swaddling) cloak of resistance (+2), headband of intellect (+2), masterwork alchemist tools, spellbook, dress uniform and regalia (nobel’s outfit and jewelry [worth 100g]), traveler’s outfit, belt pouch, and correspondence stationary (candle, signet ring, ink, pens, parchment, etc) Spellbook spells prepared plus 0— (all); 1st—identify, magic missile; 2nd—protection from arrows, see invisibility, continual flame; 3rd—fireball, invisibility sphere, lightning bolt, tongues; 4th—charm monster, greater invisibility (note: spells were copied for free at 1/2 materials cost)Syliat Toad Familiar Diminutive Magical Beast Init +2; Senses low-light vision; Listen +4, Spot+4 AC 20, touch 15, flat-footed 19 (+1 Dex, +5 natural, +4 size) hp 6 (9 HD) Fort +3, Ref +4, Will +8; improved evasion Speed 5 ft. Melee touch +5 Special Attacks deliver touch spells Str 1, Dex 12, Con 11, Int 10, Wis 14, Cha 4 Feats Alertness Skills Concentration +12, Craft (alchemy) +12, Decipher Script +1, Hide +5, Knowledge (aracana) +12, Knowledge (all other) +1, Listen +4, Spellcraft +12, Spot +4 SQ amphibious, share spells, empathic link, speak with master/amphibiansFIELD SGT. COONAN Male Human Warrior 4 LG Medium Humanoid (human) Init +0; Senses Listen -1, Spot -1 AC 17, touch 11, flat-footed 16 (+6 armor, +1 deflection) hp 22 (4d8+4) Fort +5, Ref +0, Will +0 Speed 20 ft. (30 ft. base) Melee masterwork halberd +8 (1d10+3/x3) Ranged masterwork composite longbow +5 (1d8+2/x3) Special Attacks Improved Sunder, Power Attack Str 14, Dex 11, Con 12, Int 8, Wis 9, Cha 10 Base Atk +4; Grp +6 Feats Improved Sunder, Power Attack, Weapon Focus (Halberd) Skills Climb +0*, Intimidate +7, Jump +0*, Knowledge (history) +0, Swim -1**; *-3 ACP included Languages common Combat Gear masterwork composite longbow and quiver w/ 20 arrows, masterwork halberd; Other Gear +1 breastplate, ring of protection (+1), explorer’s outfit, dress uniform and regalia (courtier’s outfit), backpack, waterskinENGINEER SGT. BAUER IRONGALE Male Dwarven Expert 5 LN Medium Humanoid (dwarf) Init -1; Senses darkvision 60 ft.; Listen +0, Spot+0 AC 18, touch 10, flat-footed 18; +4 dodge vs. giants (+9 armor, -1 Dex) hp 23 (5d6+5) Fort +2, Ref +0, Will +4; +2 vs. poisons, spells, and spell like effects Speed 20 ft. Melee masterwork spear +5 (1d8+1/x3) Ranged masterwork spear +3 (1d8+1/x3) Special Attacks +1 on attacks vs. orcs and goblinoids Str 12, Dex 9, Con 12, Int 14, Wis 11, Cha 6 Base Atk +3; Grp +4 Feats Medium Armor Proficiency, Heavy Armor Proficiency, Simple Weapon Proficiency Skills Appraise +10 (+14 stone masonry, +12 masonry, stone, or metal), Craft (Masonry) +12 (+14 stone masonry, +4 stone or metal), Disable Devise +7, Knowledge (architecture and engineering) +10, Knowledge (dungeoneering) +10, Open Lock +7, Profession (Soldier) +3, Search +10 (+17 secret doors or other unusual stonework), Sense Motive +8, Survival +0 (+2 underground) Languages common, dwarven, giant, gnome, terran SQ stonecunning, stability Combat Gear masterwork spear; Other Gear +1 full plate, explorer’s outfit, dress uniform and regalia (courtier’s outfit), waterskin, masterwork mason's tools, goggles of minute seeingFATHER JESUIT Middle Aged Male Human Adept 5 NG Small Humanoid (Human) Init -2; Senses Listen +4, Spot +4 AC 14, touch 8, flat-footed 16 (+6 armor, -2 Dex) hp 18 (5d6) Fort +1, Ref -1, Will +6 Speed 20 ft. (30 ft. base) Melee masterwork heavy mace +2 (1d8-1) Spells Prepared (CL 2nd) 1st—endure elements (x2) 0—cure minor wounds, light, mending Str 9, Dex 7, Con 10, Int 10, Wis 14, Cha 14 Base Atk +2; Grp +1 Feats Investigator, Negotiator, Self-Sufficient, Alertness Skills Diplomacy +4, Gather Information +4, Heal +12, Knowledge (religion) +8, Listen +4, Search +4, Sense Motive +4, Spot +4, Survival +4 Languages common Combat Gear masterwork heavy mace, golden sun holy symbol, pearl of power (1st); Other Gear +1 breastplateRhett Weasel Familiar Tiny Magical Beast Init +2; Senses low-light vision; Listen +1, Spot +3 AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size) hp 9 (5 HD) Fort +2, Ref +4, Will +5; improved evasion Speed 20 ft., climb 20 ft. Melee bite +5 (1d3-4) Special Attacks deliver touch spells Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5 Feats Agile, Weapon Finesse Skills Balance +12, Climb +10, Escape Artist +4, Hide +11, Knowledge (religion) +7, Move Silently +8, Spot +3 SQ scent, share spells, empathic link, speak with masterQUARTERMASTER SGT. AUST AMAKIIR Half-elf Warrior 2 LN Medium Humanoid (human, elf) Init +1; Senses low-light vision; Listen +1, Spot+1 AC 18, touch 13, flat-footed 17 (+5 armor, +1 Dex, +2 shield) hp 7 (2d8-2) Fort +2, Ref +1, Will +0; +2 vs. enchantments Immune sleep Speed 20 ft. (base 30 ft.) Melee masterwork rapier +5 (1d6-1/19-20) Ranged darkwood longbow +4 (1d8/x3) Str 9, Dex 13, Con 8, Int 12, Wis 10, Cha 11 Base Atk +2; Grp +1 Feats Weapon Finesse, Weapon Focus (rapier) Skills Appraise +3, Diplomacy +2, Gather Information +2, Handle Animal +1, Intimidate +3, Knowledge (history) +2, Knowledge (nobility and royalty) +2, Listen +1, Profession (soldier) +3, Ride +3, Search +1, Spot +1; *-4 ACP included Languages common, elven, sylvan, and draconic SQ elven blood Combat Gear masterwork rapier, darkwood longbow w/ quiver of 20 mundane arrows, +1 flaming arrow, +1 frost arrow, and +1 shock arrow; Other Gear masterwork breastplate, darkwood heavy shield, dress uniform and regalia (courtier’s outfit), explorer’s outfit, and a war-dog (riding dog) named Pippen.KETHIX Middle Aged Male Kobold Adept 2 LN Small Humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Listen +2, Spot+2 AC 16, touch 13, flat-footed 15 (+2 armor, +1 Dex, +1 shield, +1 natural, +1 size) hp 8 (2d6+1) Fort -1, Ref +1, Will +5 Speed 30 ft. Melee masterwork javelin -2 (1d4-4) Ranged masterwork javelin +3 (1d4-4) Spells Prepared (CL 2nd) 1st—burning hands, cure light wounds 0—cure minor wounds (x3) Str 3, Dex 12, Con 8, Int 11, Wis 14, Cha 13 Base Atk +1; Grp -7 Feats Toughness Skills Craft (trapmaking) +2, Handle Animal +3, Heal +3, Knowledge (geography) +1, Knowledge (nature) +1, Profession (miner) +4, Search +2, Spellcraft +1 Languages draconic SQ light sensitivity Combat Gear masterwork javelin, masterwork light wooded shield, carved dragon tooth totem charm (holy symbol), pearl of power (1st); Other Gear everburning torch, leather, belt pouch, waterskin, rowboat w/ six oars, masterwork mining tools (x2), and a (trained?) dire ratDAREN Young Male Human Expert 1 NG Medium Humanoid (human) Init -1; Senses Listen +1, Spot+5 AC 9, touch 9, flat-footed 9 hp 5 (1d6) Fort +0, Ref -1, Will +3; +4 to resist non-lethal damage Speed 30 ft. Melee knife +1 (1d3+1/19-20) Ranged knife -1 (1d3+1/19-20) Str 13, Dex 9, Con 11, Int 8, Wis 12, Cha 10 Base Atk +0; Grp +1 Feats Athletic, Endurance Skills Appraise +0, Climb +3, Knowledge (geography) +0, Knowledge (local) +0, Knowledge (nature) +0, Profession (pearl diver) +5, Search +5, Spot +5, Survival +2, Swim +7, Use Rope +0 Languages common Combat Gear knife; Other Gear peasant's outfit, belt pouch, white pearl (100g)JOHNATHAN COSSAK Male Human Commoner 1 N Medium Humanoid (human) Init +0; Senses Listen -1, Spot -1 AC 10, touch 10, flat-footed 10 hp 2 (1d4-1) Fort -1, Ref +0, Will +1 Speed 30 ft. Melee/Ranged spear +0 (1d8/x3) Special Attacks Point Blank Shot Str 11, Dex 10, Con 8, Int 13, Wis 12, Cha 9 Base Atk +0; Grp +0 Feats Point Blank Shot, Skill Focus (Profession [fisherman]) Skills Profession (fisherman) +8, Spot +5, Swim +4, Use Rope +4 Languages common, draconic Combat Gear spear; Other Gear peasant’s outfit, bedroll, fishhooks (5), sack, waterskin |
| Sylvaroth09-09-07, 06:33 PM | - REMOVED - |
| Sylvaroth09-09-07, 07:18 PM | I'd also like to see use of some of the mechanics from the newly allowed sources. Savage Species examples: We could step-by-step add some monstrous characters as the settlers make expeditions closer and closer to the core. The kobolds could train to use beast claws, scaled javelins, and tail weapons (tail blade, tail club). Latn'Mele could wield an elf blade, etc. Cityscape examples: Cagun could have taken the Efficient Defender feat, Latn'Mele could have learned the spell secret weapon, we could use the rules for churches with our missionaries, etc. |
| Johnny_Angel09-09-07, 08:09 PM | I'd also like to see use of some of the mechanics from the newly allowed sources. Savage Species examples: We could step-by-step add some monstrous characters as the settlers make expeditions closer and closer to the core. The kobolds could train to use beast claws, scaled javelins, and tail weapons (tail blade, tail club). Latn'Mele could wield an elf blade, etc. Cityscape examples: Cagun could have taken the Efficient Defender feat, Latn'Mele could have learned the spell secret weapon, we could use the rules for churches with our missionaries, etc. I think a good Savage Species example would be to have a tribe of Reptilian Orcs somewhere on the island. I know there are lizardfolk and kobolds in the MM, but I think this would serve as a good SS example. Perhaps the evil kobolds are lead by a "big kobold" which is actually a Reptilian Orc. Another idea I'd support as a SS example would be the idea of some of the evil kobolds being having the winged template. Just change the flavor so they have reptilian wings instead of birdlike wings which the picture shows. Perhaps some unknown force hidden in the island has caused them to mutate/evolve differently than typical kobolds. ------------------------------------------------------------ Proposal/Vote time... Monster Trainer I vote yes, but I think that there should be a certain type of animal or beast that he or she specializes in. Something semi-believable, but also something which is different than the usual horse or donkey. Aquatic Neighbors Earlier I was unsure, but I'm now changing my vote to no. I think it's a good idea, but I feel like the island should be the main focus of this project. I instead propose that ruins of a small underwater village are discovered at some point. Whatever destroyed the original settlement on land also chased away or destroyed the underwater settlement. Apprentice Wizard I vote no. Delayed Resupply I vote yes. |
| Dragoon109-10-07, 02:35 AM | Monster Trainer - I'm indifferent, but not against it, so I will vote yes, and maybe this guy (Expert?) would specialize in the trainign and rearing of predatory mounts, like say Dire Weasels and Dire Wolves. Aprentice Wizard - No, at least for now. Delayed Resuply - I vote this happens with the coming monsoon season. By that point the city will be able to survive on its own, but still be in a tight spot. Stats should be assigned by character concept, not locked in by class. Havign one of the PC classes be charismatic and a fighter or druid or /cleric/; or a smart cleric or barbarian or fighter, should not be against the rules. A general (probably a fighter) NEEDS decent mental stats to do good stragegy, a cleric needs charisma to win converts to his faith. You don't need to have strict stat allocation rules for PCs, just have people who stat them otu do something that makes since for the character. |
| Sylvaroth09-10-07, 03:39 AM | Stats should be assigned by character concept, not locked in by class. Havign one of the PC classes be charismatic and a fighter or druid or /cleric/; or a smart cleric or barbarian or fighter, should not be against the rules. A general (probably a fighter) NEEDS decent mental stats to do good stragegy, a cleric needs charisma to win converts to his faith. You don't need to have strict stat allocation rules for PCs, just have people who stat them otu do something that makes since for the character. The thing you have to see is that we do not have any PCs in Tuskbay. The whole town consists of NPCs (a few with player character classes, some with non-player character classes). We want distinctive but to a certain degree generic characters here. No Tuskbay character should be more powerful or min/maxed than the character of a player whose DM decided to incorporate the isle into his campaign. Those PCs are the heroes and they should not feel smaller than a random urban encounter they run into in Tuskbay. By using the guide given above you still have much room for customization, so you will still be able to build a character around a concept (which is the central and first step in the mentioned guidelines) to create a rather unique NPC. Each of the 11 PC classes has 36 different ability distributions available. Now add skill, feat, spell, and gear selection and you can do a lot of customization. I see no problem here. Noticed how I said guidelines instead of rules? That's what the guide is. It gives hints and suggestions. Exceptional characters are still possible, but those exceptions should be included only after the community has voiced its approval. So if you want to stat out Grunx the kobold savage (male kobold warrior 4), you have everything you need and are free to go. If, however, you want to make that very same character involves 25 Str, 3 Int, and a fire breathing feral dire bear/half-dragon as a mount, you should present a rationale for your decision and be prepared to face the critique of the community. As for your examples, the charismatic cleric/druid/fighter or the intelligent barbarian/cleric/fighter. They are in no way against the guidelines as given above. But let's first see why the class restrictions are really a good thing. Though you may call it 'locked in by class', I call it staying true to the class' concept. Barbarians, Druids, Fighters, Monks, Rangers, Rogues, and Wizards are initially not intended to be extremely charismatic, thus you will have a hard time to find any character of these classes to have a higher Charisma score than say a Bard, Paladin, or Sorcerer. Likewise you won't find many Barbarians, Clerics, Fighters, Monks, Paladins, Rangers, or Sorcerers who are as brilliantly intelligent as say a Bard, Rogue, or Wizard. What's the reason to assign the highest score in any of a characters dump stats anyhow? You provide the answer yourself: There is none. If you have a concept in mind that is the first step to create a greatsword wielding strategic genius with a high Charisma score, why even bother to go into fighter when a bard with his social class skill list, high Charisma and Intelligence scores and an appropriate feat selection may do the job at least twice as good? Why limit yourself to the possibilities of a single class, when you could as well choose the class which could really do what you are looking for and more? Still if you want to have a charismatic Barbarian or an intelligent Fighter, you can still have them. However, the highest Cha score of a 1st level Barbarian and the highest Intelligence score of a Fighter of that same level is 12. Is that so bad? No, it's actually pretty high and above the average. Or would you say a fighter with an IQ of 120 wasn't able to devise a strategy that grants an almost certain success to his troops? Thought so. If that's not enough for you, you are still free to spend your level dependent ability increases in those stats, but don't expect that bookworm fighter to beat the BBEG wizard's semi-divine intellect. See where I am going? |
| Sylvaroth09-10-07, 08:57 AM | Please note that Year 1, Month 4 was slightly changed to include the events that lead to the naming of Tuskbay. Hope you like it. |
| Heros_Backpack09-10-07, 02:33 PM | By using the guide given above you still have much room for customization, so you will still be able to build a character around a concept (which is the central and first step in the mentioned guidelines) to create a rather unique NPC. Each of the 11 PC classes has 36 different ability distributions available. Now add skill, feat, spell, and gear selection and you can do a lot of customization. I see no problem here. (snip) Why limit yourself to the possibilities of a single class, when you could as well choose the class which could really do what you are looking for and more? Still if you want to have a charismatic Barbarian or an intelligent Fighter, you can still have them. However, the highest Cha score of a 1st level Barbarian and the highest Intelligence score of a Fighter of that same level is 12. Is that so bad? No, it's actually pretty high and above the average. Or would you say a fighter with an IQ of 120 wasn't able to devise a strategy that grants an almost certain success to his troops? Thought so. If that's not enough for you, you are still free to spend your level dependent ability increases in those stats, but don't expect that bookworm fighter to beat the BBEG wizard's semi-divine intellect. See where I am going? I do see where you're going, but I also see a slight problem coming up - with this, what happens when someone wants to build a Combat Expertise feat-chain fighter? |
| Argo09-10-07, 05:57 PM | I do see where you're going, but I also see a slight problem coming up - with this, what happens when someone wants to build a Combat Expertise feat-chain fighter? They get STOPped. :) EDIT: Oh, man... I totally read your post as "Combat Expertise feat chain-fighter" and not "Combat Expertise feat-chain fighter". |
| Sylvaroth09-10-07, 06:03 PM | I do see where you're going, but I also see a slight problem coming up - with this, what happens when someone wants to build a Combat Expertise feat-chain fighter? Below I will give you an example of what this may look like: COMBAT EXPERTISE FEAT TREE DEVELOPMENT CRUNCH: Ability Distribution: Str 15, Con 14, Dex 13, Wis 10, Int 12, Cha 8 (dump stat 12 switched from Wis to Int) 1st: Dodge, Mobility 2nd: Point Blank Shot 3rd: Rapid Shot 4th: Int +1 (13), Combat Expertise 5th: - 6th: Spring Attack, Whirlwind Attack FLUFF: 1st level This fighter is a canny and clever combatant, always wary of his enemies' actions, he is always prepared to maintain his cover while leaving open a route for a retreat, should the need arise. 2nd to 3rd level Though he was well-versed in the use of the bow before, the training and experience gained in combat has forged him into an expertly short range archer who is able to send a deadly hail of arrows at his enemies regardless of whether he is rushing in or out of melee combat. 4th level Constantly honing his abilities has further increased this fighter's ability to defend himself, as the life of an adventurer has taught him that sometimes an ounce of prevention is better than a pound of cure. 6th level For now the fighter has reached his peak. No longer he is limited to switching between melee and ranged attacks to engage his enemies, these days he falls upon them like a storm of death and plows through their ranks again and again. Of course you could decide to give the fighter a Dex and Int score of 13 right from the start (reducing one of the other dump stats by -1). In fact there is nothing that prevents you to 'standard point buy' your fighter for 25 points as you see fit, but IMO the guidelines as given above will motivate you to think of ways to get what you want while staying within the limits set by a certain class. |
| Sylvaroth09-10-07, 07:28 PM | As promised, here is the revised town stat block: Year 1, Month 7 Tuskbay (hamlet): Conventional; AL LN; Population 116; 162 gp limit; Assets 939 gp; Integrated (90% human, 7% kobold, 3% other races). Captain Braun Cagun, military leader of Tuskbay (LN male human fighter 10); Captain Latne'mele, military wizard (LN female elf wizard 9); Sergeant Coonan, Cagun's right hand (LG male human warrior 4); Sergeant Bauer Irongale, engineering specialist (LN male dwarf expert 5); Seargent Aust Amakiir, quartermaster (LN male half-elf warrior 2); Kasper Duggun, leader of the settlers (LN male human expert 5). Captain Braun Cagun, military leader of Tuskbay (LN male human fighter 10); Captain Latne'mele, military wizard (LN female elf wizard 9). Player Class Character Slots: 2 (2 occupied; 0 vacant). Seargent Aust Amakiir, quartermaster (LN male half-elf warrior 2); Sergeant Coonan, Cagun's right hand (LG male human warrior 4); Johnathan Cossak, a settler and involuntary interpreter (N male human commoner 1); Daren, Tuskbay's very own peal diver (CN male human expert 1); Kasper Duggun, leader of the settlers (LN male human expert 5); Sergeant Bauer Irongale, engineering specialist (LN male dwarf expert 5); Father Jesuit, missionary for the Holy Order of Pelor (NG male human adept 5); Kethix, druid of the Tuskbay kobolds (LN female kobold adept 2); Selix, 'mother' of the first newborn Tuskbayers (LG female kobold commoner 1). Captains: Braun Cagun (Ftr10); Latne'mele (Wiz9). Sergeants: Coonan (War4); Bauer Irongale (Exp5); Aust Amakiir (War2); Corporals: 2 – War1. Privates: 7 – War1. The Church of Pelor Leader: Father Jesuit (Adp5); 3 – Adp1; 23 – Com1. The Kobolds Leader: Kethix (Adp2); Selix (Com1) 6 - Com1. The Settlers Leader: Kasper Duggun (Exp5); Johnathan Cossak (Com1); Daren (Exp1); 1 - Exp3; 3 - Exp2; 6 - Exp1; 54 - Com1. Buildings Barracks; Wall; Warehouse. 2 - Guard Towers; 12 - Houses; Locations Mine/Stone Quarry. Notable Imports Food, water. Notable Exports Tea, pearls. <Chronicles of the Unforgiving Isle> |
| Johnny_Angel09-10-07, 08:30 PM | I like the idea of the evil kobolds worshipping some sort of dragon egg or draconic artifact at the center of the island. The reptilian orc could be a cleric of either Tiamat or Kurtlemak; the winged kobolds I mentioned could be the elite guardians of the egg/artifact. ...not a proposal...just an expansion of an idea that someone else had mentioned. At any rate, that wouldn't be discovered for quite some time. |
| PerennialRook09-10-07, 11:57 PM | Since when are Kethix and Latne'mele female? Kethix was male in the first post (I don't know when that one got switched) and Latne'mele's gender has never been (and I hope never will be) established, as the wizard is always seen in cloaks (yes, even in the dead of the heat, what with endure elements). Just a couple of discrepancies I saw with your post, Syl. I'll have to change the stat blocks for the NPC class characters to reflect non elite stats (EDIT: Done). As for the distribution of those statistics, I think it is very dependent on the character you are creating. While I could have given Captain Cagun a greataxe and used his charisma as a dump stat, I figured that, as an officer in a civilized military, Cagun would prefer a more classically noble weapon. As for his high charisma, I assumed him to be a person of great charisma because he is a leader, and is seated to be the leader of a great city. He's an officer in an army where most will never make it past the rank of sergeant, unless they have connections, of noble birth, or are the type of dedicated natural leader that Cagun has shown himself to be throughout his military career. As for a lower than average AC for a 10th level fighter, remember that he is not a PC. This means two things. One, 33,000 less gold to buy equipment, and two, he isn't a career fighter, he's a career leader and officer. Sure I could have optimized him to be a tank, but I thought it better to design him as a believable character. Let's look at him mechanicaly: His highest skill is intimidation, so we know he's fierce and awe inspiring, though a close second is his diplomacy (a cross class skill for him) which means that he can inspire his men as well as command respect. He is no slouch physically and is a good all around athlete, as well as a good rider who knows how to take care of his mounts (a soldier always knows how to take care of their equipment). Though he may not be the wisest man, he has garnered the ability to sense honesty and dishonesty in those around him, so he knows who he can trust. He has a working knowledge of the ruling nobility, military and national history, the layout of the nation and a few basics of outlying areas, and also has aquired a workable knowledge of engineering during his time in 1st Corps. His combat oriented feats have made him quick and deadly with a longsword, his weapon of choice for some while, perhaps because of the longsword's history as the weapon of great leaders, he uses it to project an image as well as fight. He has also become hardened both physically and mentally in his military carrer, able to continue fighting even when he should be bleeding out on the ground. More recently he has had to deal more with the politics of the military, and has honed his negotiating skills. H: Iron Will 1: Endurance B: Weapon Focus (longsword) B: Quick Draw 3: Diehard B: Weapon Specialization (longsword) 6: Leadership (cohort=Latne'mele?) B: Combat Expertise (with middle age comes the understanding that you will someday die, AC: 26) B: Improved Critical (longsword) 9: Negotiator (politics...) B: Greater Weapon Specialization (longsword) |
| Dragoon109-11-07, 12:37 AM | Kethix became female liek imediately after introduction. Because her gender isn't important, and because it would be very easy for Johnathan, who was probably out of practice in his draconic, to mess up his pronouns I didn't bother to note it, and Kethix has pretty much been female ever since. Also, PK, you have put the resoning behind not having stats required to be distributed a certain way much more eloquently than I could. |
| Argo09-11-07, 03:21 PM | Hey folks. Trying to get my chronicle out today. Syl really put the pressure on me by telling everybody else not to post until i did. *gulp* Anyway, in the meantime, I wanted to propose that Lat'n'mele'n'Things be demoted from level 9 to like level 5. 9 just seems too high. |
| Sylvaroth09-11-07, 04:58 PM | Trying to get my chronicle out today. Syl really put the pressure on me by telling everybody else not to post until i did. *gulp* QFT :plotting: |
| PerennialRook09-11-07, 05:08 PM | Hey folks. Trying to get my chronicle out today. Syl really put the pressure on me by telling everybody else not to post until i did. *gulp* Anyway, in the meantime, I wanted to propose that Lat'n'mele'n'Things be demoted from level 9 to like level 5. 9 just seems too high. I vote no on the proposal to demote the wizard to 5th level. 9th level is about right to facilitate building via the fabricate spell, and to provide heavy fire support when needed. I'm also getting somewhat frustrated with the constant editing to the chronicles. Not at all your fault, Argo, but maybe you could give more reasoning than "seems too high" before we put this to a vote. Nothing was done when a druid was introduced with a population to low to support the PC we already had, but when I killed him off, there was a storm of outcries. My chronicle was voted deleted, and then replaced with a nearly identicle outcome (but instead of a new human adept, the kobold was made an adept). It is getting somewhat frustrating to post to this thread, as much as I enjoy it. Perhaps you think that the wizard is too big an asset to Tuskbay? With most of Latne'mele's prepared spells used up with more utalitarian ones, and with an abysmally low amount of hit points, I'm not sure that this is a valid concern. A high (9th/10th) level wizard or sorcerer was requested, as well as some magical building assistance (if I remember correctly, the original TBaC thread had a lyre of building or some such). Unless you have a real concern with an arguably underpowered 9th level wizard, please retract your proposal. |
| Rockjaw09-11-07, 08:22 PM | [QUOTE=PerennialRook;13740211]Since when are Kethix and Latne'mele female?[QUOTE] Just so everybody is clear, I totally dig everything everyone has done !!!!! Just to also be clear, in my second post (#2) I did describe the wizard as possibly female, and in truth my intention was to make HER female and introduce her fully around the 18 month point. And though I do really like the version of Cpt. Cagun that has grown on this board remember my key wording of 'miscreant and slacker'. please don't anybody get me wrong I truly am loving what I'm seeing. I apologize for the seeming 'ghost status' of my input, that should change now, Truth being stranger than fiction we are here building a city for fun, and I build them for real, we just finished a massive re-zone and are turning 1,000,000sq ft of old brick storehouses to super cool urban living, lofts and condos. The city put us to the test after tossing thier hand-picked crew off for complete mis-management, and challenged us to get it back on track...... the guys on this board know me, I love a good challenge..:D Tonight will be the last night my team will be pulling a 24' so after some much needed sack time I'll be right back SLY, ARGO keep up the great work, To everyone else even if I haven't met you formally, continue to grow and create this is going to be a hell of a ride....! |
| Argo09-11-07, 09:53 PM | Well, okay... 9 doesn't just seem too high. 9 is too high. High level characters should be very rare, and we already have a bunch. Cagun and Sailstorm are already ten. They are both the leaders of their repsective groups. Now, in an adventuring party, say, you often have some people who are level 10, some are 9, some are even level 8, and they all are equal. In the lower levels of the society, it is easy to imagine situations where equal-level people are above others, or even lower-level people command higher-leveled ones. But I would think the person who is de facto leader of the outpost would be more than one level ahead of the next person down. That's just me though. I mean, if I were a level 9 wizard, I wouldn't take orders from no punk-ass fighter. |
| PerennialRook09-11-07, 10:37 PM | Well, okay... 9 doesn't just seem too high. 9 is too high. High level characters should be very rare, and we already have a bunch. Cagun and Sailstorm are already ten. They are both the leaders of their repsective groups. Now, in an adventuring party, say, you often have some people who are level 10, some are 9, some are even level 8, and they all are equal. In the lower levels of the society, it is easy to imagine situations where equal-level people are above others, or even lower-level people command higher-leveled ones. But I would think the person who is de facto leader of the outpost would be more than one level ahead of the next person down. That's just me though. I mean, if I were a level 9 wizard, I wouldn't take orders from no punk-ass fighter. ...:blink:... So your issue is that a 9th level wizard is encroaching upon the 10th level fighter's position as leader? Let's see how "equal" Cagun and Latne'mele are. In terms of combat, the higher BAB goes to Cagun, with a +10 to "her" measly +4. Let's hope that they don't start to grapple (+12:+4) or fight, his longsword to her rapier (+16:+7). What about AC? His 21 AC, which is easily upgraded to a 26, outshines her 12, which she can bump up to an awesome +20 (which means Cagun need to roll a 4 or better to hit her, missing only 15% of the time). And let's see what happens if he does hit. His 1d8+6 will drop more than half of her 12 hp (to his 75) in a single blow, possibly killing her. If he rolls a critical threat (about 20% of the time) and confirms (85% of the time), there is a good chance that she will instantly die (with an low of 14, average of 19, and a 28 max). If Cagun makes a full attack, average rolls would kill Latne'mele in a single round. Also, Cagun is easily 3x tougher than Latne'mele (according to Fort saves), though perhaps not as agile of willful as the elf. How about skills? Cagun has an impressive (for a fighter) Diplomacy of +10, to Latne'mele's untrained +1. While Latne'mele may beat out the Fighter on crafts, knowledges, and perception skills, Cagun is easily much more physically capable and intimidating, with a wide array of knowledges himself. What does Latne'mele have over Cagun? Spells. Spells of immense use in the outpost, saving countless hours of backbreaking labor, and making it possible to meet the housing needs before the coming season. She is a purely lawful subordinate officer (by position) to Cagun, and a valued asset to Cagun and the community. While Latne'mele is an adept spellcaster, Cagun is far superior in more tangible ways. If you could offer something more than "I wouldn't take orders from no punk-ass fighter" I might be more open to listen to your proposal. |
| Argo09-11-07, 10:55 PM | Intelligence. I'm not starting a "wizards are better than fighters" fight. I'm just saying that odds are, a ninth level wizard is smart enough and has seen enough stuff to not be subordinate to a level 10 anybody. To paraphrase a quote of deanruel's (who was possibly quoting someone else): "Think about high-level characters like celebrities. It would be really unusual for Ludacris to move in next door." By level 9 and 10, characters are absurdly powerful. I just don't think we need that many high level characters running around right now. Again, that's me. We've already got two level 10 characters. PS: Chronicle coming very soon. |
| Dragoon109-11-07, 11:00 PM | I vote no on changing the Wizard to level 5. 9 is what we need to have a Wizard doing something usefull for the outpost (Divine casters are much more usefull to a settlement). The wizard exists for the purpose of casting fabricate, and with prepared spells being utility, said wizard is not going to be of use on offense. You is the key word in your statement. You are not the wizard in Tusk Bay, you are not a career soldier in a an engineering division of an army. If this wizard was dsobediant and started fling spells to prove said wizard did not want to take order said wizard would have been dead. As for Cpt Cagun's evolution as a character, well, when a comunity project gets going things change, Cagun must like something about the island, causing him to work hard on it. Also, working hard does not make on stop being a slacker, beign a slacker myself I can work hard when things need to be done, and even a slacker will work to his own benefit, and getting people housed so he doesn't have to deal with a overcrowded baracks seems a good reason to work hard. Prehaps when things start to go right the captain will start to put his feet up and coast. Sorry I'm late with this, post refused to go through |
| PerennialRook09-11-07, 11:15 PM | We've already got two level 10 characters. That's not quite true. While Captain Sailstorm is mentioned periodically, he isn't (yet) part of the town. Were it not for Rockjaw the captain of the resupply vessel might never have been named or mentioned. One more vote lays this issue to rest: Lower Level Wizard by argoProposal:Anyway, in the meantime, I wanted to propose that Lat'n'mele'n'Things be demoted from level 9 to like level 5. 9 just seems too high. Votes: No - "I vote no on the proposal to demote the wizard to 5th level. 9th level is about right to facilitate building via the fabricate spell, and to provide heavy fire support when needed." - PerennialRook No - "I vote no on changing the Wizard to level 5. 9 is what we need to have a Wizard doing something usefull for the outpost (Divine casters are much more usefull to a settlement). The wizard exists for the purpose of casting fabricate, and with prepared spells being utility, said wizard is not going to be of use on offense." - Dragoon1 Ignored |
| Argo09-11-07, 11:49 PM | The Chronicles of the Unforgiving Isle Year 1, August through October Early in the eighth month of the year, early in the morning, three ships approach the Unforgiving Isle, riding low on the water. It is a moonless night, and they burn no lamps. The ships stop their approach far from the shore of our fair outpost. The largest boat drops a small rowing craft into the ocean, and it silently slides through the night to the beach. Two figures depart from the craft and quickly pick their way over the rocks to the settlement. Without pausing to knock, they open the door to one of the houses and slip inside. --- As the morning sun paints the skies, Braun Cagun opens the door to his home and Captain Sailstorm and First Mate Lemwyck Daedalus step out into the cool morning air. Cagun stops them, gives them a few hushed words and bids them farewell. Sailstorm and Daedalus cut their way through a passing throng of kobold hunters and make for the ship. Cagun stands on the shore, watching the three ships get smaller, wondering just what this new development would mean for Tuskbay Outpost. --- The next day, Sailstrom's three ships--the Stormrunner, the Dauntless, and the Dragon's Rage--rounded the small western islands and cut into the natural port in the northwestern corner of the large island. Sailstorm's men anchor the ships and take to the shore. With practiced ease, they erect some large tents, forming a temporary settlement on the beach by nightfall. During this time, a seeming torrent of ragged, thin people of various races--mostly humans--stagger into the light, blinking at the sun from the holds of each ship. These creatures step onto the island with a shared fire in their souls. These are newly freed men. Sailstorm and his crew had recently been harrying the ships of the notorious slavers known as "the Red Hand". No man in his right mind would dare cross "the Red Hand" on land, but on sea, Sailstorm's crew feared no men. Once things were running smoothly at the beach camp, Sailstorm picked his ten best men, and told them to prepare to accompany him and Daedalus into the jungle. He appointed Helmsman Gray Torbin (Exp 4) to run things in his absence. The party departed on the fifth day of September, and they knew that all twelve of them would not return. He did not tell the rest of them what he and Daedalus had planned, but their Captain had a look in his eyes that told them that this would be the most important mission they had ever been on. Captain David Sailstrom, leader of an intrepid band of sailors Human CG Rogue 10 +1 Rapier, Mwk Crossbow, Mwk Handcrossbow, +1 Dagger Lemwyck Daedalus, his First Mate Elf CN Ranger 6 [Archery] -- Tracker +1 Composite Longbow (+1 Str bonus) Brig Queequeg Orc CN Barbarian 2 / Fighter 2, Master-at-Arms for the crew Trident & Net, Greatclub, Throwing Axes Sarmol "Peepers" Dyalis, Lookout aboard the Dragon's Rage, keenest eyes on the sea Dwarf CG Expert 3 Heavy Crossbow, Longspear, Dagger 2 level 4 Warriors [longsword, longbow, dagger] 2 level 3 Warriors [morningstar, light crossbow, dagger] 4 level 2 Experts [longspear, light crossbow, dagger]--- Back at Tuskbay, the Outpost continues to expand. The military dispatched a crew of twenty-two builders (Exp 1 - 2) to aid with construction. Tobias Durwood (Exp 3) is the foreman of the builders, and having heard of Sgt. Irongale, is very eager to work under him and learn all that he can. Two weeks before the end of September, they begin excavating a large section of rubble that Irongale believes is the result of a volcanic eruption taking place some untold thousands of years in the island’s past. --- Early the next month, the freed slaves all look much healthier than when they first arrived on the island. A diet of freshly caught fish, fruit, and boar had filled them out nicely. Perhaps the Unforgiving Isle isn't so unforgiving after all. --- By mid-October, the builders discover the top of what appears to be an ironwrought spire, the kind one might see atop a temple back in Seatown. Irongale sends word back to the mainland that he requires more picks, more men, and more bloody dwarves. --- Two days until the end of October, Sailstorm’s men return to the beach. The pirates and free men have built many fires, and have been enjoying several weeks of relaxation and merriment. They let the rum flow like wine, and the wine flow like water. The music they play carries into the oppressive jungle, guiding Sailstorm and his six living party members back to the shore. Queequeg, the towering Orc Master-at-Arms carries a bulging sack over his shoulder, and even his massive frame is visibly burdened. They head straight into the water and make a line for the Stormrunner. Sailstorm turns back to address Helmsman Gray Torbin. “We have found something wonderful, Gray. I’m taking 15 men and the Stormrunner back around to Tuskbay Outpost. You and the others remain here. We shall return before the moon next hides her face.” “Aye, Cap’n.” --- Cagun, meanwhile has been dealing with a new problem. Some of the soldiers have begun resenting the kobold settlers’s hunting practices. “If the little buggers are gon’ ta’ be building traps all over the jungle, they’d ought to mark them! The filthy lizards have nearly taken my arm off!” cried a soldier, cradling a bloody limb. The kobolds, however, do not intend to mark their boar traps. “She says that if you’re as stupid as a boar, then you deserve to get caught in the trap,” Cossack translated. Cagun sighed. This outpost is doomed, he thought. It’s no wonder they put me in charge. This mission is supposed to fail, supposed to be a joke. Colonizing the South Islands? They have been uninhabited by civilized folk for as long as anyone could remember, and I don’t see how these men will ever learn to work with the natives. I wonder how Sailstorm is making out in the Northwest. If what he says is true, then this island really is— “SHIP!” came the cry from the lookout tower near the shore. “This will have to wait. Kethix, until I have time to figure out a solution, would you mind just not building any new traps for a few days?” Cossack translated into the kobold’s own language. “She accepts, but she doesn’t seem too happy… Captain Cagun?” But Braun was already running down to the beach to see how Sailstorm had faired on his quest. --- As the sun set over Tuskbay Outpost, Sailstorm brought Cagun out to the Stormrunner. Queequeg, the tattooed Master-at-Arms hauls the rowing craft out of the ocean and helps the two men aboard the ship. Hurriedly, Sailstorm brings Cagun below decks. “Just tell me what you found, pirate!” “You’ll need to be seein’ it for yerself, soldier.” “But is the story true? The city? Did you find the city?” “I can’t say for sure if the whole story is true, Cagun. We did not find the city. But I’ll tell you this: It seems that old drunkard had more in his mind than ale.” At this, Sailstorm opens the burlap sack Queequeg had hauled from the depths of the jungle primeval. Cagun’s jaw hit the floor. The blood rushed to his brain and the cabin spun around. It was a single, flawless ruby, bigger than Cagun’s head and twice as brilliant. As red as the fires of the Abyss, and as beautiful as the face of a Celestial. It radiated a warm glow that Cagun felt sink into his very being and made him feel that everything would work out for the Outpost after all. Tuskbay (hamlet): Conventional; AL LN; Population 138; 162 gp limit; Assets 1,117 gp; Integrated (92% human, 6% kobold, 2% other races). Captain Braun Cagun, military leader of Tuskbay (LN male human fighter 10); Captain Latne'mele, military wizard (LN female elf wizard 9); Sergeant Coonan, Cagun's right hand (LG male human warrior 4); Sergeant Bauer Irongale, engineering specialist (LN male dwarf expert 5); Seargent Aust Amakiir, quartermaster (LN male half-elf warrior 2); Kasper Duggun, leader of the settlers (LN male human expert 5). Captain Braun Cagun, military leader of Tuskbay (LN male human fighter 10); Captain Latne'mele, military wizard (LN female elf wizard 9). Player Class Character Slots: 2 (2 occupied; 0 vacant). Seargent Aust Amakiir, quartermaster (LN male half-elf warrior 2); Sergeant Coonan, Cagun's right hand (LG male human warrior 4); Johnathan Cossak, a settler and involuntary interpreter (N male human commoner 1); Tobias Durwood, foreman of the military builing crew (NG human male expert 3) Daren, Tuskbay's very own peal diver (CN male human expert 1); Kasper Duggun, leader of the settlers (LN male human expert 5); Sergeant Bauer Irongale, engineering specialist (LN male dwarf expert 5); Father Jesuit, missionary for the Holy Order of Pelor (NG male human adept 5); Kethix, druid of the Tuskbay kobolds (LN female kobold adept 2); Selix, 'mother' of the first newborn Tuskbayers (LG female kobold commoner 1). Captains: Braun Cagun (Ftr10); Latne'mele (Wiz9). Sergeants: Coonan (War4); Bauer Irongale (Exp5); Aust Amakiir (War2); Corporals: Tobias Durwood (Exp3); 2 – War1. Privates: 7 – Exp2; 14 – Exp1; 7 – War1. The Church of Pelor Leader: Father Jesuit (Adp5); 3 – Adp1; 23 – Com1. The Kobolds Leader: Kethix (Adp2); Selix (Com1) 6 - Com1. The Settlers Leader: Kasper Duggun (Exp5); Johnathan Cossak (Com1); Daren (Exp1); 1 - Exp3; 3 - Exp2; 6 - Exp1; 54 - Com1. Buildings Barracks; Wall; Warehouse. 4 - Guard Towers; 41 - Houses; Locations Mine/Stone Quarry. Notable Imports Food, water. Notable Exports Tea, pearls. Port Ruby(hamlet): Conventional; AL CG; Population 209; 162 gp limit; Assets 1,692 gp; Integrated (45% human, 16% half-orc, 14% dwarf, 11% halfling, 9% elf, 5% other races). Captain David Sailstorm, leader of an intrepid band of sailors (CG male human rogue 10); Lemwyck Daedalus, Sailstorm's first mate and expert tracker (CN male elf ranger 6); Brig Queequeg, master-at-arms for the crew (CN male orc barbarian 2 / fighter 2). Captain David Sailstorm, leader of an intrepid band of sailors (CG male human rogue 10); Lemwyck Daedalus, Sailstorm's first mate and expert tracker (CN male elf ranger 6); Brig Queequeg, master-at-arms for the crew (CN male orc barbarian 2 / fighter 2). Player Class Character Slots: 4 (3 occupied; 1 vacant). Sarmol "Peepers" Dyalis, lookout aboard the Dragon's Rage, the keenest eyes on the sea (CG male dwarf expert 3); "Fearless" Gray Torbin, helmsman aboard the Dauntless (CG male half-elf expert 4). Dragon's Rage David Sailstorm (Rog10); Lemwyck Daedalus (Rgr6); Brig Queequag (Brb2/Ftr2); Sarmol Dyalis (Exp3); 13 - human War1; 7 - elf War1; 5 - human Exp1; 4 - dwarf War1; 4 - half-orc War1; 3 - halfling War1; 3 - half-elf War1; 2 - elf Exp1; 1 - gnome War1; 1 - half-elf Exp1; 1 - half-orc Exp1; 1 - halfling Exp1; 1 - human Com1. Dauntless Gray Torbin (Exp4); 2 - human Exp1; 11 - human War1; 5 - elf War1; 2 - dwarf War1; 2 - half-orc War1; 1 - halfling War1; 1 - orc War1; 1 - half-elf Com1; 1 - elf Exp1; 1 - dwarf Exp1; 1 - half-orc Exp1; 1 - halfling Exp1. Stormrunner 4 - human War1; 2 - elf War1; 2 - human Exp1; 1 - elf Exp1; 1 - half-orc Exp1; 1 - human Com1; 1 - dwarf War1; 1 - half-orc War1; 1 - halfling War1; 1 - half-elf War1. 39 - human Com1; 17 - half-orc Com1; 15 - dwarf Com1; 14 - human Exp1; 10 - halfling Com1; 6 - half-orc Exp1; 5 - dwarf Exp1; 4 - halfling Exp1; 2 - gnome Com1; 1 - gnome Exp1; 1 - human Adp1. Epilogue: Early morning November first Sailstorm smiled. “We’ll be setting up permanent on the other side of the island, Cap’n. We’ll be needing yer help to find what other treasures this island holds.” Cagun nodded, still marvelling at the perfection of the gem. “Now," Sailstorm continued, "how about some rum?” |
| PerennialRook09-12-07, 12:14 AM | BRAVO! A good read, and a healthy addition! Note: Beg, steal, or borrow, Sailstorm can't canonically have a +2 rapier, as it is more than half his alloted 16,000gp in posessions, though it is a minor technicalty, it seems odd that he would have a better weapon than the ranking fighter on the island. |
| Dragoon109-12-07, 12:21 AM | One issue, well two realy. Why another settlement? With the refugees located on the other end of the island they are going to be isolated once the monsoon season starts, and with no support once that happens they are pretty well doomed. And why did nothing get built in three months. You may want to go back and look at some charts and trends for pupulation growth (I think there should be like 32 wyrmlings now) and buildings (I think with the population a house can get done in less than a week if I'm caculating right, puls the Wizard able to do one daily.) |
| PerennialRook09-12-07, 12:40 AM | I like the second power center on the island, though, you're right, there did seem to be a substantial lack of growth (like the requested laborers and experts). The "fluff" was great, though maybe some fine tuning on the crunch is warranted. I'm sure that people here in the thread would be more than happy to help if you want assistance. I propose that the newly established city, Port Ruby, lay on the border of the 1-3/4-6 lines on the northwest side of the map. Port Ruby is going to be torn from the more wild part of the island, warranting the proximity of higher CR encounters. |
| PerennialRook09-12-07, 01:05 AM | Isn't there a rule against multiclass characters? Is there a reason Brig is a Barbarian/Fighter instead of straight Barbarian? |
| Dragoon109-12-07, 01:34 AM | Also, someone please get the voiting done to resolve the final ratio of soldiers. 1:3 is the most popular vote sofar, with one more vote needed to finalize it. The monsoon season is coming, if the soldiers are to arrive this year now is the time. Also, please lets get the other unresolved proposals tended to ASAP. |
| PerennialRook09-12-07, 01:42 AM | Also, someone please get the voiting done to resolve the final ratio of soldiers. 1:3 is the most popular vote sofar, with one more vote needed to finalize it. The monsoon season is coming, if the soldiers are to arrive this year now is the time. I think they would have arrived sometime during the august-october timeframe, which is easily added to Argo's post in the crunchy bits. I think we can reasonably go with the 1:3 ratio, as no one else is voting on the issue though we seem to have a consensus, though perhaps a 1:5 ratio would be more fitting with our three votes, yes? |
| Johnny_Angel09-12-07, 02:10 AM | Also, someone please get the voiting done to resolve the final ratio of soldiers. 1:3 is the most popular vote sofar, with one more vote needed to finalize it. The monsoon season is coming, if the soldiers are to arrive this year now is the time. Also, please lets get the other unresolved proposals tended to ASAP. I think they would have arrived sometime during the august-october timeframe, which is easily added to Argo's post in the crunchy bits. I think we can reasonably go with the 1:3 ratio, as no one else is voting on the issue though we seem to have a consensus, though perhaps a 1:5 ratio would be more fitting with our three votes, yes? 1:3 sounds good to me The ratio could always change to 1:5 later; once the town becomes more developed. Proposal Somewhere on the island is discovered a small lake or pond which turns anything that touches its water into gold. At first this is seen as a miraculous discovery; however, close proximity to the body of water slowly causes madness and violent selfish greed. |
| Dragoon109-12-07, 02:14 AM | Would it be safe to assume that the Wizard could fabricate a house every other day? I've calucated it out and the pupolation can make 1.25 houses a week roughly, wo in 12 weeks they oculd make 15 houses, plus if the Wizard could fabrciate up a house every other day thats another 42 houses in the three month period, enough to shelter the colony. (42+12+12=66 155/66 = 2.33 people per house, plus the baracks). This would allow aspects of Tuskbay to blaze a trail to Port Ruby and start work there. I'm workign on antoher chronicle, and want to make sure my prelimnary math for the revios three months is right. |
| PerennialRook09-12-07, 02:18 AM | Would it be safe to assume that the Wizard could fabricate a house every other day? I've calucated it out and the pupolation can make 1.25 houses a week roughly, wo in 12 weeks they oculd make 15 houses, plus if the Wizard could fabrciate up a house every other day thats another 42 houses in the three month period, enough to shelter the colony. (42+12+12=66 155/66 = 2.33 people per house, plus the baracks). This would allow aspects of Tuskbay to blaze a trail to Port Ruby and start work there. I'm workign on antoher chronicle, and want to make sure my prelimnary math for the revios three months is right. Remember that all of the building materials have to be gathered, which becomes the most time consuming part of the fabricate spell. Also, the spell might be put to use on the building of the temple pavilion as well. |
| Dragoon109-12-07, 03:01 AM | -eh nevermind- |
| PerennialRook09-12-07, 03:14 AM | Lookign at the map, there is a definite problem with Port Ruby's location, there is no safe overland route to it, meaning it will be compleately cut off in monsoon season, which starts after the coming month. How are 200 people going to get sheltered in one month? I would think that they would have a hard season, though fare better than they would have as slaves. Perhaps they will take heavy casualties. The crews of the ships could weather the season below decks on their respective vessels, or perhaps they will leave town to avoid the oncoming season. Also, remember that Sailstorm already weathered the storm the first season to drop off the first settlers in the worst of it. |
| Argo09-12-07, 03:49 AM | I'm much better with fluff than crunch. I have a hard time keeping track of that stuff. If someone wants to figure out what got built and who got born PM me, and I'll edit it in. I changed the +2 rapier to +1. I didn't check on pricing, I just freewheeled it. As for the folks of Port Ruby, they'll have a hard season. I'd also bet a large percentage of the Free Men would want to move to the legal settlement of Tuskbay Outpost to start their new life, while others would want to stay on at Port Ruby. While there may be "no safe overland route" as of yet, Sailstorm's light ship The Stormrunner is a vessel perfectly crafted for... (wait for it)... running through storms. Also, as to it's location, though you proposed Port Ruby should lay on the border of 1-3 / 4-6, I have it placed at the northernmost point of that cove in the northwest corner of the island--solidly inside 1-3 (safety first)--effectively giving our Port a bit of natural cover from the monsoons. Also, the smaller islands would serve as wavebreakers, allowing Port Ruby to be a usable port all year long, save for during the absolute worst of the season. |
| Sylvaroth09-12-07, 08:46 AM | Since there has happened that much since I have visited the last time I'll address the latest developments step-by-step below: Since when are Kethix and Latne'mele female? Kethix was male in the first post (I don't know when that one got switched) and Latne'mele's gender has never been (and I hope never will be) established, as the wizard is always seen in cloaks (yes, even in the dead of the heat, what with endure elements). When all the excitement of the new missionaries had settled, the shipment of goods from the mainland arrived. Along with the ten new settler families, each representing an expertise, and the goods, there was yet another arrival. The form wrapped in swaddling cloaks was a familiar sight to Captain Cagun. "Your business taken care of?" Braun asked. Braun had allowed Latne'mele to travel home to take care of business of a nature which she could not disclose. The wizard had a somewhat secretive nature, which was fine with Braun, as long as the wizard performed the duties that she was needed for. Emphasis mine. As Dragoon1 mentioned already, Kethix was established as being female right after her first appearence in Year 1, 4 Month. PerennialRook, you voiced your feelings toward some past issues (e.g. Kethix's first appearance as a druid). This is a very good example I'll use to point out why the guidelines for this thread are not set in stone. Though Kethix was later retconned to be an adept (since a druid would have occupied a PC slot not available up to that point), she was very popular with the community from the start. Thus it was decided, instead of simply killing her off, to keep her but change her class from a PC to a NPC one. Now we face a situation where a character was perceived to be of too high level and was thus proposed to be lowered in level. Now if I was blindly enforcing this thread's guidelines, I'd have to agree with Argo. Latn'Mele was (as opposed to said guidelines) introduced as a heroic-to-paragon-level character without further explanation other than 'wasn't a war wizard mentioned in the introduction'. The confusion following her introduction shows that the rule for characters above level 5 (especially those with PC class levels) makes sense, since such characters should be exceptional ones and do need more attention than the generic commoner extra. This is why intend to post a Latn'Mele variant as well (see below Cagun spoiler), but for now let's just say that Cagun and Latn'Mele are both veterans and old companions who where sent to the isle for a reason. In other words, I vote no on her demotion. Just a couple of discrepancies I saw with your post, Syl. I'll have to change the stat blocks for the NPC class characters to reflect non elite stats (EDIT: Done). As for the distribution of those statistics, I think it is very dependent on the character you are creating. I concur. You will notice, however, that I mentioned above the 15, resp. 25 point buy method for exceptional characters as an alternative to the ability distribution method of character creation. While I could have given Captain Cagun a greataxe and used his charisma as a dump stat, I figured that, as an officer in a civilized military, Cagun would prefer a more classically noble weapon. While you used a sword as Cagun's weapon of choice in your version of Year 1, Month 4, the core entry of this period shows him as confronting the boars with a greataxe. Also I disagree on him being some kind of 'aristocratic officer'. By now he has been established as a friendly, down-to-earth person with some sense of humour, though his life as a veteran of many a battle has by now taught him to engage and end combat as quickly as possible. As for his high charisma, I assumed him to be a person of great charisma because he is a leader, and is seated to be the leader of a great city. Re-reading The Cast by Rockjaw you'll notice how Cagun is described as being both a miscreant and slacker (as he himself pointed out above) as well as the black sheep of a family with some reputation in the king's military. Initially he was not that keen on leading a group of settlers and scoundrels in a mission he regarded as a waste of his time, and as the latest Chronicle shows, he does have his doubts about the success of the mission still. Up to this point I see no need to reflect his lately discovered leadership abilities in his actual stats. Once he gains another level I suggest to let him multiclass into a class that can more easily reflect this rather recent development (or looking at the multiclass restriction, to at least give him the Leadership feat). He's an officer in an army where most will never make it past the rank of sergeant, unless they have connections, of noble birth, or are the type of dedicated natural leader that Cagun has shown himself to be throughout his military career. You are making that up, are you? Really, show me any core Chronicle where he is said to be a succesful military leader with a glorious career. Quite the opposite is true as I mentioned above. In fact I doubt he would even have become a lieutenant, (which he was prior to being promoted to captain and ordered to move to the Unforgiving Isle) if it were not for his heritage. As for a lower than average AC for a 10th level fighter, remember that he is not a PC. This means two things. One, 33,000 less gold to buy equipment, and two, he isn't a career fighter, he's a career leader and officer. Sure I could have optimized him to be a tank, but I thought it better to design him as a believable character. Well, he is neither. He's a contract soldier who tried to lay low and wait until he was free to do whatever he likes (which IMO had nothing to do with soldiering or leading a community). Still, your approach of magic item related AC boosts is about as good as an NPC can get. Seeing, however, that you labeled the stats you posted as 'suggestions', I intend to present an alternate version of Cagun (and some other important characters) and let the community vote which should be core. So keep an eye out for future posts. Argo that was, as usual, just awesome. It was everything I expected and more. Take another one from the jar (there are ones with chocolate chips, too). Note: Beg, steal, or borrow, Sailstorm can't canonically have a +2 rapier, as it is more than half his alloted 16,000gp in posessions, though it is a minor technicalty, it seems odd that he would have a better weapon than the ranking fighter on the island. Though this is (technically) correct, one could argue that, as the commander of a small pirate fleet, Sailstorm has access to resources the normal character would not. So I am fine with this. As a rule of thumb, if you plan to use the character creation guidelines, but it seems to you that the character you plan on creating should have a certain feature he couldn't otherwise afford or have, try and come up with a cool explanation. Perhaps his magic item is a family heirloom (as seen with Eckland's lyre of building or its owner's sword Fury), maybe it is part of the regalia of her rank in a certain organization, etc. One issue, well two realy. Why another settlement? With the refugees located on the other end of the island they are going to be isolated once the monsoon season starts, and with no support once that happens they are pretty well doomed. According to the chart they'll have about two months before monsoon season kicks in full-strength, though the chance for rain does already increase starting in September. Perhaps this is why Sailstorm asked Cagun for help? And why did nothing get built in three months. You may want to go back and look at some charts and trends for pupulation growth (I think there should be like 32 wyrmlings now) and buildings (I think with the population a house can get done in less than a week if I'm caculating right, puls the Wizard able to do one daily.) Would it be safe to assume that the Wizard could fabricate a house every other day? I've calucated it out and the pupolation can make 1.25 houses a week roughly, wo in 12 weeks they oculd make 15 houses, plus if the Wizard could fabrciate up a house every other day thats another 42 houses in the three month period, enough to shelter the colony. (42+12+12=66 155/66 = 2.33 people per house, plus the baracks). This would allow aspects of Tuskbay to blaze a trail to Port Ruby and start work there. I'm workign on antoher chronicle, and want to make sure my prelimnary math for the revios three months is right. I suggest to modify the rules for the construction of buildings as follows: APL (Sum of all levels / Working Population): 186 / 138 ~ 1 Average Crafted Value per Week: (16 + APL) / 2 gp ~ 8 gp Total crafted value: 8 gp x 138 people = 1104 gp That's one of the standard houses from the DMG per week (assuming that now, with some experts in house construction, we'll see more stone and wood houses rather than some makeshift wooden houses). Now let's add in the wizard with her fabricate spell: If she would have to make all the stone blocks and wooden beams herself she wouldn't be of much help. Thus I'll assume she will use those materials that have already been crafted for house construction. This way she could add about 792 gp per casting of the fabricate spell (transmuting stone blocks and wooden materials worth 264 gp), raising the total value per week to about 6,648 gp (792 gp x 7 days = 5,544 gp + 1,104 gp) or 6 houses a week. So for simplicity's sake let's say that Tuskbay can produce 6 simple houses per week + 1 extra house for each additional 150 people (APL 1). Also I suggest to determine the number of houses we need as follows: Total Population: Working Population x 1.5 = 138 x 1.5 = 207 Number of houses needed: (Total Population / 5) rounded down = 207 / 5 ~ 41 houses (i.e. we will add 1 house for every 5 additional working people) As for the kobolds, the last eggs were laid in June and have all by now hatched int wyrmlings. 32 to be exact. You may look it up here, where you can also find the updated population numbers of Tuskbay (138 working, 207 total) Isn't there a rule against multiclass characters? Is there a reason Brig is a Barbarian/Fighter instead of straight Barbarian? There is no rule strictly against multiclass character. However the rules state that 'multiclassing in general is bad'. I, too, would like to see the explanation of why he needed to be a brb/ftr instead of straight brb or straight ftr. Currently we have 36 soldiers in town (Amakiir, Cagun, Coonan, Irongale, Latn'Mele, and 9 others as well as Tobias Durwood and the 21 army experts who arrived sometime in October. As this is pretty close to the 1:3 ratio, I suggest to keep it that way until we decide to lessen the military presence in Tuskbay. |
| Sylvaroth09-12-07, 11:08 AM | Here is the corrected stat block for Year 1, Months 8 to 10: Tuskbay (hamlet): Conventional; AL LN; Population 138; 162 gp limit; Assets 1,117 gp; Integrated (92% human, 6% kobold, 2% other races). Captain Braun Cagun, military leader of Tuskbay (LN male human fighter 10); Captain Latne'mele, military wizard (LN female elf wizard 9); Sergeant Coonan, Cagun's right hand (LG male human warrior 4); Sergeant Bauer Irongale, engineering specialist (LN male dwarf expert 5); Seargent Aust Amakiir, quartermaster (LN male half-elf warrior 2); Kasper Duggun, leader of the settlers (LN male human expert 5). Captain Braun Cagun, military leader of Tuskbay (LN male human fighter 10); Captain Latne'mele, military wizard (LN female elf wizard 9). Player Class Character Slots: 2 (2 occupied; 0 vacant). Seargent Aust Amakiir, quartermaster (LN male half-elf warrior 2); Sergeant Coonan, Cagun's right hand (LG male human warrior 4); Johnathan Cossak, a settler and involuntary interpreter (N male human commoner 1); Tobias Durwood, foreman of the military builing crew (NG human male expert 3) Daren, Tuskbay's very own peal diver (CN male human expert 1); Kasper Duggun, leader of the settlers (LN male human expert 5); Sergeant Bauer Irongale, engineering specialist (LN male dwarf expert 5); Father Jesuit, missionary for the Holy Order of Pelor (NG male human adept 5); Kethix, druid of the Tuskbay kobolds (LN female kobold adept 2); Selix, 'mother' of the first newborn Tuskbayers (LG female kobold commoner 1). Captains: Braun Cagun (Ftr10); Latne'mele (Wiz9). Sergeants: Coonan (War4); Bauer Irongale (Exp5); Aust Amakiir (War2); Corporals: Tobias Durwood (Exp3); 2 – War1. Privates: 7 – Exp2; 14 – Exp1; 7 – War1. The Church of Pelor Leader: Father Jesuit (Adp5); 3 – Adp1; 23 – Com1. The Kobolds Leader: Kethix (Adp2); Selix (Com1) 6 - Com1. The Settlers Leader: Kasper Duggun (Exp5); Johnathan Cossak (Com1); Daren (Exp1); 1 - Exp3; 3 - Exp2; 6 - Exp1; 54 - Com1. Buildings Barracks; Wall; Warehouse. 4 - Guard Towers; 41 - Houses; Locations Mine/Stone Quarry. Notable Imports Food, water. Notable Exports Tea, pearls. Ruby Port (hamlet): Conventional; AL CG; Population 209; 162 gp limit; Assets 1,692 gp; Integrated (45% human, 16% half-orc, 14% dwarf, 11% halfling, 9% elf, 5% other races). Captain David Sailstorm, leader of an intrepid band of sailors (CG male human rogue 10); Lemwyck Daedalus, Sailstorm's first mate and expert tracker (CN male elf ranger 6); Brig Queequeg, master-at-arms for the crew (CN male orc barbarian 2 / fighter 2). Captain David Sailstorm, leader of an intrepid band of sailors (CG male human rogue 10); Lemwyck Daedalus, Sailstorm's first mate and expert tracker (CN male elf ranger 6); Brig Queequeg, master-at-arms for the crew (CN male orc barbarian 2 / fighter 2). Player Class Character Slots: 4 (3 occupied; 1 vacant). Sarmol "Peepers" Dyalis, lookout aboard the Dragon's Rage, the keenest eyes on the sea (CG male dwarf expert 3); "Fearless" Gray Torbin, helmsman aboard the Dauntless (CG male half-elf expert 4). Dragon's Rage David Sailstorm (Rog10); Lemwyck Daedalus (Rgr6); Brig Queequag (Brb2/Ftr2); Sarmol Dyalis (Exp3); 13 - human War1; 7 - elf War1; 5 - human Exp1; 4 - dwarf War1; 4 - half-orc War1; 3 - halfling War1; 3 - half-elf War1; 2 - elf Exp1; 1 - gnome War1; 1 - half-elf Exp1; 1 - half-orc Exp1; 1 - halfling Exp1; 1 - human Com1. Dauntless Gray Torbin (Exp4); 2 - human Exp1; 11 - human War1; 5 - elf War1; 2 - dwarf War1; 2 - half-orc War1; 1 - halfling War1; 1 - orc War1; 1 - half-elf Com1; 1 - elf Exp1; 1 - dwarf Exp1; 1 - half-orc Exp1; 1 - halfling Exp1. Stormrunner 4 - human War1; 2 - elf War1; 2 - human Exp1; 1 - elf Exp1; 1 - half-orc Exp1; 1 - human Com1; 1 - dwarf War1; 1 - half-orc War1; 1 - halfling War1; 1 - half-elf War1. 39 - human Com1; 17 - half-orc Com1; 15 - dwarf Com1; 14 - human Exp1; 10 - halfling Com1; 6 - half-orc Exp1; 5 - dwarf Exp1; 4 - halfling Exp1; 2 - gnome Com1; 1 - gnome Exp1; 1 - human Adp1. <Chronicles of the Unforgiving Isle> |
| Dragoon109-12-07, 02:24 PM | Year one Month 11 Cagun paced as the the weather started to deteriorate. They had enough houses for the settlement, but now they had to worry about Sailstorm's free men, and they had just barely established themselves. ---- Sailstorm Cursed as he paced about his command ship, he had not expected the monsoon season to be setting in already. He had almost 200 people to worry about, and not a single solid building. Sailstorm was not a strong leader like Cagun, he did not have his ability to get people motivated, or to organize. Labor was sloppy at best as the rag tag group of sailors and freed slaves worked to build a large community building, like the barracks in Tuskbay, but larger. If they could do that at least they would have something. --- More supplies arrived including a fresh contingent of soldiers with the coming of the first week of November. Forty-seven new recruits, lead by Lieutent Alexavier Durst(War 4 Male LN Half Orc). The new contingent were all half-humans, many who had enlisted to escape the ridicule of their home towns (34 Half Orcs (18 War 1, 14 War 2, 4 War 3 (Corporals), 12 Half Elves (6 War 1, 4 War 2, 2 War 3 (Corporals)). Along with them were 12 more engineering specialists, they ranked Corporal, but were not fighting men. All were Dwarves Irongale had requested to aide his excavations (12 Dwarves, Expert 2, 6 male, 6 female). The remote outpost would give them better opportunity to be appreciated for their abilities rather than receive prejudice based on their ancestry. The supply load was particularly large, full of salted meats and jarred vegetables to feed the colony should supply runs become unavailable do to the harsh weather coming. During this week the Kobolds made a discovery which would further help the housing situation. Along the coast hidden behind the old foundations to the docks, and hidden most of the time under tidal waters was the entrance to a cave system. A surprisingly large limestone save system existed under the Tuskbay. In fact, during the same day the Kobolds were exploring the cave system Irongale had found his way into the ancient sewers, digging through the ancient foundation of the ancient temple. The old sewers, which looked to have only served a small area, probably a temple quarter with a few rich houses. lead into the cave system. The six Kobolds not tending to their young ran into the Dwarves as both parties explored the discovery. The Kobolds were quite happy with their discovery, it would give them a more natural place to live while still being under the protection of Tuskbay, and as the Kobolds and Dwarves delved deeper they found the Depths of the cave to be filled with Quartz. While not the most valuable of gems, quartz would give the Kobolds something to mine, something which comes naturally to Kobolds. They would mine slowly though, Kethix and crew revered nature over all else, and did not want to cause undue damage to the cave system of the beautiful Quartz formations. Within a day they had vacated their house and taken residence within the upper cave, near the old sewers. ----- Sailstorm also received a supply shipment, much like the one Tuskbay had received. Crates of preseverd foodstuffs crowded Port Ruby's wet, tent covered beach. Building tools arrived too, along with a few hundred workers. They were to be stationed at Port Ruby until the end of the month, and were assigned to help get something built up to protect the freed slaves and Sailstorm's crew, and take the large two of his boats to a safe harbor before the monsoons hit in full force. The shore teemed with workers; trees were felled, and quick work began on a large two story wooden fort. --- The number of rainy days steadily began to increase though week two and three. In tusk bay work was starting on a temple where the old foundation had been excavated for the Pelorites. With the houses pretty well done the population could start harvesting wood and not worry about building houses. This also marked the end of the 12 hour work day, they did not have the housing crisis anymore, and the wet weather did not make for good working anyways. As the temple to Pelor was well underway another ship came in. The ship was small and flew a flag of the kingdom, but was not a supply ship. From it came a mix of people, all of them clergy of various faiths. They explained that they had pooled some money to get permission to come and rent of the boat. There were three primary delegations, Heironeous, St Cuthbert, and Obad-hai. Cagun looked the letter the priests carried and nodded. “Alright, leaders, step forward.” Cagun barked, looking up at the miserable sky. Two men and a woman stepped forward, all looked to be of similar age, probably late twenties. Both the men were heavily armored and carried a longsword and mace by their sides and tower shields on their back, the woman was clad in brown and green robes, and carried a quarterstaff with no shield. “State your names and faiths.” Cagun said with a tone drier than the harshest desert. “William Flanders of Heironeous, Captain!” The priest of Heironeous shouted with a salute. William Flanders – LG Human Adept 4 “Dwight Smith of St Cuthbert the Cudgel good sir.” The priest of St cuthbert nodded with a small salute. Dwight Smith – LN Human Cleric 5 “Alexandra Hutchinson of Obad-Hai, lord of nature.” She said to him, tapping the end of her staff to her brow. Alexandra Hutchinson – TN Human Cleric 5 “Where one god comes the rest will follow.” Cagun grumbled under his breath. “Allright, Flanders, Smith, unload your people here. Hutchinson, this is primarily a military outpost, so Heironeous and St Cuthbert are most welcome here. I need you to take your people to the North-west part of the island, you will find a bay, and on its beaches a good number of people, freed slaves and sailors protecting them. Tell them I sent you and set up your operations there. Now, Flanders and Smith, find Quartermaster Amakiir, he can help you better get situated.” ---- Work was frantic over in Port Ruby as the rains continued to get more frequent as the month grew later. Heavy trees were feleld and sank into the ground to form thick walls for what would be dubbed Fort Ruby. The structure would prove makeshift but suffice, if not entirely comfortably. Hutchinson and her adepts would be a welcome addition to the group, the cleric and her followers able to provide aide as both manpower and with spells. ---- As the Pelor temple went up work started on two more temples, these to St Cuthbert and Heironeous. They would go up just as quickly as the Pelor temple, as many of the soldiers were willing to lend a hand to their chosen faiths. As This work went on Latne'mele was sent by boat over to Port Ruby, to help on their fort. --- Fort Ruby went up with unparalleled speed, hundreds worked as the Wizard fabricated, getting the structure livable by the end of the month, when the extra sailors and returned home and Latne'mele returned to the other side of the island. ----------------- I need to go to work, I'll update the stat-block when I get home asuming there are no objections. (The new soldiers and experts make another PC slot which I fill with a Cleric of St. Cuthbert who would probably be popular in a LN town. The Cleric of Obad-Hai goes over to Port Ruby to suport there.) |
| Sylvaroth09-12-07, 06:26 PM | That was a great Chronicles-entry, Dragoon1. :clap: I am almost speechless. Well at least almost :D Sailstorm Cursed as he paced about his command ship, he had not expected the monsoon season to be setting in already. He had almost 200 people to worry about, and not a single solid building. Sailstorm was not a strong leader like Cagun, he did not have his ability to get people motivated, or to organize. Labor was sloppy at best as the rag tag group of sailors and freed slaves worked to build a large community building, like the barracks in Tuskbay, but larger. If they could do that at least they would have something. An experienced seafarer who cannot tell the weather in a region he plans to use as a base of future operations? Highly unlikely. And I totally disagree on the concept of a captain of a fleet of three ships and 94 men strong being less able to lead his men than a 'miscreant and slacker' like Cagun (apart from him being a Rogue with more skill points to spend on social skills than the number of skill points and feats of Cagun added up). More supplies arrived including a fresh contingent of soldiers with the coming of the first week of November. Forty-seven new recruits, lead by Lieutent Alexavier Durst(War 4 Male LN Half Orc). The new contingent were all half-humans, many who had enlisted to escape the ridicule of their home towns (34 Half Orcs (18 War 1, 14 War 2, 4 War 3 (Corporals), 12 Half Elves (6 War 1, 4 War 2, 2 War 3 (Corporals)). Along with them were 12 more engineering specialists, they ranked Corporal, but were not fighting men. All were Dwarves Irongale had requested to aide his excavations (12 Dwarves, Expert 2, 6 male, 6 female). Seems the general mindset in both realm and army is rather racist. I am not too sure, if I like that. Besides, are you aware that with 59 new soldiers in addition to the 36 we have in Tuskbay we'd need about 183 new civilians? Otherwise we'd have a soldier to civilian ratio of about 1:1. Adding more people will also overall result in the need for more houses. With at least 183 new civilians that would be about 19 new houses. I'd also like to suggest to stop the insane amount detail you put into the latest population statistics. Race and class I can handle, but adding gender is simply useless. What's the use of knowing how many males and females there are on the unforgiving isle? Finally I'd like to see an explanation why Sailstorm received that level of support. Was it Cagun who informed his superiors about the heroic liberation of the Red Hand-slaves? It's simply not that clear from what you write, and it would be cool to know what the motivation of the military is to lend a semi-criminal like Sailstorm so much help. Perhaps he is a pirate with a letter of marque from the king? Oh, and ARRRRRH for freebooters :cheer: I need to go to work, I'll update the stat-block when I get home asuming there are no objections. (The new soldiers and experts make another PC slot which I fill with a Cleric of St. Cuthbert who would probably be popular in a LN town. The Cleric of Obad-Hai goes over to Port Ruby to suport there.) Please use the updated stat block I posted here. |
| PerennialRook09-12-07, 07:33 PM | STOP. For every 50 individuals of the population 1 PC-slot becomes available, i.e. one additional individual with a player class can be added to the population. Keep in mind that PC characters (regardless of their level) are exceptional individuals in their own right and should never be added at random. [b]The introduction of new PCs should rather be discussed beforehand to identify the need for specific classes and the role they will play in the future.[b] If possible, no new PC should be of a higher level than already established highest level PCs. Captain Cagun (Ftr10) should be regarded as the benchmark and highest level PC at this time, so please think twice about proposing a 15th level Wizard / 5 th level Rogue, unless you think he will definitely add to the flavor and concept of this thread. Am I the only person expected to follow some semblance of the thread rules here? We went from 2 PCs to 7 PCs within the space of two chronicles, and not so much as a mention of adding new PCs, or what we needs we have. Why are so many people coming to the island right before the monsoon season? Why isn't there any town infrastructure being built? I know that the military isn't known for their intelligence, but aren't initial settlers supposed to prepare the settlement? Where is the food production? What happened to the planting season? Why are so many supplies continuing to arrive? Why were the docks never built to facilitate the tons of food and supplies being unloaded? Why does Dragoon1 get accolades for a post so riddled with holes? What is so unforgiving about this island if no one ever dies (I know, I tried it)? Why do nature revering Kobolds set inhumane animal traps in the woods? What happened to a hostile jungle full of predators? What happened to a miscreant slacker group of soldiers? How do caves underneath a city built on the shore stay dry? I could go on, but, really, why? Am I really not welcome here? Because that's the vibe that I keep getting. What do I need to do to make a valid contribution to this "community" effort? |
| Dragoon109-12-07, 07:48 PM | The adition of the extra soldiers was a miscalucation on my part. I calcuated the solider population based on warriors/fighters as the soldier population, not the sum of the warriors and engineers. I did not mean to insinuate the Realm was racist, rather go with the fluff of Half-Orcs and Half-Elves either beign treated unfairly, or having loftier expectations. These same reasons that Half-humans would become adventurers would lead them to the military. For Sailstorm's lack of preparation, this area has been unpopulated for the past who knows how long, the general climate is nto going to be knowledge to many, so the monsoon season's start would come as a bit of a surprise. Anyways, I did poorly with this chronicle, I will vote in favor of it being removed. ---- Why does quick reply refuse to work? |
| PerennialRook09-12-07, 08:10 PM | PerennialRook, you voiced your feelings toward some past issues (e.g. Kethix's first appearance as a druid). This is a very good example I'll use to point out why the guidelines for this thread are not set in stone. Though Kethix was later retconned to be an adept (since a druid would have occupied a PC slot not available up to that point), she was very popular with the community from the start. Thus it was decided, instead of simply killing her off, to keep her but change her class from a PC to a NPC one. Now we face a situation where a character was perceived to be of too high level and was thus proposed to be lowered in level. Now if I was blindly enforcing this thread's guidelines, I'd have to agree with Argo. Latn'Mele was (as opposed to said guidelines) introduced as a heroic-to-paragon-level character without further explanation other than 'wasn't a war wizard mentioned in the introduction'. The confusion following her introduction shows that the rule for characters above level 5 (especially those with PC class levels) makes sense, since such characters should be exceptional ones and do need more attention than the generic commoner extra. This is why intend to post a Latn'Mele variant as well (see below Cagun spoiler), but for now let's just say that Cagun and Latn'Mele are both veterans and old companions who where sent to the isle for a reason. In other words, I vote no on her demotion. I did note more than just the first mention of a war-wizard in the OP, I also brought up Dragoon1's proposal for a 9th level wizard. Also, why is nothing said when Argo makes Sailstorm a permanent fixture on the island, a PC class character who is the same level as Cagun. How about some consistency. While you used a sword as Cagun's weapon of choice in your version of Year 1, Month 4, the core entry of this period shows him as confronting the boars with a greataxe. Also I disagree on him being some kind of 'aristocratic officer'. By now he has been established as a friendly, down-to-earth person with some sense of humour, though his life as a veteran of many a battle has by now taught him to engage and end combat as quickly as possible. Perhaps instead of fishing for his sword, which he didn't have on him, he grabbed the closest weapon and rushed to aid. Though I'm glad you admit that the first weapon he was specified as having was a longsword. Oh, and, Friendly with a sense of humor just screams low Charisma right? Re-reading The Cast by Rockjaw you'll notice how Cagun is described as being both a miscreant and slacker (as he himself pointed out above) as well as the black sheep of a family with some reputation in the king's military. Initially he was not that keen on leading a group of settlers and scoundrels in a mission he regarded as a waste of his time, and as the latest Chronicle shows, he does have his doubts about the success of the mission still. The LN miscreant slacker. Perhaps he was a miscreant slacker because he hated what he was doing, but felt obligated to do it anyhow. How else to you explain a soldier rising into the ranks of commissioned officers? Up to this point I see no need to reflect his lately discovered leadership abilities in his actual stats. Once he gains another level I suggest to let him multiclass into a class that can more easily reflect this rather recent development (or looking at the multiclass restriction, to at least give him the Leadership feat). My stat block does give him the Leadership feat, right? You are making that up, are you? Really, show me any core Chronicle where he is said to be a succesful military leader with a glorious career. Quite the opposite is true as I mentioned above. In fact I doubt he would even have become a lieutenant, (which he was prior to being promoted to captain and ordered to move to the Unforgiving Isle) if it were not for his heritage. Sorry, again I thought that anyone was allowed to contribute to your idea of who Cagun is. I like to think that he was an excellent soldier before he became jaded by the politics of being an officer, though has found new life in his position here at Tuskbay. But since your ideas are core by default, that makes me wrong. Noted. Well, he is neither. He's a contract soldier who tried to lay low and wait until he was free to do whatever he likes (which IMO had nothing to do with soldiering or leading a community). Still, your approach of magic item related AC boosts is about as good as an NPC can get. Again, your idea of who Cagun is. And as for optimization, I was refering to the feat selection you PM'ed me about. I gave him a broad array of feats that will make him a great leader in Tuskbay, rather than focus him in as a pure fighter (which you're always trying to say he isn't much of) Seeing, however, that you labeled the stats you posted as 'suggestions', I intend to present an alternate version of Cagun (and some other important characters) and let the community vote which should be core. So keep an eye out for future posts. Or, instead, you could post suggestions about your ideas and the board members could collaborate. Use the already posted statistics as a place to work from, perhaps? Though this goes contrary to your philosophy of just correcting anything you see as "wrong." Though this is (technically) correct, one could argue that, as the commander of a small pirate fleet, Sailstorm has access to resources the normal character would not. So I am fine with this. As a rule of thumb, if you plan to use the character creation guidelines, but it seems to you that the character you plan on creating should have a certain feature he couldn't otherwise afford or have, try and come up with a cool explanation. Perhaps his magic item is a family heirloom (as seen with Eckland's lyre of building or its owner's sword Fury), maybe it is part of the regalia of her rank in a certain organization, etc. Did you even read the rules you posted on the first page of this thread? |
| Johnny_Angel09-12-07, 09:36 PM | The adition of the extra soldiers was a miscalucation on my part. I calcuated the solider population based on warriors/fighters as the soldier population, not the sum of the warriors and engineers. I did not mean to insinuate the Realm was racist, rather go with the fluff of Half-Orcs and Half-Elves either beign treated unfairly, or having loftier expectations. These same reasons that Half-humans would become adventurers would lead them to the military. For Sailstorm's lack of preparation, this area has been unpopulated for the past who knows how long, the general climate is nto going to be knowledge to many, so the monsoon season's start would come as a bit of a surprise. Anyways, I did poorly with this chronicle, I will vote in favor of it being removed. ---- Why does quick reply refuse to work? I think your chronicle was good. I vote that it stays. Perhaps the realm is racist. The politics of the realm don't necessarily control Cagun's attitude. Also, I'm sure a unit of that sort would welcome the chance to be deployed and get away from the typical attitude of the realm toward half-breeds. |
| Johnny_Angel09-12-07, 09:59 PM | STOP I think that things are getting a little carried away with some arguments and disagreements about things that are going on. I propose that the chronicles stop until all of the current proposals are voted upon and settled. I think it was Syl who had a list of all of the proposals thus far. If he wouldn't mind posting them again, I think that we should suspend the writing of new chronicles and suspend the ability to present new proposals until all current and pending proposals are decided upon. I feel that this should be in effect for 72 Hours (3 days) or until all proposals have been voted upon -whichever comes first. On a side note, and somewhat contradictory to my previous statement, I would like to suggest that the monster trainer specializes in training Bactrian Camels. There are rules for them in the MM entry for Camels. |
| Dragoon109-12-07, 10:16 PM | I vote yes on this proposal, could someone complie a list of unfinished proposals and their current votes? |
| PerennialRook09-12-07, 10:17 PM | I think it was Syl who had a list of all of the proposals thus far. Can I get any credit? |
| Johnny_Angel09-12-07, 10:19 PM | Can I get any credit? Sorry about that.... short term memory problems. |
| Dragoon109-12-07, 10:23 PM | Right, but some of those have been resolved since then and some were already resolved. Need a current list, of only the ones left ot resolve and thr current votes. I vote for J_A to do this, it is his proposal. |
| Johnny_Angel09-12-07, 10:26 PM | Proposal Compilation In reverse chronological order, a list of proposals in this thread. Monster Trainer/Breeder by d34dlockI propose a monster trainer/breeder arrive in town to help with the cost and quality of mounts available. Dire weasels sound fun later in the towns development. Transporting mounts by shipping will get expensive if you have to import every mount. Exotic stables/kennels will be needed if the best mounts are to be available. This will be more true if a lot of the population are soldiers... ...You did miss my proposal for a monster trainer/breeder. Besides mounts you might also want guardian beasts to protect the town. Creatures with darkvision, scent, blindsense, and/or blindsight would be vary handy. With so many soldiers in town the threat can be minimised and the advantages might well make up for the risk. Votes: Ignored Kobold Lair? by SylvarothProposal: So lets vote: Do you want to have the kobolds living in a house in Outpost or in the adjacent cliffs/tunnels/caves? Votes: Cliffs/tunnels/caves - "They are refugees not perverts. Kobolds live in caves and tunnels. That's their thing so to say." - Sylvaroth Cliffs/tunnels/caves - "I agree and vote that they should have a small cave off from the city to live in." - TheScapegoat Cliffs/tunnels/caves - "My official yes to the proposed kobold cave dwelling in the nearby cliff." - Perennial Rook Red Dragon by SylvarothProposal: ...(can you say red dragon?) Votes: Yes - "I vote yes to the red dragon's (CR 16+) volcano lair in the center of the isle!" - PerennialRook No - "I vote no." - TheScapegoat No - "I also have to vote "no" to the Dragon Villian. Unless..." - Throrin No - "No..." - Dragoon1 No - "...no live dragon." - d34dlock Volcano by SylvarothProposal: I propose a volcano at the center of the isle... Votes: Yes - "I vote yes to the red dragon's (CR 16+) volcano lair in the center of the isle!" - PerennialRook Yes - "Yes" - Dragoon1 Yes - "I vote yes volcano..." - d34dlock Climate Type by SylvarothProposal: I also propose to decide the prevalent climate/terrain type to be warm forest (with hills and finally mountains to the core of the island). Votes: Yes - "I vote yes on the warm forest proposition..." - PerennialRook Yes - "I do like the humid subtropical climate..." - Dragoon1 Yes - "I also vote yes on the warm forest proposition." - d34dlock Future Villain Prospect by Rizzen9Proposal: I like the idea of more LE or CE Kobolds on the Island somehwere. My Proposal is that the other Kobolds are like the Aztecs were by Sacrificing there citizens to there Gods, Draconic Gods for these Kobolds. The Outposts (good/nuetral) Kobolds being of a different nature did not agree and when they rebeled against the idea of Sacrificing there own were then made Sacrifices. The 8 that excaped were the last of the rebeling Kobolds. This will make for a good Villain in the future when the Evil Kobolds find out the good ones survived. The "good" Kobolds have not told the humans because there afraid that they will not be allowed to stay in the town for protection. Votes: Yes - "...cast my vote for the LE "Inca" style Kobolds." - PerennialRook Yes - "I think the idea of sacrificial kobolds celebrating bloody rituals to be granted power by Tiamat is great and could be further explored in the future. Off of the top of my head I can see a dragon egg, a sacred object to the kobolds for hundreds of years now. Prophecy has it that once the wyrm within has received sufficient offerings, it will hatch into an emissary of the Queen of Dragons who will take the kobolds to power. A variation of the theme could result in the hatching of a dragonwrought kobold (RoD)." - Sylvaroth Yes - "Inca kobolds sound like a good plot hook." - d34dlock Temples by Dragoon1Proposal: I propose that since one temple has moved in other temples should arrive (through not necessarily as in force as the Pelorans did). I think Obad-Hai would take interest in the island for its large amounts of unexploited land, and St Cuthbert and Heironeous would come following an influx of guards (both deities strike me as one LN and LG military men would favor.) Votes: Ignored Rank Structure and Promotions by Dragoon1Proposal: I like the military breakdown chart. I propose we use Sylvaroth's chart and I also propose that Cagun receive promotions to always be the highest ranking officer. Votes: Yes - "The simplicity of the single rank structure appeals to me" - PerennialRook High Soldier Ratio by SylvarothProposal: We've used a 1:20 rate for full-times and conscripts in Eckland, because the town experienced some nasty times (a pack of semi-starved wolves, an orc attack lead by a dragon, etc.)... Since the Outpost...is mainly a military settlement, we could even increase the above rate to 1:5, 1:3, or even 1:2. Votes: Yes (1:3) - "A approve the proposal to have a high military population: I vote a 1:3 ratio." - Dragoon1 Yes (1:3) - "Also, 1:3 ratio of soldier to populous seems good to me, I support that as well." - PerennialRook Yes (1:5-1:20) - "I vote for a high soldier ratio also. I'm not sure what ratio is best. 1:20 - 1:5 seems reasonable." - d34dlock Kobold Baby-Boomers by SylvarothProposal: I would like, however, to propose a limit of 32 wyrmlings, so that each adult female has no more than 8 wyrmlings to tend to. Addendum by Dragoon1: I also propose we follow the table Sylvarnoth presented for the Kobld repoductive schedual (though it does require some Extrapilation from Races of the Dragon). (or rather vote yes if it is part of the proposal ont he kobold wyrmling limit). Votes: Yes - "I vote yes on Sylvarnoth's proposal of a 32 Kobold wyrmling limit, at least untill year three." - Dragoon1 Yes - "The wyrmling limit should be 8x the number of reproductive females." - PerennialRook Town Name by SylvarothProposal: Hey what about Tuskbay as a name for the town? ...or... I'd place Outpost (Tuskbay) inside the 1-3 ring... Votes: Outpost in Tuskbay - "I vote yes to the idyllic Outpost in the Tuskbay of the Unforgiving Isle." - Sylvaroth Outpost - "My vote goes for Outpost as the name of the settlement." - PerennialRook Tuskbay - "I like the idea of calling it Tuskbay" - TheScapegoat Tuskbay - "I vote for "Tuskbay" as the town name." - Throrin Tuskbay - "I vote for Tuskbay too." - Rizzen9 Tuskbay - "I vote for Tusk bay, to finalize it and make that the official name." Dragoon1 Mage PC by Dragoon1Proposal: A 9th level wizard or 10th level Sorcerer be the next PC characters. Fabricate is a 5th level Sorc/Wiz spell which would help with the building shortage. Votes: Yes - Adopted in Year 1, Month 7 as Latne'mele - PerennialRook No - "keep Latne'mele away for another while until we have an available PC slot." - Sylvaroth No - "I think that a high level mage would be unbalancing for a new town." - Throrin Daern's Instant Fortress by Dragoon1Proposal: A Daern's Instant Fortress could come on the next ship to provide a instant building to help with the structure shortage. Votes: Ignored Pearls by Heros_BackpackProposal: Another possibility for trade goods in general are pearls, which could draw divers and their families to the Isle. Adopted by PerennialRook Aquatic Neighbors by Heros_BackpackProposal: I propose the sailors discover/are discovered by a nearby village of one of the aquatic humanoids (maybe locathah, merfolk or aquatic elves) setting up a possible future trade route. Votes: Yes - "I like the merfolk idea." - PerennialRook Undecided - "I'm unsure about the underwater people..." - Johnny_Angel No - "I'm inclined to say no." - Dragoon1 Aurora Cagun by PerennialRookProposal: We introduce Aurora Cagun (aristocrat 2), the wife of Capt. Braun, to the island. Votes: No - "I vote no on introducing someone's wife at this point in time." - Johnny_Angel Revisit - "I dont think we need a wife for either Captian yet, sometime soon I think" - RockJaw(OP) Revisit - "No, at least not for the time being. Families ariving at this point would be foolish. Next year after the monsoon season sounds good though, so it should be revisited then." Bauer Irongale, Dwarven Engineer by PerennialRookProposal: To add some diversity, I think that Bauer Irongale, the dwarven expert from my original Y1M4 post, should be hired and arrive sometime in month 5 or 6. The dwarves would appreciate the importance of this port in embryo, and gladly offer the aid or an experienced engineer. Adopted by RockJaw(OP) as Sgt. Bauer Irongale Votes: Yes - "I vote yes on the dwarf." - Johnny_Angel Yes - "Yes, as an engineer would make sense for this sort of project." - Dragoon1 Apprentice WizardProposal: An apprentice to a powerful wizard comes to the Unforgiving Isle seeking to be hidden in plain sight. This apprentice, named Maevek, is a highly respected member of his other community. Saving the life of children from drowning in the river. LG, Human Male wizard 3 Votes: Ignored Year 1, Month 4, Redo by TheScapegoatProposal: PerennialRock did Year 1 Month 4, I think people just want it changed a bit. Unless we are just going to redo it completly. Votes: Redo - "...a complete redo of month 4..." - Dragoon1 Redo - "Yep, let's redo month 4." - HerosBackpack Redone by Sylvaroth The Druid Issue by ?Issue: The Kobold Druid was introduced as a PC class while there were no open slots, and subsequently killed off in another (non-core) posting. Votes: Death - killed in (non-core, deleted) posting - PerennialRook Druid - "...utterly against killing off the druid..." - Sylvaroth Druid - "No killing the druid." - Argo Adept - "Adept for me." - TheScapegoat Adept - "...call herself a druid while actually being an adept..." - HerosBackpack Adept - "...Kobold should be changed to an Adept..." - Johnny_Angel Delayed Resupply by PerennialRookProposal: I suggest that we hold off on the resupply a few more months. Let the settlers sweat a little. Ignored by Sylvaroth Sausage Fest by PerennialRook Proposal: This is an all male camp (as far as humans go) until the settlement has enough structure built up to request women (perhaps wives of some of the conscripted workers, or "settlers"). Adopted by RockJaw(OP) Johnathan to Adept by PerennialRookProposal: Where it was first thought that Johnathan was a commoner, he is really an adept, thus the knowledge of Draconic, a language whose uses are few. Votes No - "...making him an Adept the water problem initially put forth would have never existed to begin with..." - Dragoon1 No - "Keep him commoner." - TheScapegoat No - "...I agree that he should just be a commoner." - Johnny_Angel Sorry Perennial, I wasn't sure if it was you or Syl who made this post. Thanks for the compilation. |
| Johnny_Angel09-12-07, 10:33 PM | I think a good Savage Species example would be to have a tribe of Reptilian Orcs somewhere on the island. I know there are lizardfolk and kobolds in the MM, but I think this would serve as a good SS example. Perhaps the evil kobolds are lead by a "big kobold" which is actually a Reptilian Orc. Another idea I'd support as a SS example would be the idea of some of the evil kobolds being having the winged template. Just change the flavor so they have reptilian wings instead of birdlike wings which the picture shows. Perhaps some unknown force hidden in the island has caused them to mutate/evolve differently than typical kobolds. ------------------------------------------------------------ Proposal/Vote time... Monster Trainer I vote yes, but I think that there should be a certain type of animal or beast that he or she specializes in. Something semi-believable, but also something which is different than the usual horse or donkey. Aquatic Neighbors Earlier I was unsure, but I'm now changing my vote to no. I think it's a good idea, but I feel like the island should be the main focus of this project. I instead propose that ruins of a small underwater village are discovered at some point. Whatever destroyed the original settlement on land also chased away or destroyed the underwater settlement. Apprentice Wizard I vote no. Delayed Resupply I vote yes. Monster Trainer - I'm indifferent, but not against it, so I will vote yes, and maybe this guy (Expert?) would specialize in the trainign and rearing of predatory mounts, like say Dire Weasels and Dire Wolves. Aprentice Wizard - No, at least for now. Delayed Resuply - I vote this happens with the coming monsoon season. By that point the city will be able to survive on its own, but still be in a tight spot. Stats should be assigned by character concept, not locked in by class. Havign one of the PC classes be charismatic and a fighter or druid or /cleric/; or a smart cleric or barbarian or fighter, should not be against the rules. A general (probably a fighter) NEEDS decent mental stats to do good stragegy, a cleric needs charisma to win converts to his faith. You don't need to have strict stat allocation rules for PCs, just have people who stat them otu do something that makes since for the character. I like the idea of the evil kobolds worshipping some sort of dragon egg or draconic artifact at the center of the island. The reptilian orc could be a cleric of either Tiamat or Kurtlemak; the winged kobolds I mentioned could be the elite guardians of the egg/artifact. ...not a proposal...just an expansion of an idea that someone else had mentioned. At any rate, that wouldn't be discovered for quite some time. Sorry for the rapid posts... trying to compile a few things |
| Johnny_Angel09-12-07, 10:39 PM | A few proposals I wanted to comment on. 1) Kobolds: I agree and vote that they should have a small cave off from the city to live in. 2) Name: I like the idea of calling it Tuskbay, not too fond of the name Outpost. Unless we need something that generic I vote no. 3) "Dragon": Although this didn't seem like an official proposal just an idea I vote no. I think that if we could find something fire based and high CR (maybe some sort of fire elemental) that would be far more interesting. The story of why it is here could be a very good story. Hey folks. Trying to get my chronicle out today. Syl really put the pressure on me by telling everybody else not to post until i did. *gulp* Anyway, in the meantime, I wanted to propose that Lat'n'mele'n'Things be demoted from level 9 to like level 5. 9 just seems too high. I vote no on the proposal to demote the wizard to 5th level. 9th level is about right to facilitate building via the fabricate spell, and to provide heavy fire support when needed. I'm also getting somewhat frustrated with the constant editing to the chronicles. Not at all your fault, Argo, but maybe you could give more reasoning than "seems too high" before we put this to a vote. Nothing was done when a druid was introduced with a population to low to support the PC we already had, but when I killed him off, there was a storm of outcries. My chronicle was voted deleted, and then replaced with a nearly identicle outcome (but instead of a new human adept, the kobold was made an adept). It is getting somewhat frustrating to post to this thread, as much as I enjoy it. Perhaps you think that the wizard is too big an asset to Tuskbay? With most of Latne'mele's prepared spells used up with more utalitarian ones, and with an abysmally low amount of hit points, I'm not sure that this is a valid concern. A high (9th/10th) level wizard or sorcerer was requested, as well as some magical building assistance (if I remember correctly, the original TBaC thread had a lyre of building or some such). Unless you have a real concern with an arguably underpowered 9th level wizard, please retract your proposal. I vote no on changing the Wizard to level 5. 9 is what we need to have a Wizard doing something usefull for the outpost (Divine casters are much more usefull to a settlement). The wizard exists for the purpose of casting fabricate, and with prepared spells being utility, said wizard is not going to be of use on offense. You is the key word in your statement. You are not the wizard in Tusk Bay, you are not a career soldier in a an engineering division of an army. If this wizard was dsobediant and started fling spells to prove said wizard did not want to take order said wizard would have been dead. As for Cpt Cagun's evolution as a character, well, when a comunity project gets going things change, Cagun must like something about the island, causing him to work hard on it. Also, working hard does not make on stop being a slacker, beign a slacker myself I can work hard when things need to be done, and even a slacker will work to his own benefit, and getting people housed so he doesn't have to deal with a overcrowded baracks seems a good reason to work hard. Prehaps when things start to go right the captain will start to put his feet up and coast. Sorry I'm late with this, post refused to go through That's not quite true. While Captain Sailstorm is mentioned periodically, he isn't (yet) part of the town. Were it not for Rockjaw the captain of the resupply vessel might never have been named or mentioned. One more vote lays this issue to rest: Lower Level Wizard by argoProposal:Anyway, in the meantime, I wanted to propose that Lat'n'mele'n'Things be demoted from level 9 to like level 5. 9 just seems too high. Votes: No - "I vote no on the proposal to demote the wizard to 5th level. 9th level is about right to facilitate building via the fabricate spell, and to provide heavy fire support when needed." - PerennialRook No - "I vote no on changing the Wizard to level 5. 9 is what we need to have a Wizard doing something usefull for the outpost (Divine casters are much more usefull to a settlement). The wizard exists for the purpose of casting fabricate, and with prepared spells being utility, said wizard is not going to be of use on offense." - Dragoon1 Ignored One issue, well two realy. Why another settlement? With the refugees located on the other end of the island they are going to be isolated once the monsoon season starts, and with no support once that happens they are pretty well doomed. And why did nothing get built in three months. You may want to go back and look at some charts and trends for pupulation growth (I think there should be like 32 wyrmlings now) and buildings (I think with the population a house can get done in less than a week if I'm caculating right, puls the Wizard able to do one daily.) I like the second power center on the island, though, you're right, there did seem to be a substantial lack of growth (like the requested laborers and experts). The "fluff" was great, though maybe some fine tuning on the crunch is warranted. I'm sure that people here in the thread would be more than happy to help if you want assistance. I propose that the newly established city, Port Ruby, lay on the border of the 1-3/4-6 lines on the northwest side of the map. Port Ruby is going to be torn from the more wild part of the island, warranting the proximity of higher CR encounters. 1:3 sounds good to me The ratio could always change to 1:5 later; once the town becomes more developed. Proposal Somewhere on the island is discovered a small lake or pond which turns anything that touches its water into gold. At first this is seen as a miraculous discovery; however, close proximity to the body of water slowly causes madness and violent selfish greed. Since there has happened that much since I have visited the last time I'll address the latest developments step-by-step below: Emphasis mine. As Dragoon1 mentioned already, Kethix was established as being female right after her first appearence in Year 1, 4 Month. PerennialRook, you voiced your feelings toward some past issues (e.g. Kethix's first appearance as a druid). This is a very good example I'll use to point out why the guidelines for this thread are not set in stone. Though Kethix was later retconned to be an adept (since a druid would have occupied a PC slot not available up to that point), she was very popular with the community from the start. Thus it was decided, instead of simply killing her off, to keep her but change her class from a PC to a NPC one. Now we face a situation where a character was perceived to be of too high level and was thus proposed to be lowered in level. Now if I was blindly enforcing this thread's guidelines, I'd have to agree with Argo. Latn'Mele was (as opposed to said guidelines) introduced as a heroic-to-paragon-level character without further explanation other than 'wasn't a war wizard mentioned in the introduction'. The confusion following her introduction shows that the rule for characters above level 5 (especially those with PC class levels) makes sense, since such characters should be exceptional ones and do need more attention than the generic commoner extra. This is why intend to post a Latn'Mele variant as well (see below Cagun spoiler), but for now let's just say that Cagun and Latn'Mele are both veterans and old companions who where sent to the isle for a reason. In other words, I vote no on her demotion. I concur. You will notice, however, that I mentioned above the 15, resp. 25 point buy method for exceptional characters as an alternative to the ability distribution method of character creation. While you used a sword as Cagun's weapon of choice in your version of Year 1, Month 4, the core entry of this period shows him as confronting the boars with a greataxe. Also I disagree on him being some kind of 'aristocratic officer'. By now he has been established as a friendly, down-to-earth person with some sense of humour, though his life as a veteran of many a battle has by now taught him to engage and end combat as quickly as possible. Re-reading The Cast by Rockjaw you'll notice how Cagun is described as being both a miscreant and slacker (as he himself pointed out above) as well as the black sheep of a family with some reputation in the king's military. Initially he was not that keen on leading a group of settlers and scoundrels in a mission he regarded as a waste of his time, and as the latest Chronicle shows, he does have his doubts about the success of the mission still. Up to this point I see no need to reflect his lately discovered leadership abilities in his actual stats. Once he gains another level I suggest to let him multiclass into a class that can more easily reflect this rather recent development (or looking at the multiclass restriction, to at least give him the Leadership feat). You are making that up, are you? Really, show me any core Chronicle where he is said to be a succesful military leader with a glorious career. Quite the opposite is true as I mentioned above. In fact I doubt he would even have become a lieutenant, (which he was prior to being promoted to captain and ordered to move to the Unforgiving Isle) if it were not for his heritage. Well, he is neither. He's a contract soldier who tried to lay low and wait until he was free to do whatever he likes (which IMO had nothing to do with soldiering or leading a community). Still, your approach of magic item related AC boosts is about as good as an NPC can get. Seeing, however, that you labeled the stats you posted as 'suggestions', I intend to present an alternate version of Cagun (and some other important characters) and let the community vote which should be core. So keep an eye out for future posts. Argo that was, as usual, just awesome. It was everything I expected and more. Take another one from the jar (there are ones with chocolate chips, too). Though this is (technically) correct, one could argue that, as the commander of a small pirate fleet, Sailstorm has access to resources the normal character would not. So I am fine with this. As a rule of thumb, if you plan to use the character creation guidelines, but it seems to you that the character you plan on creating should have a certain feature he couldn't otherwise afford or have, try and come up with a cool explanation. Perhaps his magic item is a family heirloom (as seen with Eckland's lyre of building or its owner's sword Fury), maybe it is part of the regalia of her rank in a certain organization, etc. According to the chart they'll have about two months before monsoon season kicks in full-strength, though the chance for rain does already increase starting in September. Perhaps this is why Sailstorm asked Cagun for help? I suggest to modify the rules for the construction of buildings as follows: APL (Sum of all levels / Working Population): 186 / 138 ~ 1 Average Crafted Value per Week: (16 + APL) / 2 gp ~ 8 gp Total crafted value: 8 gp x 138 people = 1104 gp That's one of the standard houses from the DMG per week (assuming that now, with some experts in house construction, we'll see more stone and wood houses rather than some makeshift wooden houses). Now let's add in the wizard with her fabricate spell: If she would have to make all the stone blocks and wooden beams herself she wouldn't be of much help. Thus I'll assume she will use those materials that have already been crafted for house construction. This way she could add about 792 gp per casting of the fabricate spell (transmuting stone blocks and wooden materials worth 264 gp), raising the total value per week to about 6,648 gp (792 gp x 7 days = 5,544 gp + 1,104 gp) or 6 houses a week. So for simplicity's sake let's say that Tuskbay can produce 6 simple houses per week + 1 extra house for each additional 150 people (APL 1). Also I suggest to determine the number of houses we need as follows: Total Population: Working Population x 1.5 = 138 x 1.5 = 207 Number of houses needed: (Total Population / 5) rounded down = 207 / 5 ~ 41 houses (i.e. we will add 1 house for every 5 additional working people) As for the kobolds, the last eggs were laid in June and have all by now hatched int wyrmlings. 32 to be exact. You may look it up here, where you can also find the updated population numbers of Tuskbay (138 working, 207 total) There is no rule strictly against multiclass character. However the rules state that 'multiclassing in general is bad'. I, too, would like to see the explanation of why he needed to be a brb/ftr instead of straight brb or straight ftr. Currently we have 36 soldiers in town (Amakiir, Cagun, Coonan, Irongale, Latn'Mele, and 9 others as well as Tobias Durwood and the 21 army experts who arrived sometime in October. As this is pretty close to the 1:3 ratio, I suggest to keep it that way until we decide to lessen the military presence in Tuskbay. STOP. Am I the only person expected to follow some semblance of the thread rules here? We went from 2 PCs to 7 PCs within the space of two chronicles, and not so much as a mention of adding new PCs, or what we needs we have. Why are so many people coming to the island right before the monsoon season? Why isn't there any town infrastructure being built? I know that the military isn't known for their intelligence, but aren't initial settlers supposed to prepare the settlement? Where is the food production? What happened to the planting season? Why are so many supplies continuing to arrive? Why were the docks never built to facilitate the tons of food and supplies being unloaded? Why does Dragoon1 get accolades for a post so riddled with holes? What is so unforgiving about this island if no one ever dies (I know, I tried it)? Why do nature revering Kobolds set inhumane animal traps in the woods? What happened to a hostile jungle full of predators? What happened to a miscreant slacker group of soldiers? How do caves underneath a city built on the shore stay dry? I could go on, but, really, why? Am I really not welcome here? Because that's the vibe that I keep getting. What do I need to do to make a valid contribution to this "community" effort? Ok, I think that covers nearly everything. So, what is the first proposal to be voted upon? |
| PerennialRook09-12-07, 11:01 PM | So which issues are undecided? |
| PerennialRook09-12-07, 11:22 PM | Cagun's military career ends at the first of the new year (OP), right? IDEA: I think it would be cool to have him jazzed about the military again, and ready to continue his stay as a soldier. Then his older brother (BBEG), recently promoted, comes to replace him as the leader at Tuskbay. Along with Tol, is a full showing of the royal navy and troops by the hundreds. When Cagun finds out about the real plans for Tuskbay (a place to stage an invasion into the eastern lands from), he ends his career as a soldier, running off to Port Ruby, with whatever loyal followers (Coonan, Irongale, Latne'mele, etc.). They sail aboard the Stormrunner to the Eastern Isles, warning some of Sailstorm's contacts of the impending invasion, and propose to keep their emperor safe right under the noses of the Realm, at Port Ruby. The Emperor (a high level aristocrat) and his royal guard sail aboard the Stormrunner back to Port Ruby where the war is fought in a different way. Just trying to add a little flare to the story. |
| d34dlock09-13-07, 12:22 AM | To Dragoon1 "Its better to have posted and retconed than to have never posted at all" when it comes to large posts dealing with so many things like yours did, so long as you don't break the CoC. Don't be so hard on yourself. Your post was helpful inspiration for this thread and can be fixed with some creative ideas. PerennialRook raised some important questions in his post. What happened to the growing season and crops? I posted a suggestion about raising crops on flat roofs, however no one seem to have given it more thought since then. With a wizard casting fabricate masterwork houses for this can be built. If they are designed for it 2 feet of soil is not that much weight to reinforce houses to bare. I don't have supplements so I can't give you numbers to work with. Dose cityscape have the numbers or would we need the stronghold builders guide for this? I know the rooftop farming worked in real life for the Mayan and to a lesser extent Aztec civilizations, although they made it work by harvesting the extremely (excessively) fertile soil from the bottom of swamps to be almost self-sufficient with only food grown in the city. This might be more difficult in D&D. Deforestation resulted in clay contaminated swamp soil that was not able to provide the necessary crop yields to support a city. Maybe the kobolds told the colony how to do this. What infrastructure is most needed for colony? Docks for trading efficiency will be high on the list of things to build. More so than housing, over crowding can be tolerated by soldiers. Merchants will be able to stop by for resupply, water and shelter for now, and food later. Trade commodities are big money, reinforcements to secure potentially lucrative opportunities is not unreasonable. Although this may put the colony in debt. As for why no deaths it might be because of the traps. This can change if something is driven into the area by something more powerful. I think the town has had it to easy so far encounter wise, a monstrous incursion seems due. Might be a good way to introduce new npcs. Perennial you are contributing and valued. It just that this heard of cat disguised as forum members, tends to ignore things in favor of their own wants and desir. . .TUNA!!!:P |
| Argo09-13-07, 03:27 AM | why is nothing said when Argo makes Sailstorm a permanent fixture on the island, a PC class character who is the same level as Cagun. How about some consistency. Sailstorm and his men were originally proposed to be the initial settlers of the Unforgiving Isle, but it was decided that they should come to the island a little later on. That's why. As for voting on things: I vote no on Monster Trainer, Instant Fortress, Apprentice Wizard, and Cagun's Wife. I vote yes on Aquatic neighbors ON THE CONDITION that we have no contact until at least year 5. |
| PerennialRook09-13-07, 12:21 PM | Sailstorm and his men were originally proposed to be the initial settlers of the Unforgiving Isle, but it was decided that they should come to the island a little later on. I must have missed that part. I vote no on Monster Trainer, Instant Fortress, Apprentice Wizard I vote yes on Aquatic neighbors |
| Argo09-13-07, 12:38 PM | It happened before Rockjaw made the OP. |
| PerennialRook09-13-07, 12:50 PM | I did some reading up on Cagun, he is now younger, stronger, and (inexplicably) wielding a greataxe. In favor of Handle Animal and Ride (which make little sense with a greataxe) and Knowledge (architecture and engineering) (which doesn't fit with his previous slacker persona), I have moved all the skill points into the more pragmatic skills, Listen and Spot. Here is my corrected suggested stat block: CPT. BRAUN CAGUN Male Human Fighter 10 LN Medium Humanoid (human) Init +0; Senses Listen +3, Spot +4 AC 16, touch 11, flat-footed 16 (+6 armor) hp 75 (10d10+20) Fort +9, Ref +3, Will +4; +4 to resist non-lethal damage Immune disease (including supernatural) Speed 20 ft. (30 ft. base) Melee +1 greataxe +17/+12 (1d12+9/19-20,x3) Ranged composite longbow +10/+5 (1d10+4/x3) Special Attacks Power Attack Str 18, Dex 10, Con 14, Int 12, Wis 8, Cha 14 Base Atk +10; Grp +14 Feats Diehard, Endurance, Leadership, Improved Critical, Iron Will, Negotiator, Quick Draw, Power Attack, Weapon Focus (greataxe), (Greater) Weapon Specialization (greataxe) Skills Climb +1*, Diplomacy +10, Intimidate +15, Jump +1*, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (nobility and royalty) +2, Listen +3, Sense Motive +3, Spot +4, Swim -5**; *-4 ACP included Languages Common, Dwarven Combat Gear +1 greataxe, composite longbow and quiver with 20 arrows; Other Gear +1 breastplate, gauntlets of ogre power, periapt of health, dress uniform and regalia (nobel’s outfit and jewelry [worth 100g]), traveler’s outfit, belt pouch, and correspondence stationary (candle, signet ring, ink, pens, parchment, etc) Please feel free to comment or suggest changes. Edit: I unoptimized his defensive gear (and secondary weapon) in favor of an heirloom of incalculable value, a periapt of health. |
| PerennialRook09-13-07, 12:54 PM | It happened before Rockjaw made the OP.You have to admit that you doubled the number of PCs on the island without so much as one post to the thread. I know that at least that much is in the rules. |
| Argo09-13-07, 01:06 PM | Actually, it was in exactly one post to the thread. Oooooooh! |
| PerennialRook09-13-07, 01:13 PM | Did I really need to specify that I meant before your chronicle posting? |
| Argo09-13-07, 02:32 PM | Actually, I had made several posts before my chronicle. I'd say "Ooooooooh!" again, but this one really lacked the zing of my earlier response. On a side note: Chill out. |
| Nadaka09-13-07, 02:48 PM | I just found this thread and I really like the idea and would like to contribute. Though it looks like this the worst possible time for someone to jump in due to unresolved issues. Re: growing season. One of the first things any successful colony does is start growing food, even if they do not become self sufficient it is an absolute necessity to start producing something. And it looks like this is something that has been overlooked. |
| PerennialRook09-13-07, 02:58 PM | So what I'm getting is that veteran posters can flaunt the rules on a whim, correct? I thought Sly was a "the grim enforcer of the rules and guidelines," but it becomes clear that he feels a sense of ownership and entitlement to this thread that allows any veteran poster to do as they will, while new contributors have their contributions thrown out or heavily scrutinized. For example: I come up with an interesting way to get rid of a PC class character that was unwarranted (according to the rules), and introduce an adept in his (or her) place. The outcome of which was to have my chronicle uncanonized and replaced by a nearly identical chronicle, after I volunteered to correct (retcon) my own posting. Another example: I introduce Latne'mele and Jesuit as two new PC class characters after increasing the population to support them. Both are immediately called into question. Latne'mele wasn't even my own idea, it was proposed by Dragoon1 and adapted from the OP. With an uproar of disaproval, I changed Father Jesuit from a 5th level Cleric to a 5th level Adept. The next two chronicles introduce 7 PCs as permanent residents to the island, and no one so much as bats an eye. 7 PCs which include a 10th level rogue, a level higher than Latne'mele, and a TWO Clerics. Am I the only one that sees this? |
| PerennialRook09-13-07, 03:12 PM | I just found this thread and I really like the idea and would like to contribute. Though it looks like this the worst possible time for someone to jump in due to unresolved issues. Re: growing season. One of the first things any successful colony does is start growing food, even if they do not become self sufficient it is an absolute necessity to start producing something. And it looks like this is something that has been overlooked. Feel free to contribute ideas, there aren't that many unresolved issues, and most of them are pretty minor. The largest issue right now is the overwhelming lack of respect of the veteran posters. And just so that you aren't confused, I mean lack of respect for the rules of the thread, which they enforce whenever they see fit, though ignore more often than not. I suggest trying to follow the rules as best as possible, vote on issues and proposals, propose new ideas and solutions, but don't bother trying to post chronicles until you have a good grasp of what Sylvaroth is looking for. If you do post a chronicle, make sure that all events are minor and that you don't introduce new PC class characters, this is reserved for veteran posters. And speaking of overlooked, don't be surprised if you post something and are ignored by veteran posters, or, if you post something that Sylvaroth really doesn't like, he may go on a rant and ask you to leave the board (a fate which I see for myself in the near future, the way things are going). |
| Johnny_Angel09-13-07, 05:19 PM | Monster Trainer - I vote yes, but I don't think it should be anything too crazy. I suggested Bactrian Camels. I also feel that -if this passes- that the person should be an NPC class: Expert. Apprentice Wizard - I vote no Instant Fortress - I vote no Aquatic Neighbors - I vote no, but it wouldn't be that big of a deal to me if there were aquatic neighbors. Dragoon's Recent Chronicle - I vote that it stays. I know that it introduced a lot of soldiers (which apparently violated the 1:3 ratio,) but I don't see that as a severe problem. I felt that the chronicle was well thought out, and I enjoyed reading it. Besides, the ratio can be easily fixed when the next ship comes in. Gold Water - I proposed the idea that somewhere on the island was a small lake or pond which turned anything which came into contact with its water to gold. However, the downside would be that being near the water would slowly lead to madness, selfish greed, and violent behavior. (Will saves which increase in DC over time.) Since I proposed this, I will abstain from voting. Cagun's Wife - Right now there are 2 no votes; I also vote no. I think it would be more interesting if he found a love interest either during the time of these chronicles or if we just didn't bring that aspect of his life into the picture. Delayed Resupply - I think this was already voted upon and used. |
| Johnny_Angel09-13-07, 05:25 PM | Cagun's Wife: 3 No votes...decided against unless there is a sudden outcry of yes votes in the very near future Aquatic Neighbors: 1 yes vote, 1 conditional yes vote, and 1 no vote Monster Trainer: 2 No votes, 1 yes vote Apprentice Wizard: 3 No votes Instant Fortress: 3 No votes |
| PerennialRook09-13-07, 05:43 PM | Which are the 3 "no" votes for Cagun's wife? I see two votes to revisit and two no votes (J_A and Argo). |
| Dragoon109-13-07, 06:26 PM | Cagun's Wife: 3 No votes...decided against unless there is a sudden outcry of yes votes in the very near future Aquatic Neighbors: 1 yes vote, 1 conditional yes vote, and 1 no vote Monster Trainer: 2 No votes, 1 yes vote Apprentice Wizard: 3 No votes Instant Fortress: 3 No votes I voted yes to the Monster trainer, I'm pretty sure it has at least two yes votes. I also do believe someone changed their conditional yes to a no vote. I would like to vote no on the gold water. As for why the cave's don't flood (something I had trouble figuring out myself, but it was voted to happ, the main reason I was voting against it was because this was hard to figure out how to do in a logcal manner) they are hidden at high tide, but there is a gap between the entrance and where the cave system starts, which provides drainage for the high tide waters. This area is probably not particularly stable, and the entrance in the old sewers will be the primary entry. Here's a crappy MS-Paint rendition of what I'm tryign to say. http://img405.imageshack.us/img405/200/tuskbayrf8.th.jpg (http://img405.imageshack.us/my.php?image=tuskbayrf8.jpg) If my entry is kept I will make the two clerics adepts if that will make people happier. Also, this is more of a statement than an actual proposal, but it's been a year now, and it's a bit late to change Cagun back to a miscreant slacker. He was changed from the original idea, sorry, but it happens (Kthix became a chik also). To change it now we'd have to start over, because his current persona has had a rather large effect on how things are running. As for the lack of crops and need for continued supplies, well, shelter has been a larger priority than getting agriculture started, and because untill recently houses were coming up at like one-two per month it put a strain on doing anything else. The supplies are probably being loaded onto smaller flat bottomed boats to be brought to shore. |
| TheScapegoat09-13-07, 06:37 PM | I haven't posted a lot as of yet just a bit a voting here and there but I felt like I really should comment on Perrenial's concerns. I have to agree that Port Ruby really felt to be presented against a lot of guidelines the thread is supposed to adhere by. 1st) That is a HUGE addition and it didn't have any discussion in thread. Yes as it seems the vets of BaCT1 discussed it but it really seems like something that should have been done in thread. 2nd) Many PCs. I was actually kind of shocked that a vet would introduce so many after so much controversy over the druid at the threads beginning. Maybe Port Ruby lives outside the rules because it is not the original city but I personally feel it should follow all the rules and be basically a part of Tuskbay. I mean it got it's own stat block. 3rd) Maybe this isn't against the rules but It seemed as such, the name for Tuskbay was voted on and yet Port Ruby was named by the creator. Seems like something that should have been voted on (not to mention what I said above.) |
| Dragoon109-13-07, 07:03 PM | And realy, to think about, I wanted to STOP Argo, but I was hoping a vet would do it, and no one did so I rolled with it. I propose putting port ruby in the same spot as Tuskbay, because this is Build /A/ City, not build two cities. I would then like time to revise my chronicle to reflect that there are not two locations. Because in all honesty putting the freed slaves on a baren strech of land with no support of the existing colony is... stupid. Alternately I propose remvoing Argo's and my entries from the cannon, thus stopping all this madness right now. |
| TheScapegoat09-13-07, 07:38 PM | I don't think we should move back, I sort of like the idea of Port Ruby. I just hope that we treat it all as 1 project and basically consider it all 1 city as far as the rules we have to abide by are concerned. We also should probably adjust some of the PC class levels to NPC class levels or stay away from PC classes until we have caught up with population. |
| Dragoon109-13-07, 08:03 PM | As is, if nothing is changed, we still have on PC slot free (combined population 426) Tuskbay (hamlet): Conventional; AL LN; Population 211; 162 gp limit; Assets 1,709.1 gp; Integrated (68% human, 16% Half Orc, 6% Dwarf, 6% Half Elf, 4% kobold, <1% other races). Captain Braun Cagun, military leader of Tuskbay (LN male human fighter 10); Captain Latne'mele, military wizard (LN female elf wizard 9); Lieutenant Alexavier Durst Leader of the division of half-humans (LN Male Half-Orc war4); Sergeant Coonan, Cagun's right hand (LG male human warrior 4); Sergeant Bauer Irongale, engineering specialist (LN male dwarf expert 5); Seargent Aust Amakiir, quartermaster (LN male half-elf warrior 2); Kasper Duggun, leader of the settlers (LN male human expert 5). Captain Braun Cagun, military leader of Tuskbay (LN male human fighter 10); Captain Latne'mele, military wizard (LN female elf wizard 9); Dwight Smith, Priest of St. Cuthbert (LN male Cleric 5). Player Class Character Slots: 4 (3 occupied; 1 vacant). Lieutenant Alexavier Durst Leader of the division of half-humans; Seargent Aust Amakiir, quartermaster (LN male half-elf warrior 2); Sergeant Coonan, Cagun's right hand (LG male human warrior 4); Johnathan Cossak, a settler and involuntary interpreter (N male human commoner 1); Tobias Durwood, foreman of the military builing crew (NG human male expert 3) Daren, Tuskbay's very own peal diver (CN male human expert 1); Kasper Duggun, leader of the settlers (LN male human expert 5); Sergeant Bauer Irongale, engineering specialist (LN male dwarf expert 5); William Flanders Priest of Heironeous (LG Male Human Adept 4); Father Jesuit, missionary for the Holy Order of Pelor (NG male human adept 5); Kethix, druid of the Tuskbay kobolds (LN female kobold adept 2); Selix, 'mother' of the first newborn Tuskbayers (LG female kobold commoner 1). Captains: Braun Cagun (Ftr10); Latne'mele (Wiz9). Lieutenants Alexavier Durst (War4). Sergeants: Coonan (War4); Bauer Irongale (Exp5); Aust Amakiir (War2). Corporals: Tobias Durwood (Exp3); 6 – War 3 (2 Half-Elf, 4 Half Orc); 12 – Exp2 (Dwarves) 2 – War1 (Human). Privates: 7 – Exp2; 14 – Exp1; 18 – War2 (14 Half orc, 4 Half Elf); 31 – War1 (18 Half Orc, 6 Half Elf, 7 Human). The Church of Pelor Leader: Father Jesuit (Adp5); 3 – Adp1; 23 – Com1. The Church of St Cuthbert[/b] Leader: Dwight Smith (Cleric 5); 2 – Adept 3; 4 – Adept 1. [u]The Church of Heironeous Leader: William Flanders (Adpt 4); 2 – Adept 2; 4 – Adept 1. The Kobolds Leader: Kethix (Adp2); Selix (Com1); 6 - Com1. The Settlers Leader: Kasper Duggun (Exp5); Johnathan Cossak (Com1); Daren (Exp1); 1 - Exp3; 3 - Exp2; 6 - Exp1; 54 - Com1. Buildings Barracks; Wall; Warehouse; 4 - Guard Towers; 41 – Houses; 3 Temples (Pelor, St Cuthbert, Heironeous). Locations Mine/Stone Quarry; Quartz Caves. Notable Imports Food, water. Notable Exports Tea, pearls. Ruby Port (hamlet): Conventional; AL CG; Population 215; 162 gp limit; Assets 1741.5 gp; Integrated (48% human, 15% half-orc, 13% dwarf, 10% halfling, 9% elf, 5% other races). Captain David Sailstorm, leader of an intrepid band of sailors (CG male human rogue 10); Lemwyck Daedalus, Sailstorm's first mate and expert tracker (CN male elf ranger 6); Brig Queequeg, master-at-arms for the crew (CN male orc barbarian 2 / fighter 2). Captain David Sailstorm, leader of an intrepid band of sailors (CG male human rogue 10); Lemwyck Daedalus, Sailstorm's first mate and expert tracker (CN male elf ranger 6); Brig Queequeg, master-at-arms for the crew (CN male orc barbarian 2 / fighter 2); Alexandra Hutchinson, Priestess of Obad-Hai (TN Female Human Cleric 5). Player Class Character Slots: 4 (4 occupied; 0 vacant). Sarmol "Peepers" Dyalis, lookout aboard the Dragon's Rage, the keenest eyes on the sea (CG male dwarf expert 3); "Fearless" Gray Torbin, helmsman aboard the Dauntless (CG male half-elf expert 4). Dragon's Rage David Sailstorm (Rog10); Lemwyck Daedalus (Rgr6); Brig Queequag (Brb2/Ftr2); Sarmol Dyalis (Exp3); 13 - human War1; 7 - elf War1; 5 - human Exp1; 4 - dwarf War1; 4 - half-orc War1; 3 - halfling War1; 3 - half-elf War1; 2 - elf Exp1; 1 - gnome War1; 1 - half-elf Exp1; 1 - half-orc Exp1; 1 - halfling Exp1; 1 - human Com1. Dauntless Gray Torbin (Exp4); 2 - human Exp1; 11 - human War1; 5 - elf War1; 2 - dwarf War1; 2 - half-orc War1; 1 - halfling War1; 1 - orc War1; 1 - half-elf Com1; 1 - elf Exp1; 1 - dwarf Exp1; 1 - half-orc Exp1; 1 - halfling Exp1. Stormrunner 4 - human War1; 2 - elf War1; 2 - human Exp1; 1 - elf Exp1; 1 - half-orc Exp1; 1 - human Com1; 1 - dwarf War1; 1 - half-orc War1; 1 - halfling War1; 1 - half-elf War1. 39 - human Com1; 17 - half-orc Com1; 15 - dwarf Com1; 14 - human Exp1; 10 - halfling Com1; 6 - half-orc Exp1; 5 - dwarf Exp1; 4 - halfling Exp1; 2 - gnome Com1; 1 - gnome Exp1; 1 - human Adp1. Leader: Alexandra Hutchinson (Cleric 5); 2 – Adept 3; 4 – Adept 1. Fort Ruby – Forst as described in DMG, but made of wood, and divided into about half as many rooms (standard size though) <Chronicles of the Unforgiving Isle> |
| TheScapegoat09-13-07, 08:26 PM | Doh. I misread populations last time I read it. |
| PerennialRook09-13-07, 09:06 PM | Year 1, Month 12 - The Unforgiving Month December started out a catastrophe. Monsoon season had struck hard and fast, leaving some buildings unfinished, including several houses and the temples being built by the churches of Heironeous and St. Cuthbert, and also destroyed an entire harvest of tea. Kasper Duggun Berated himself for never having built a drying and storage house for the tea, but the climate had been too perfect, and it had all been done in the rays of good Pelor's sun. He had managed to save a portion of it, which was now in the warehouse. Tea production would be at a stand still until weather permitted building once again. The news of the harvest lost was greatly overshadowed by what would transpire next. Irongale was trudging through the rain back towards the barracks when he noticed water flooding up from an old manhole cover to the sewers, his gut turned as he quickly realized what this means for the limestone caves. He ran across the ruins of the old city towards the entrance to the limestone caves. There was a low tide, but he could see water streaming from the cave. "Kethix!" he bellowed, not missing a step as he ran into the darkness. "Selix!" ------------------------- Port Ruby was not without it's trouble, but it was of another sort. While Tuskbay had it's strict military rule of law, Port Ruby had an assortment of pirates prone to chaos who were outnumbered by a wide selection of freed slaves who wanted no masters. This cacophonic crowd which numbered in the hundreds, were all crowded into one common barracks with stores that wouldn't last three months. Reading the writing on the wall was not hard for Sailstorm. He appointed Alexandra leader of the freemen in his stead, rallied his men aboard his three ships, and sailed for Tuskbay. ------------------------- The H.M.S. Arrowhawk was not a large vessel, but she was build to withstand the rigors of turbulent seas. It arrived the fifth morning of December, and waited in the waters of the bay for a representative to meet it. Captain Cagun, dressed in his duty uniform, rowed out with Latne'mele to meet the royal ship. His expression turned dark when he recognized who stood above deck to greet him. Braun's older brothers were military legends of the time. He almost liked Kuran, who had been a childhood hero of his, and the reason he had chosen his military service (which was compulsory in his family) in the Royal Army. Tol was another matter. "Steal those?" asked Cagun, noticing the gleaming Commodore rank insignia on the upturned brim of his hat. "Want a pair?" retorted Commodore Tol. "You've no business on my island, Tol." Cagun had never had much patience for his brothers, though more than his share of resentment and hatred. "This island belongs to the Realm, little brother. Your time is short here, and your purpose served. This letter explains everything." Commodore Tol Cagun stretched forth his white gloved hand, in which was a rolled parchment with the royal seal. "I expect when I return this March that docks will have been constructed to handle the workload." Latne'mele seriously considered torching the boat as they left, rowing back to shore. The H.M.S. Arrowhawk was out of sight before they made land, though Cagun hadn't noticed, he had been reading the letter signed by the highest power in all the land. It wasn't until he was a good deal into the letter that he realised why a Commodore had delivered the letter. He held state secrets in his hand. ------------------------- Kethix had an inkling when they had first set up in the caves, that something might be wrong. Nothing lived in them. She had expected that they would find some trace of animals, predator or no, in the complex, but only the endless smooth worn face of the limestone. A small hatchery had been made which housed all the Kobolds, the wyrmlings were growing quickly and warmed the heart of Kethix to know that some of them were her own progeny. Often times, at night, she would wake up startled from her sleep. Quietly she would creep from the confines of the limestone out onto the starry beach and ponder the mysteries of nature. She had always been a child of the starlight, and perhaps it was this rebellious nature that had saved her and her followers. Again, deep down, she knew how many of her followers her dreams had killed. Draconic had no word for martyr, only dead. She faulted herself for not leaving sooner, for fearing the deep jungle more than she feared Malsvir. That black hearted kobold had twisted their clan, required sacrifices of the people to quell the aching of the volcano and impassioned the men to war with the beasts of the isle and expand their territory. The mates of the warriors that did not return were given to the more worthy, triumphant warriors, so that he could improve the race. When others spoke out against Malsvir he had them silenced, quickly and publicly, sacrificed for the greater good. Malsvir had a tongue like the devil. What were the lives of so few rebels compared to the lives of them all? If they didn't stand united then the beasts of the isle would overrun them. It wasn't until her mate, Jix, spoke out, that she saw the truth. ------------------------- The three ships slowly made their run around the coastline. While the Stormrunner was built for this weather, the Dauntless and the Dragon's Rage were all but crippled by it. Sailstorm was below deck on the Stormrunner when Peepers, who he had brought with him aboard the foul-weather flagship, burst into his cabin. "An R.M.S. off our starboard, Captain. Just this side o'th' horizon," he reported. "Don't know as they've seen us, but they hold their course." Sailstorm donned hat, coat, and belt and walked above deck. "Now what's this commotion?" he asked, pulling out his spyglass. On the horizon he could see the ship, enshrouded in the downpour, it was little more than a silhouette. "One ship," continued Peepers. "Near as I could tell it was of Tol's fleet by it's flags and what with this the south seas and all." ------------------------- "Kethix!" Irongale shouted again, making his way through the flooded cave system. "Gor'ram kobolds," he muttered under his breath, almost neck deep in water. He heard a rumbling up ahead, like that of a cave in, and then suddenly, just at the end of his vision, he saw a wall of water rushing towards him. He caught his breath as quick as he could, but he knew he was sandbagging. He was hundreds of feet from the entrance to the cave and as good as dead. He pulled a razor sharp knife from his belt and cut the straps to his armor. In seconds he was free of the plates and swimming frantically for the entrance, looking ceiling ward for any chance pockets of air. There were none. After a short while, his burning lungs forced him to gasp for air, but none was had. His lungs filled with water and his heart raced. The world grew hazy around him and he felt a peace wash over him, and then all was dark. ------------------------- Fishing boats were hauled up the shore and stripped of their canvases. They wouldn't see the sea again for several months. Shutters all around town were closed, and only the watchmen saw the small rowboat pull up to shore. ------------------------- "What is the H.M.S. Arrowhawk doing on my waters?" demanded Sailstorm as he stormed into Cagun's quarters. He was bleeding through several bandages and soaked to the bone. When Cagun didn't so much as look up at him, Sailstorm strode across the room, pounded his bloody fist on the desk, and made demands of the captain in a stern, low voice. "Why is His Majesty's Ship, the Arrowhawk, leaving Tuskbay in the middle of a this forsaken storm?" No answer. Sailstorm inched his face closer, speaking every syllable very clearly. "Why is the Dauntless at the bottom of the ocean and half it's crew dead? Ruby be damned, I will stick this rapier through your heart lest you shed reason on this treachery." Cagun pushed the unrolled parchment towards Sailstorm. ------------------------- Irongale sputtered and coughed up a lung-full of water onto the beach. ------------------------- "1...2...3...," Kethix counted, frantically checking the wyrmlings, "...27...28...29..." (to be continued...) |
| Argo09-13-07, 09:28 PM | Well, my intent was for the majority of the freed slaves to move to Tuskbay. Cagun would probably insist on it. These people deserve to be under the protection of the Realm. I'm going to go ahead and vote against removing my and Dragoon's posts from the canon. I also vote against retconning Port Ruby's position. I also vote against having names be subject to vote and proposal. I would also like to propose that we simply make use of Chronicles to make changes to fluff and retcons to only make changes to crunch. You want Port Ruby to move to the same place as Tuskbay? Come up with a plausible story reason why they would move it, and then post the Chronicle. This is the Build A City Thread, not the Second-Guess Everything Everybody Says or Does Thread. |
| Argo09-13-07, 09:42 PM | Hey, Rook. Love the Chronicle. Seriously. I like introducing a little bit of a plot hook for the savage kobolds, bringing in Cagun's brother, harvest problems--these all mean good things for the writers to follow you. Bang-up job. Also, the way you moved Port Ruby's population is EXACTLY the sort of thing I was talking about. Well-done. Just one question... Why did you sink the Dauntless and kill half the crew two Chronicles after they were introduced? Did you have a particular reason, or did you do it just to kill a bunch of people? You had said earlier in the Chronicle the ships were all but crippled. I thought to myself "Fine, good, this will set back Sailstorm and Cagun's plans, they'll be forced to spend a lot of time in close proximity while the crew repairs both ships, this could lead to sparks between Sailstorm and Cagun, etc." But then at the end of the Chronicle, he says it sank. Did it sink, or was he just bluffing? If yes, why sink the ship and kill half the crew by a storm? What does that accomplish? Now, if you had had a couple of Dire Octopi attack the shp, or something, that'd at least be a plot hook. I have no problem with people gettting killed. I do have a problem when there's no gain from it. Anyway, as Crowley said "Do what thou wilt shall be the whole of the law." I'm just curious as to your reasoning. Please don't get me wrong, I geniunely like your Chronicle and your contributions to the thread. I just want to know why you killed all those people. |
| PerennialRook09-13-07, 09:45 PM | I wholeheartedly agree. No to moving Port Ruby. No to having names subject to votes. |
| Nadaka09-13-07, 09:51 PM | Aw man, I really wanted to sink a ship myself. |
| PerennialRook09-13-07, 09:53 PM | Just one question... Why did you sink the Dauntless and kill half the crew two Chronicles after they were introduced? Did you have a particular reason, or did you do it just to kill a bunch of people? You had said earlier in the Chronicle the ships were all but crippled. I thought to myself "Fine, good, this will set back Sailstorm and Cagun's plans, they'll be forced to spend a lot of time in close proximity while the crew repairs both ships, this could lead to sparks between Sailstorm and Cagun, etc." But then at the end of the Chronicle, he says it sank. Did it sink, or was he just bluffing? If yes, why sink the ship and kill half the crew by a storm? What does that accomplish? Now, if you had had a couple of Dire Octopi attack the shp, or something, that'd at least be a plot hook. I miscommunicated, and it will be made more clear in part 2. The three ships were attacked by the H.M.S. Arrowhawk. The two ships who were crippled (unable to maneuver well in heavy storms) weren't much help in the battle, and as a result the Dauntelss was sunk. Not by the storm, but by a royal pirate hunting ship. Notice that Sailstorm knew the name of the ship which previously had only been seen on the horizon ;), and was well bloodied, though he hadn't been aboard the Dauntless when it sunk (he was aboard the Stormrunner).I have no problem with people gettting killed. I do have a problem when there's no gain from it.The gain is to set up the rivalry between Tol and Sailstorm, and to be a catalyst in Sailstorm taking interest in what is about to transpire (the letter).Please don't get me wrong, I geniunely like your Chronicle and your contributions to the thread. I just want to know why you killed all those people.Thank you. :D |
| TheScapegoat09-13-07, 09:53 PM | I wasn't suggesting we should vote on all names. I just got the impression that city names where different as everyone was voting on the name for Tuskbay. I guess mentioning it made it a proposal (which it wasn't) so I will vote no as well. |
| Rockjaw09-13-07, 10:13 PM | STOP STOP STOP I guess that it's time to get some things settled, so here goes First off if I hear of the term 'lack of respect' tossed out I will go personally to the WizO's and have this post closed. Period. Second the 'vets' are not harassing and or in my opnion disrespecting the new posters we are only trying to help with good information that we learned the hard way in our first thread. Any of the old-guard will say that I, nor any of them will allow harassment or direspect of any kind on a thread that has our names attached to. Just in case anybody was wondering where we would like to see this eventually lead, JUST ASK...! Believe it or not but I've been playing since the creation of the 'blue-box' and I will someday have a sourcebook with the names of myself and the creative people that became my friends on it and it will be a definitive book on doing what we are doing right now....! Those that know me, know that I don't suffer fools and will terminate this experiment quickly and with brutal force if needed. So in short, quit P*****g in the wind and get on with the chronicles. MY VOTES: :cool: Monster Trainer: YES but something normal to start Gold Pool of Magic Water: NO dont ask, this is not a Greek Myth 2 Cities: NO, Port Ruby can stay and develop on its own or be folded into Tuskbay, 2 cities is way to much PC Slots: NO we are full as of now, lets just develop what we have, and only NPC classes going forward *we will keep the ones we have no unecessary re-writes Apprentice Wizard: NO Aquatic Neighbors: YES love this one Argumentive B######T: NO, never again PerennialRook, Dragoon1, both of you are and have done a great job with your posts and creative ideas, I have enjoyed reading them, the last were truly good. If either or anyone has a question please feel free to PM pm me and I will respond as fast as I can. Nadaka, welcome and dont let our seeming argumentive and bad manners keep you from posting |
| Argo09-13-07, 10:19 PM | Hooray! Rockjaw fixes everything again! |
| PerennialRook09-13-07, 10:28 PM | While I am working on Part 2 of month 12, I realized that we don't have a name for the island. We have old maps, so surely it must be named something. Is it officially named The Unforgiving Isle? |
| Johnny_Angel09-13-07, 10:33 PM | As far as I can tell, the voting looks like the following: Monster Trainer: 3 Yes and 2 No ...I suggest Bactrian Camels if this passes. They are detailed in the Camel entry in MMI. Aquatic Neighbors: 3 Yes and 1 No Gold Water Pool: 2 No votes (actually Rockjaw, I was taking this idea from one of the Chronicles of Narnia books - Voyage of The Dawntreader) Apprentice Wizard: I think there're 4 No votes. decided against ? Cagun's Wife: I'll have to go back through the chronicles and find all of the votes again, but I think there are 2; possibly 3 no votes for this. |
| PerennialRook09-13-07, 11:06 PM | I suggest Bactrian Camels if this passes. They are detailed in the Camel entry in MMI. Camels in the tropics? They are a desert animal whose niche is surviving for long periods without water. Wrong climate. Also, No on the golden pool. An interesting idea, but it doesn't feel right for the island. |
| PerennialRook09-14-07, 02:05 AM | Aw man, I really wanted to sink a ship myself.There's still two left! And a commodore's fleet in March! |
| Johnny_Angel09-14-07, 02:17 AM | Camels in the tropics? They are a desert animal whose niche is surviving for long periods without water. Wrong climate. Also, No on the golden pool. An interesting idea, but it doesn't feel right for the island. That's why I specified Bactrian Camels (two-humped.) They are usually found in cooler climates than typical camels. The empire sounds as though it is fairly big, so I don't feel it would be too much of a stretch that they'd have camels available from one of the many lands they've conquered. Mostly though I'd just like to see something different than the typical horse and/or mule; at the same time, I think it should be something reasonable. I'll support whatever is decided upon though. How about some War Bison? :P |
| Dragoon109-14-07, 04:51 AM | --removed and redone as Year2 Month 1 part 1-- |
| PerennialRook09-14-07, 05:52 AM | I worked too long and hard on this not to post it. Is there a rule about posting in chronicles in parts? Should I have made it clearer that I intended to finish month 12? Anyways... The Unforgiving Isle: Year 1, Month 12, Part II - The Unforgiving Month It had been a hellacious downpour for near a fortnight, and Alexandra feared the worst. If Sailstorm never returned... Fights had broken out between many of the ex-slaves, and cabin fever seemed to be setting in. They may have been able to ration through the monsoon season, but as things progressed, she didn't know who would survive it. She tried her best to calm down any of the fights that broke out, easing their raging emotions with her divine gift, but even that wore thin during the long hot days. "We have two options," said Alexandra, addressing the gathered freemen in the common room. "We can stay, and most likely kill each other like savages. Or, we can leave this glorified sauna, set out for Tuskbay and brave the wild. It can be no worse than any of you have lived through, and though the risk is great, so is the reward." The ragged rabble of rascals, scoundrels, and mongrels mulled over the proposal. "We'll never make it!" cried a small voice. "No' wif dem haf'fits," raged a particularly orcish brute. "The gor'ram orcbloods will get us all caught and killed with their bumbling idiocy," sneered a dwarf, drunk on a few rations of stout. Alexandra could see this was degrading quickly, and was begining to regret gathering them all into one room. "SILENCE!" shouted Alexandria. The roar of insults fell instantly silent. Mouthes articulated the faults of each of the races, races turned red, and eyes bulged as they tried to scream above the silence. Then one half-orc decided that he could get his point across better with a chair, he picked it up, hefting it above his head, and when he was about to bring it down on a particularly intoxicated dwarf, he stopped, a serene look came across his face. Not knowing what else to do, Alexandra fell back to her contingency spell. Floorboards rent apart and windows crashed, and through them roots and branches filled the room, entangling everyone in the common area, save Alexandra herself. When everyone gave up on struggling against the entangling vines, Alexandra dismissed the silence. "We're leaving!" she commanded. "My word is final, and those who which to disobey me will stay here to meet their fate." She stormed out of the room, her priests followed her, and as she left the vines and roots receded. ------------------------- "Tol himself?" asked Sailstorm. "Hand delivered." "Why would your father be coming here?" "We always assumed that this would be a new trade route with the far eastern nations, but that doesn't explain a huge military scale up. The recent arrivals of soldiers haven't been sent here to build a trading port." "What do you mean? Irongale requested those dwarves," interjected Sailstorm. "Some fine craftsmen have come to this isalnd, as well as miners. Though not the type for excavation and architecture. Armorsmiths, weaponsmiths, iron smelters. These maps you brought me seem to indicate a large amount of ore in the mines that Irongale clued in on, an it is no coincidence that this settlement is so close to it." "You're talking about a war with no provocation. The Realm has no quarrel with the East." "But I ask you, what good would this vast amount of iron ore do for shipwrights, beyond nails and bands? General Cagun plans to use the ore and the dwarven smiths to equip and build up an army. Lante'mele has heard rumors from some of her colleagues." "You're the commander..." "Was the commander," Cagun interrupted. "I was the commander. My contract of service is up this month, and even if I wanted to re-up I'm not sure my record would warrant it. I don't want to be anywhere nea here when my father arrives." ------------------------- "Jix, they're all here. All thirty-two." Jix held the frightened Kethix in his arms. The water had come so fast, they all scrambled to try and get the youngest out of the cave, and they hadn't stopped until now, huddled in the forest with the rain pouring down all around them. It was provident that Irixi found the cave opening to the south several days before. "We make for Tuskbay," said Jix, still consoling Kethix in his arms. "No," Kethix said quietly. "We'll head for the mines. They should be abandoned until March." "I'll go..." "No! First, I want the wrymlings safe," Kethix scolded. ------------------------- Waves crashed against Irongale as he regained consciousness. The last thing he remembered was drowning in the limestone cave. "Moradin be praised," he muttered through his mangy, wet beard. "Who, mountain-dweller?" "Moradin, ye dense..." Irongale opened his eyes, looking to where the melodious voice had originated. Before him was the beautiful figure of a woman, adorned, though barely, in a maritime motif, and with the lower half of a fish. "Moira Dine?" Irongale thought himself delirious, as the voice seemed too melodious to be real, though he had heard of such creatures in the wild stories of dwarven oarsmen in the taverns at Galeforge. "Mo-ra-din, lass, Moradin. Yer frilled ears are not built for hearing, it would seem." "I heard you calling out in the caves, and lucky I did as you've no gills, lest they be hidden beneath that fur about your face." "Fur!?! This is a beard madam! Beer-d. And, a respectable one at tha'" ------------------------- The freemen were organized into three groups for the trek. The first group, or trailblazers, would consist of Alexandria herself, the more savage and brave humans, to include the shamanic healer, Oden, and all the half-orcs. The second group, the main body, would follow not far behind and consist of the rest of the ranking priest and his two neophyte companions and the remaining humans. The third group consisted of the slower travelers, the gnomes, halflings, and dwarves, who were lead by Marion Berry, a trapper by trade, and accompanied by the priestess Dalja, one of the rare dwarven worshipers of Obad-Hai, and her two neophyte trainees, a half-elf and a gnome. Supplies and equipment where gathered up or hastily crafted and the expedition traveled south at the end of the second week of December. Their thought, to travel without loosing sight of the sea. Little did they know how difficult just this one task would be. Alexandria had a way with the flora and the fauna, a connection that few others shared. She hoped it would be enough to get them through their arduous, 150 mile journey. Through the thick, mountainous jungle they could manage just six miles a day, making their journey a grueling 25 day journey in thw worst weather the island had to offer. ------------------------- It was impressive to watch huge blocks of stone, like the ruins at Stonehenge, lifting out of the water of the bay, at the torrent of rain poured down at a slant. Lightning crashed into the sea in the distance as Latne'mele rose the stone pier from its watery grave. Each day she would fashion the stone a little further, under the expert guidance of Irongale, sometimes making stone appear from nothing at all. She was angry, and fed off the storm, her cloaks flapping in the wind. The warmongers and death-dealers were coming, and they needed their docks. Often Irongale would look longingly out over the turbulant water, searching for the otherworldly sorceress who had saved his life. It had been weeks since he first met her, first been enthralled by the enchantress. He had never before felt this way about any woman, and sometimes as they talked he felt that the feeling was reciprocated. Cagun watched from afar, carrying out his last orders as an army officer. Orders from a brother he loathed. He was disheartened when Sailstorm told him that the likelihood of any pirates lending a hand were negligible. Soon they would be freebooting privateers, under the protection of the Realm. Cagun had asked Latne'mele to contact trusted colleagues to learn more about the impending war, but everything she found indicated that the actions about to be taken by the Realm were provoked, though she couldn't know for sure. But from what he had gathered, Cagun didn't know how much he could trust Dwight Smith, and tried very hard to avoid contact with the holy man. Sailstorm too had set out to gather what information he could from more illicit sources. He took a full crew aboard the Stormrunner, leaving the Dragon's Rage behind in the guise of a fishing boat, and in the expert hands of Gray Torbin. Tuskbay (hamlet): Conventional; AL LN; Population 275; 162 gp limit; Assets 2,227.5 gp; Integrated (68% human, 16% Half Orc, 6% Dwarf, 6% Half Elf, 4% kobold, <1% other races). Captain Braun Cagun, (former) military leader of Tuskbay (LN male human fighter 10); Captain Latne'mele, military wizard (LN female elf wizard 9); Dwight Smith, Priest of St. Cuthbert (LN male assimar cleric 5); Auriana, Irongale's savior (CN female mermaid sorceress 5). Player Class Character Slots: 5 (4 occupied; 1 vacant). Captains: Braun Cagun, military leader of Tuskbay (LN male human fighter 10); Latne'mele, military wizard (LN female elf wizard 9); Lieutenants Alexavier Durst Leader of the division of half-humans (LN Male Half-Orc war4); Sergeants: Coonan, Cagun's right hand (LG male human warrior 4); Bauer Irongale, engineering specialist (LN male dwarf expert 5); Aust Amakiir, quartermaster (LN male half-elf warrior 2); Corporals: Tobias Durwood, foreman of the military builing crew (NG human male expert 3) 6 – War 3 (2 Half-Elf, 4 Half Orc); 12 – Exp2 (Dwarves) 2 – War1 (Human). Privates: 7 – Exp2; 14 – Exp1; 18 – War2 (14 Half orc, 4 Half Elf); 31 – War1 (18 Half Orc, 6 Half Elf, 7 Human). The Church of Pelor Leader: Father Jesuit, missionary for the Holy Order of Pelor (NG male human adept 5); 3 – Adp1; 23 – Com1. The Church of St Cuthbert Leader: Dwight Smith, Priest of St. Cuthbert (LN male assimar cleric 5); 2 – Adept 3; 4 – Adept 1. The Church of Heironeous Leader: William Flanders Priest of Heironeous (LG Male Human Adept 4); 2 – Adept 2; 4 – Adept 1. The Kobolds Leader: Kethix, druid of the Tuskbay kobolds (LN female kobold adept 2); Selix, 'mother' of the first newborn Tuskbayers (LG female kobold commoner 1); Jix, Kethix's mate (LG male kobold commoner 1); Irixi (Com1); 4 - Com1. The Settlers Leader: Kasper Duggun, leader of the settlers (LN male human expert 5); Daren, Tuskbay's very own peal diver (CN male human expert 1); Johnathan Cossak, a settler and involuntary interpreter (N male human commoner 1); 1 - Exp3; 3 - Exp2; 6 - Exp1; 54 - Com1. Sailstorm's Crews Gray Torbin (Exp4); Sarmol Dyalis (Exp3); 45 - War1 (19 human, 10 elf, 5 dwarf, 3 half-orc, 3 halfling, 3 half-elf, 1 orc, 1 gnome); 13 - Exp1 (6 human, 3 elf, 2 half-orc, 1 halfling, 1 half-elf); 1 - human Com1. Others Auriana, Irongale's savior (TN female mermaid sorceress 6) Buildings Barracks; Wall; Warehouse; 4 - Guard Towers; 41 – Houses; Temple of Pelor 2 Unfinished Temples (St Cuthbert, Heironeous); Stone Pier (unfinished, no docks). Locations Fort; Town/Ruin Foundations; Mine/Stone Quarry; Quartz Caves. Notable Commerce Fishing. Notable Imports Food, water. Notable Exports Tea, pearls. The Trailblazers Leader: Alexandra Hutchinson (Cleric 5); Oden (Adp1); 22 Com1 (17 half-orc, 5 human); 6 - half-orc Exp1. Main Body 1 – Adp3; 2 – Adp1; 34 - human Com1; 14 - human Exp1. Rear Guard Marrion Berry (female halfling Exp1); Dalja - (female dwarf Adp3); 2 - Adp1 (1 half-elf, 1 gnome) 27 - Com1 (15 Dwarf, 10 halfling, 2 gnome); 9 - Exp1 (5 dwarf, 3 halfling, 1 gnome).<Chronicles of the Unforgiving Isle> |
| PerennialRook09-14-07, 05:59 AM | FYI, it takes three days to sail a ship from Port Ruby to Tuskbay in fair weather. |
| PerennialRook09-14-07, 07:01 AM | The Unforgiving Isle: Year 1, Month 12, Part III (Addendum) - The Unforgiving Month It had been grueling work to break brush through the unforgiving jungle. Alexandria and her crew took breaks often, waiting for the main group to catch up and give them food. When the trailblazers started up again, the main body waited for the rear guard, prepared them food as well, and then they all packed up and made their way up the trail, with the main body soon working forward of the slower rear guard. It was during one of these breaks that Alexandra got the strangest feelings. She felt as though she were being watched, and the feeling shot up her spine. She looked about through the dense jungle, lighting her walking stick to illuminate the shadows a little better. It was then that she saw them. Two glowing eyes in some thick brush, crouched down low. She immediately recognized them as the eyes of a great cat, larger than she had ever heard of. "Hey kitten," she called to him. The great cat's head reared back in surprise. "You purr?" growled the beast. "Purr, growl, chirp, I am a disciple of Obad-Hai." "The Shalm?" "The same," she purred. Everyone in the camp stood very still as they realised to some extent the exchange that was going on. "Then you know why I must eat you," said the crouching beast, readying himself to pounce. "First you must let me see your fine coat," she parleyed. "For you must surely be a magnificent specimen to have grown to such girth, and at any moment could easily kill us all with the great prowess you must possess." "You jest, surely," he said. "I am to parade myself before a feast?" "So that when you send me to meet the Shalm, I can sing of your magnificence, oh Lord of the Jungle and all his Domain." "You are to lure me into a trap!" he snarled. "With your silvery tongue and meek demeanor." "I speak only truth. And what greater truth than your supreme dominance, King of Carnivores. Surely there is no trap that I or these hares of men could set as would snare such as you." The tiger rose proudly from its hide, strutting in among the petrified humans, as tall at the shoulder as the average man. He licked his chops, eying his prey more closely. "You see that we are scrawny, Great Tiger." "A few of you will do." "We could offer you better." Rain filtered down through the canopy. The dire sized tiger considering the offer as he eyed a few of the particularly meaty half-orcs. "What can you offer me, temptress, that the blood of these hares won't satisfy?" "Milk." The tiger's eyes brightened. He had not had milk since he suckled it as a cub from the teats of his mother. Then, as he sniffed the air, his eyes grew dark with a sinister gleam. "I smell no milk," he growled, quickly stepping towards her and getting ready to leap. "Your empty promises have earned you death!" "We've a source!" she retorted quickly. "One that will never run out, as it is our favorite drink." This stopped the attack. "We travel now to seek the source in our own lands and will gladly fetch it for you if you let us but live." "How can I trust you?" "Travel with us," she exclaimed, "our journey is but a cycle of the moon. If, when the moon has made its cycle you do not have your milk, then eat us. I swear it by the Shalm." "And if I hunger?" "We will feed you." "Or thirst?" "We live to meet your demands, oh Lord." "So shall it be." |
| Heros_Backpack09-14-07, 07:19 AM | As an alternative to camels, how about an animal trainer that trains/domesticates some of those wild boars that infest the jungle on the isle? |
| PerennialRook09-14-07, 07:26 AM | Dragoon1, is there any way you could edit out the Y1M12 specific content from your post, and repost it as Y2M1? I love the battle with the kobolds. Though Latne'mele probably wouldn't feel at all out of place with her rapier after she runs out of spells. Also, Commodore Tol, Braun's brother, is a famous pirate hunter (OP), and Sailstorm's vessels aren't exactly merchant vessels. He was well within his rights to turn around and attack the crippled pirate ships with the H.M.S. Arrowhawk. While Sailstorm may have it out for Tol, Tol has an entire Royal fleet on his side, backed by the Royal Army. It would indeed be suicide for anyone from Tuskbay to consider fighting any of these forces directly. Reference my previous "idea" post for where I see this possibly going. I do not want to see all of our current characters die in the face of expansion (not an evil cause). |
| PerennialRook09-14-07, 07:32 AM | As an alternative to camels, how about an animal trainer that trains/domesticates some of those wild boars that infest the jungle on the isle?Month 12 Part III is part of my bid for dire lions being the monster of choice (and Alexandra the trainer). Though the post doesn't outright state this, and the subject is open to further discussion. My three favorites (only because they fit with the island) are: Wild/Dire Boars (available, if not trainable), Dire Tigers (awesome mounts, rare, exotic, and expensive), and War Bison (as a bison like creature is mentioned in month 2). |
| Sylvaroth09-14-07, 08:15 AM | Alexandria had a way with the flora and the fauna, a connection that few others shared. She hoped it would be enough to get them through their arduous, 150 mile journey. Through the thick, mountainous jungle they could manage just six miles a day, making their journey a grueling 25 day journey in thw worst weather the island had to offer. I think it's slightly less than 150 miles, but let's assume you were right. The distance to be traveled, while it might be 150 miles beeline, is through a jungle with increasingly dangerous creatures the closer they come to the center of the island. In addition the terrain can be seen as difficult for all the hills, slopes, etc. And don't forget the volcano at the center. They won't be able to go straight through it, but will have to walk round it. Now let's also assume that even those carrying the supplies are not slowed by the weight. 150 miles x 4 for jungle terrain x 2 for difficult terrain conditions x 2 for obstacles (hills, canyons, the volcano, random monster encounters, etc.) is 2,400 miles. Now let's be generous by saying that despite all the dangers, detours, and occasional rests they'll be able to maintain a daily speed of 24 miles. That's 100 days or about 3 and a half months. FYI, it takes three days to sail a ship from Port Ruby to Tuskbay in fair weather. Within three days a sailing ship may cover 144 miles (48 miles x 3 days). Since a journey beeline from Port Ruby to Tuskbay was said to cover 150 miles beeline, this is almost certainly wrong. Let's take two theoretical routes the ship could go: The ship magically soars up in the sky and travels 150 miles beeline from Port Ruby to Tuskbay. The ship goes around the island in a semi-circle to go from Port Ruby to Tuskbay. The circle has a diameter of 150 miles, so the ship has to cover around 236 miles (150 x π / 2). Let's just say the ship does none of the above, or at least let's say it covers a distance equal to half of number one and half of number two. That's still around 193 miles ([150 + 236] / 2). Well round that up to 200 miles to account for shallow banks and what have you (and for ease of calculation). Now let's see: 200 miles / 48 miles ~ 4. Well this at least was really close :D Unless of course you meant a sailed and rowed warship (3 days), a longship (~3 days), or even a galley (2 days). While this is only an approximation, my guesses on the actual distance would be even closer to 300 miles, if somebody were interested to calculate the shortest way around the island by ship. Oh and please tell me how the Cleric succeeded in taming that dire lion. What are the actual mechanics you used? |
| PerennialRook09-14-07, 10:45 AM | I think it's slightly less than 150 miles, but let's assume you were right. The distance to be traveled, while it might be 150 miles beeline, is through a jungle with increasingly dangerous creatures the closer they come to the center of the island. In addition the terrain can be seen as difficult for all the hills, slopes, etc. And don't forget the volcano at the center. They won't be able to go straight through it, but will have to walk round it. Now let's also assume that even those carrying the supplies are not slowed by the weight. 150 miles x 4 for jungle terrain x 2 for difficult terrain conditions x 2 for obstacles (hills, canyons, the volcano, random monster encounters, etc.) is 2,400 miles. Now let's be generous by saying that despite all the dangers, detours, and occasional rests they'll be able to maintain a daily speed of 24 miles. That's 100 days or about 3 and a half months. 150 miles is an estimate of the distance traveled around the edge of the island to the south, and is a rough estimation. Also, trackless jungle overland movement has a x1/4 multiplier. Nowhere does it say that these modifiers are compounded, and x1/4 is the slowest of any of the speeds. So a 24 mile sojourn is cut down to 6 miles through dense jungle terrain. 150/6=25 days. By your calculations they would only be moving at x1/16 speed, or less than two miles in 8 hours of travel. Within three days a sailing ship may cover 144 miles (48 miles x 3 days). Since a journey beeline from Port Ruby to Tuskbay was said to cover 150 miles beeline, this is almost certainly wrong. Let's take two theoretical routes the ship could go: The ship magically soars up in the sky and travels 150 miles beeline from Port Ruby to Tuskbay. The ship goes around the island in a semi-circle to go from Port Ruby to Tuskbay. The circle has a diameter of 150 miles, so the ship has to cover around 236 miles (150 x π / 2). Let's just say the ship does none of the above, or at least let's say it covers a distance equal to half of number one and half of number two. That's still around 193 miles ([150 + 236] / 2). Well round that up to 200 miles to account for shallow banks and what have you (and for ease of calculation). Now let's see: 200 miles / 48 miles ~ 4. Well this at least was really close :D Unless of course you meant a sailed and rowed warship (3 days), a longship (~3 days), or even a galley (2 days). While this is only an approximation, my guesses on the actual distance would be even closer to 300 miles, if somebody were interested to calculate the shortest way around the island by ship. Like I said, the 150 mile value is based on the shoreline and while over water it may be a little longer (<200 mi.) it would still only be a 4 day trip via sailboat. Oh and please tell me how the Cleric succeeded in taming that dire lion. What are the actual mechanics you used? Dire Tiger. Calm animal, hold animal, dominate animal, sanctuary, an especially luck use of Handle Animal, with circumstantial modifiers for being able to speak to it, worshiping the same deity, and having something that it greatly desired. I wouldn't say that the tiger is tame, per se. Is it that hard to believe? Is it not possible? |
| Nadaka09-14-07, 10:59 AM | I see no particular contradictions between the two month 12 posts... Both mention the survival of the dwarf engineer both mention the survival of all the young kobalds both indicate that this colony is acting as a supply point in an unprovoked war against the east. The lion may have been "befreinded" by the animal friendship special ability of the animal domain granted by Obad Hai. However the cleric would have to cross class ranks in handle animal to do any real training and thus would not be an ideal animal trainer. Perhaps this cleric is part of a "tag-team" that captures animals for training humanely while another expert handles most of the actual training? With all that in mind, the chronicle I am working on assumes that both correct. |
| PerennialRook09-14-07, 11:00 AM | Calm animal rendered Rhoul docile, which we will say is indifferent (suppressed kill instinct), a subsequent Handle Animal (+8 [4cc ranks, +2 Cha, +2 Animal Affinity]) check makes the Tiger helpful. The calm animal is a little bit more of a stretch, with a DC of around 14 and a Dire Tiger's Will save of +11 means he has to roll 3 or less on his save, the DC 15 handle animal check from there would be pretty standard. |
| PerennialRook09-14-07, 11:06 AM | I see no particular contradictions between the two month 12 posts... Both mention the survival of the dwarf engineer both mention the survival of all the young kobalds both indicate that this colony is acting as a supply point in an unprovoked war against the east. The lion may have been "befreinded" by the animal friendship special ability of the animal domain granted by Obad Hai. However the cleric would have to cross class ranks in handle animal to do any real training and thus would not be an ideal animal trainer. Perhaps this cleric is part of a "tag-team" that captures animals for training humanely while another expert handles most of the actual training? With all that in mind, the chronicle I am working on assumes that both correct.There are some basic contradictions between the two posts. For now, as I said I would be posting Part II, and Dragoon1 said to feel free to ignore his post, I would consider mine cannon where the two conflict. 1. The letter was from the king. 2. No kobold attack (yet). 3. Unknown survival of the Kobolds. 4. Introduction of new PC. 5. Cagin not gearing up for war/suicide. etc... |
| Nadaka09-14-07, 11:23 AM | I was mostly assuming that is was SailStorm flipping out about the mercenaries and building an army, and that Cagun was going to be a voice of reason and pursue a more diplomatic direction. Though I can adjust things to account for not including his post. |
| Dragoon109-14-07, 01:06 PM | Dragoon1, is there any way you could edit out the Y1M12 specific content from your post, and repost it as Y2M1? I love the battle with the kobolds. Though Latne'mele probably wouldn't feel at all out of place with her rapier after she runs out of spells. Will do. I appologize for interupting your month, I wasn't sure if you intended to finish it (last time we had a month in parts two people did it). I'll edit my post accordingly. Nakada, could you give me time to edit my post into year 2 month 1, I'll change as little as possible so it doesn't mis-align with whatever you have planned. Just as a note, with PR's description Alexandra's domains would be Animal (speak with animals 1/day) and Plant (Casting entangle). |
| Sylvaroth09-14-07, 01:49 PM | 150 miles is an estimate of the distance traveled around the edge of the island to the south, and is a rough estimation. And as stated above it is a very poor estimation as the beeline distance between the two settlements is already around 150 miles. Don't be ridiculous and insist that you could possibly travel a shorter distance than in a straight line. Also, trackless jungle overland movement has a x1/4 multiplier. Correct. Table: Terrain and Overland Movement (http://www.d20srd.org/srd/movement.htm#tableTerrainAndOverlandMove ment) lists trackless jungle as reducing the daily travel speed by 1/4. Nowhere does it say that these modifiers are compounded, and x1/4 is the slowest of any of the speeds. Wrong. I suggest you read the rules before making something up again. If more than one condition applies, multiply together all additional costs that apply. (This is a specific exception to the normal rule for doubling) So a 24 mile sojourn is cut down to 6 miles through dense jungle terrain. 150/6=25 days. Now that I think of it this is wrong in not only one but three ways. Unless they did leave all dwarves behind (in the case of which you can halve below travel duration result), they will have to travel at 16 miles a day. Traveling through trackless jungle will further reduce this speed to 4 miles, traveling through difficult terrain to 2 miles, and encountering obstacles to 1 mile per day (Table: Hampered Movement (http://www.d20srd.org/srd/movement.htm#tableHamperedMovement)). The distance to be covered is at least 200 miles. That's even longer then I initially thought. They'll be wandering for over half a year then. Like I said, the 150 mile value is based on the shoreline and while over water it may be a little longer (<200 mi.) it would still only be a 4 day trip via sailboat. The 200 miles is an estimation of the shortest way around the island. Following the shoreline will result in one and one-half times that distance. And 'only' one day might in the not too distant future be the difference between life or death. :rolleyes: Dire Tiger. Calm animal, hold animal, dominate animal, sanctuary, an especially luck use of Handle Animal, with circumstantial modifiers for being able to speak to it, worshiping the same deity, and having something that it greatly desired. I wouldn't say that the tiger is tame, per se. Is it that hard to believe? Is it not possible? Now is it a tiger or a lion? Ok let's go with the tiger: Calm animal: Verbal and somatic components. "A dire animal or an animal trained to attack or guard is allowed a saving throw". Dire Tiger Will Save bonus +11 vs. DC 14 (DC of 10 + 1st level spell + Wis bonus +3?) = 90% success. 10% chance of success for the Cleric. Even if the tiger didn't realize she was casting a spell when she started to wave her hands and start to talk gibberish, he would most likely make his save. Hold animal: 15% chance of success for the cleric, tiger has an 85% chance to break the enchantment each round. Dominate animal: 20% chance of success for the cleric, 80% for the tiger. Sanctuary: Pretty much as much a waste of time as calm animal in this situation. Handle Animal: I doubt you can do that with this skill. Especially with an animal that has most likely an unfriendly to hostile attitude. Also it is an animal with an Int of 2, not even a half-wit has that a low IQ. It doesn't worship deities, it doesn't have eloquent conversations with its food, and most of all, it has no concept of trust. I don't have to say how terribly rediculos the idea with the milk is, do I? Result: Yes it is VERY unlikely for a 5th level cleric to calm a CR 8 creature. It is simply way above her head (i.e. Overpowering). |
| Dragoon109-14-07, 01:55 PM | I think, for the sake of not having to argue over every bloody thing its safe to assume dice rolls happen, the cleric got lucky, now as Rockjaw said, no more arguing about every detail. |
| Sylvaroth09-14-07, 02:53 PM | STOP! I'd rather you decided and worked on a solution with the latest posts before we continue posting Chronicles. Maybe Dragoon1 and PerennialRook could work together to incorporate the best of both versions into one. My last post had nothing to do with arguing about details. If all of the characters have that much 'luck' anyhow, then why don't they fight against that Tol guy (who is either Braun's father or brother, depending on what post you read)? Heck, there is a chance those 400 people could wipe out a whole army, if they critted all the time. Is it that hard to believe? Is it not possible? To paraphrase deanruel, the creator of BaCt1: "Don't stretch credibility in favor of flavor." Some clarifications: Voting You may propose something, but you may not vote for your own proposal. Three YES votes of three different contributors make the proposal official (i.e. core). Only in extreme cases the OP has the possibility to veto on such community decisions. In contrast to this only one NO vote against a proposal is needed, so don't vote lightly. In any case, whenever a voter can be convinced otherwise (you should, however, keep such attempts to a minimum) or experiences a change of mind the NO vote may be reversed or retracted and the proposal needs three (new) YES votes to be made official. Whenever you think there is something that needs clarification before it is reasonable to post another Chronicle, you have the option to STOP the chronicling to do so. You should however declare when you consider your STOP to be ended. Also in this case, the OP may declare the end of the STOP (e.g. if the stopper has been missing for some while). As a rule of thumb, before posting about events that would gravely change the face of the Unforgiving Isle (such as a war, a vampire invasion, Vecna returning to his tomb under the volcano, etc.) consider to propose your idea to see whether your fellow contributors have something to say for or against such important changes. This will as a result also greatly reduce the need for retcons, or the deleting of whole posts. |
| Argo09-14-07, 02:55 PM | I propose that Sailstorm's first priority would be to have his crew work around the clock to build the Dauntless II. |
| Nadaka09-14-07, 02:58 PM | Year 2: Month 1 Week 1 Captain Cagun has called a meeting with Gray Torbin. Cagun: "Torbin, Sailstorm has told me that there are still refugees on the other side of the island. While he is away, I need you to bring them here where they will have plenty of food and shelter." Torbin: "The Dragons Rage is in no shape to sail, between the storm and the Arrowhawk she took quite a beating." Cagun: "I'll spare Latne'mele a day away from the docks to get your ship in working order, I would not feel right about abandoning them. While that fort may prove useful in the coming months, my priority is the people." Torbin: "Sailstorms ship, but close enough. Alright, well be back within two weeks." Week 2 Torbins lookout spots campfires near shore, already on a mission no one is sent to investigate. Torbin and a half dozen men aproach the unusually quite fort. They make their way in, finding only traces of the people who once lived here. All the people and most of the food and weapon supply are missing with the common room torn to shreds. They return to the Dragons Rage, unsure of what this means and return to Tuskbay. The final touches were finished with on the dock the aid of the elfs magic. The dock was an impressive cross shaped structure build from solid stone shaped by magic and decked with beams cleared from the forest. It is capable of supporting three large seagoing vessels, one at each tip of the cross with harbor enough for more than a dozen smaller coastal boats alond the main shaft of the pier. Each of the 3 large docks supports a boom capable of hoisting over 20 tons of cargo per hour thanks to the ingenuity of our dwarven engineer working in the nearly empty storehouse much to the annoyance of Sgt Amakiir. In an emergency the smaller boats could be moved to dock up to 6 large vessels, though the congestion would barely increase the flow of goods and the proximity of the ships would double the time it takes to dock or depart. Meanwhile on shore... The refugees by the grace of ObadHai have made their way across the island with few casualties and set up camp along the shore once again. Meanwhile on the Dragons Rage... Lookouts spot camp fires on shore, this time closer to Tuskbay. With only a skeletal crew and suspecting a foe capable of abducting or slaying the refugees, the decision is made to get backup from town. Week 3 The Dragons Rage is the first ship to make use of the new dock and torbin reports to Cagun what he found. Cogun: "This is not good. With everything else that is going wrong I now have to worry about missing refugees. Torbin, gather you men, We are going to get to the bottom of this." Cogun leads an expedition with a dozen of his best men (those not on the busy engineering crew) and the crew of the Dragons Rage to investigate the camp fires and get to the bottom of the missing refugees. They set sail on the dragons rage and move to investigate whoever, or whatever is moving along the shore. A new cargo ship arrives laden heavilly with goods and a few more colonists to support the colony. It is unloaded rapidly onto the new dock and sets sail again the next morning with a number of letters from Latne'mele to her associates on the mainland. Among this shipment are tools for mining and forging, plus nearly nearly 60 tons of farming materials. Soaked to the bone, carrying a broken umbrella in one arm and a potted plant in the other, one of the new colonists makes her way towards Captain Caguns office. Finding no one there she eventually locates Latne'mele and Irongale reenforcing the entrances to the old mines. Magnolia: "Why is this colony so baren?, all I see here are fields of stumps and lifeless mud? I don't care about your military charter, if you don't start planting soon your people will die from malnutrition. You can not live on military rations forever." Latne'mele: "what? What is that thing in your arms?" Magnolia: "Its a chimera, and it will be the salvation of this colony." Irongale: "Chimera? Hahaha. does the little plant breath fire?" Magnolia: "No, its a hybrid, grafted together with science. It combines two related plants into one perfect specimen. Underneith is a potato, the highest yealding tuber. And on top is a tomato, a nutritious red fruit. With so little cleared land, we need to make the best possible use of what land we do have. But first we should take advantage of this wonderful weather." Latne'mele: "Are you joking?" Magnolia: "No, I need as many workers as you can spare, this is the perfect time of year to plant rice." Irongale: "What about your chimney... thing?" Magnolia: "Oh heavens no, all this rain would drown it. But we can grow rice in the rainy season and potatoes in the dry and dramatically increase not only production but the firtility of the soil. Its called crop rotation. But in the dry season we need irrigation, and that means the need to dam that stream so not only do I need farmers, but engineers and then I need a garden for my herbs and..." Latne'mele :"Stop... I don't want to hear anything more, you will have your farmers, 8 or 9 of them came on the first boat but have been doing construction since then. We can spare them at the moment. But we need to finish the iron project before we work on your dam project. Oh and from now on report to quartermaster Amakiir since you are going to be producing supplies." Magnolia leaves hurredly to see that a few fields are sectioned off as paddies and planting begins the next day. Irongale: "What a strange human girl." Latne'mele: "Indeed, Aust is going to hate her." Irongale: "I knew you had a sense of humor in there somewhere." Week 4 Sailstorm return with crucial information... and Cagun has not yet returned. Notes: I made the assumption that the Dragons Rage was something of a lumbering ship, with poorer speed, though it leaves in week 1 and arrives in week 3 it may have only taken 3 days each way with about a day spent on land, or it could have been more. I leave it to others to decide. This also nicely sidesteps the question on if it is 22 days or 3.5 months trek across the island. In either case Cagun and crew will likely be arriving to the rescue. at some point in that journey, though I leave it up to others to write that story. New arrivals Magnolia Solanaceae botanist/alchemist (Female Human Expert 6) Farmers (1 commoner 3, 2 commoner 2, 15 commoner 1, 7 expert 1) New construction: dock finished Mines started Smelting kilns started Forge started Dam requested |
| Argo09-14-07, 03:01 PM | I propose the monsoon shipwrecks a military transport from the Eastern kingdom, stranding 83 soldiers, a Captain, a galley cook and one lucky warhorse about two days march SW from Tuskbay Outpost. |
| Nadaka09-14-07, 03:06 PM | Lion Issue: I propose that the lion in question be a normal rather than dire lion, at CR3 it is more in line with what the cleric could defeat. As for the cleric-animal conversation, there are any number of ways of looking at it. 1: thats just what the magic does, allows some kind of mystic communication. 2: the cleric accidentally foraged some hallucinogens. 3: the cleric is just a little bit nutty. |
| Nadaka09-14-07, 03:11 PM | I propose the monsoon shipwrecks a military transport from the Eastern kingdom, stranding 83 soldiers, a Captain, a galley cook and one lucky warhorse about two days march SW from Tuskbay Outpost. I vote yes, provided that Cagun and the crew of the Dragons Rage return in time to negotiate &| defend. |
| Dragoon109-14-07, 03:35 PM | If they critted all the time, and the entire army missed. 400 people rolling two twenties each (rolling 20 to hit and 20 to confirm the crit) is a probability of around 1:20^800, and thats for it to happen once, they'd need to do that hundreds of times. In comparison the tiger had a 10% chance of failing the will save. So, your comparison is not exactly fair. Things that have a 10% of hapening happen, 400 people beating armies don't (well, they do, but there needs to be a lot of things going in the favor of the 400, which I won't get into, as that's neither here nor there). 20s happen, 1s happen; as long as used sparingly that's not bad. As for how Alexandra could communicate with the dire tiger, it's the ability of the animal domain (one of Obad-Hai's domains) Speak with animals 1/day |
| Sylvaroth09-14-07, 03:36 PM | Maybe that was unfair, but succeeding in four 10% chances in a row is not a 10% chance and not exactly a sparingly use of such luck. They are PCs and thus the most powerful people in the settlements, but even a 5th level cleric shouldn't be that lucky (look here (http://forums.gleemax.com/showpost.php?p=12400649#post12400649), here (http://forums.gleemax.com/showpost.php?p=12575471#post12575471), and here (http://forums.gleemax.com/showpost.php?p=12578911#post12578911) to see examples of what the realistic outcome of an encounter could look like). DOCKS Shipwright Skills: Knowledge (architecture and engineering) Repair Crew 1 member per point of hardness of the ship's material. 1 member with Craft (carpentry, armorsmithing, or sailmaking) Building Ships: A repair crew can craft a portion of a ship worth 125 gp per day. A functional dock increases this amount to 250 gp, a drydock to 500 gp. Repair Damaged Sections: Ships are divided into 10 ft. x 10 ft. sections. Once per minute make a Craft check DC 10. Success restores 1hp for every point by which the check result exceeds 9. Failure means no progress. Repair Destroyed Sections: The gp cost for raw materials needed to repair a destroyed section equals 1/2 the cost of one 10 ft. x10 ft. section (i.e. ship's market price / total number of sections / 2). |
| Dragoon109-14-07, 03:45 PM | Also -please- give me a few hours to redo my earlier post which I had intended for Month 1 as month three. I had it halfway don as month two and now I have to redo it again... |
| Dragoon109-14-07, 05:15 PM | STOP! I'd rather you decided and worked on a solution with the latest posts before we continue posting Chronicles. Maybe Dragoon1 and PerennialRook could work together to incorporate the best of both versions into one. My last post had nothing to do with arguing about details. If all of the characters have that much 'luck' anyhow, then why don't they fight against that Tol guy (who is either Braun's father or brother, depending on what post you read)? Heck, there is a chance those 400 people could wipe out a whole army, if they critted all the time. Is it that hard to believe? Is it not possible? To paraphrase deanruel, the creator of BaCt1: "Don't stretch credibility in favor of flavor." Some clarifications: Voting You may propose something, but you may not vote for your own proposal. Three YES votes of three different contributors make the proposal official (i.e. core). Only in extreme cases the OP has the possibility to veto on such community decisions. In contrast to this only one NO vote against a proposal is needed, so don't vote lightly. In any case, whenever a voter can be convinced otherwise (you should, however, keep such attempts to a minimum) or experiences a change of mind the NO vote may be reversed or retracted and the proposal needs three (new) YES votes to be made official. Whenever you think there is something that needs clarification before it is reasonable to post another Chronicle, you have the option to STOP the chronicling to do so. You should however declare when you consider your STOP to be ended. Also in this case, the OP may declare the end of the STOP (e.g. if the stopper has been missing for some while). As a rule of thumb, before posting about events that would gravely change the face of the Unforgiving Isle (such as a war, a vampire invasion, Vecna returning to his tomb under the volcano, etc.) consider to propose your idea to see whether your fellow contributors have something to say for or against such important changes. This will as a result also greatly reduce the need for retcons, or the deleting of whole posts. I'm quoting this to bring it to attention, because this post was edited it, and it could get overlooked. How I would like to handle this is to edit my night and expand it as month 2, and let Nadaka handle month three. Alternately we can continue on, and I'll remove my conflicting post. The core of my post has changed so much now with Nadaka's post and the continuation by PR and the new math by Sylv I need to compleatly rewrite the bulk of my chronicle if it becomes month three. |
| Johnny_Angel09-14-07, 06:04 PM | Lion Issue: I propose that the lion in question be a normal rather than dire lion, at CR3 it is more in line with what the cleric could defeat. As for the cleric-animal conversation, there are any number of ways of looking at it. 1: thats just what the magic does, allows some kind of mystic communication. 2: the cleric accidentally foraged some hallucinogens. 3: the cleric is just a little bit nutty. I'd go for #2. I suppose that 1 tiger wouldn't be too bad, but if the whole army is going to be riding Dire Tigers that's just a little bit too crazy for me. I'm not exactly against it, but I'm trying to put myself in the shoes of a player in this campaign, and I think it would stretch my ability to believe what was going on if all of the soldiers of an army are riding Dire Tigers. I will apologize for suggesting camels. I was confused about what was intended for the monster trainer. I was under the impression that the trainer would be brought in from somewhere else in the kingdom along with a stock of already trained animals. Somewhere along the line I missed that the intent was to tame some of the animals already on the island. With that being said, I think Bison would be pretty cool. That's something unique; I can honestly say I've never seen knights riding bison, but I think it would be cool. Bison are easily trainable as well -bison/buffalo can be domesticated fairly easily; there's a "Beefalo" farm near where I live in which they crossbred Buffalo and Cow. Really though, whoever makes the next chronicle can decide. I'm simply adding some input from personal experience. On a side note, an awesome tactic for troops riding Bison would be to simply trample enemy infantry and do stampede damage. Edit: Just remember that even after taming a wild animal that it will take several weeks to train that animal for a purpose. |
| Nadaka09-14-07, 06:43 PM | I'm quoting this to bring it to attention, because this post was edited it, and it could get overlooked. How I would like to handle this is to edit my night and expand it as month 2, and let Nadaka handle month three. Alternately we can continue on, and I'll remove my conflicting post. The core of my post has changed so much now with Nadaka's post and the continuation by PR and the new math by Sylv I need to compleatly rewrite the bulk of my chronicle if it becomes month three. Ok... I may be a bit confused. If you rewrite your chronicle to be for month after 12 that would make it month 1 of the new year, and I might be able to bump mine to month 2. Unless of course you would prefer your story to follow mine... I don't see where you would get placing your chronicle in month 3 in either case. |
| Dragoon109-14-07, 06:49 PM | Ok... I may be a bit confused. If you rewrite your chronicle to be for month after 12 that would make it month 1 of the new year, and I might be able to bump mine to month 2. Unless of course you would prefer your story to follow mine... I don't see where you would get placing your chronicle in month 3 in either case. Becuase I managed to screw up basic addition. Yeah, I meant make mine month 1, and ake your month two, somehwo I screwed that up in my head. By the way, I do like Magnolia, either way I want to see her kept. |
| Dragoon109-14-07, 09:29 PM | -forget it- |
| PerennialRook09-14-07, 09:38 PM | Sylvaroth, overland movement is different from tactical movement, so things like obstacles, difficult terrain, etc. don't apply to the overland movement through trackless jungle. Read the rules. As for dwarves, halflings, and gnomes, there is a reason they are the last group, this is so that a sufficient trail is blazed to allow them to travel as a faster rate (x3/4). As for the Dire Tiger, I already said that all it took was a calm animal spell which was particularly lucky (only a 15% cance of success), but well within the realm of possibility. Calm animal, I decided, would cause the tiger to become indifferent. From there, an average Handle Animal check (at +8 [4cc ranks, +2 Cha, +2 Animal Affinity]) against a DC 15 for "indifferent to friendly" (a 65% chance). Overall the actions had a 9.75% chance of success, not bad odds, eh? The list of spells were to throw out possibilities for things she could have used against the dire tiger, not a record of her actions taken. |
| PerennialRook09-14-07, 09:56 PM | STOP! Why would Kethix chase after somthing that she had already run away from? Why kill the Dire Tiger? I just introduced the Dire Tiger with a stated purpose, and do you know the CR of 20 Dire Weasels? I would guess 10+, if the chart extended out past groups of 12. Not to mention, Sylvaroth already STOPPED the thread with no resolution. I haven't even finished reading your post, but, please, STOP. |
| PerennialRook09-14-07, 10:18 PM | Why would there be an eastern military transport? The reason the letter was considered a state secret, is because the invasion is a secret. What is an eastern military transport doing in waters controlled by the Realm? Also, why does everyone keep insisting that Tol did any more than his duty in sinking a pirate ship? |
| Dragoon109-14-07, 10:30 PM | STOP! Why would Kethix chase after somthing that she had already run away from? Why kill the Dire Tiger? I just introduced the Dire Tiger with a stated purpose, and do you know the CR of 20 Dire Weasels? I would guess 10+, if the chart extended out past groups of 12. Not to mention, Sylvaroth already STOPPED the thread with no resolution. I haven't even finished reading your post, but, please, STOP. Anyways, I'm done. I'll come back when someone figures otu what to do with this... mess. Screw it, nothing's gone right with this project from the begining. Offending post removed |
| Sylvaroth09-15-07, 02:51 AM | Ok, PerennialRook, that's so like you! See it is impossible for level one NPCs to take the shortest route? Oh, I said they were tracking around the edge all along! See that it is impossible for a 5th level PC to take on a CR 8 encounter all by herself? Oh, she was very lucky, so it is ok! Want to work in a project that totally relies on hand-in-hand action of everyone? Oh, after the community decided to delete my crappy entry I decided to destroy it by me constantly whining and bickering! Congrats you ******* you just did it! |
| Dragoon109-15-07, 05:51 AM | Ok, PerennialRook, that's so like you! See it is impossible for level one NPCs to take the shortest route? Oh, I said they were tracking around the edge all along! See that it is impossible for a 5th level PC to take on a CR 8 encounter all by herself? Oh, she was very lucky, so it is ok! Want to work in a project that totally relies on hand-in-hand action of everyone? Oh, after the community decided to delete my crappy entry I decided to destroy it by me constantly whining and bickering! Congrats you ******* you just did it! Don't be so hight and mighty, you haven't been the most helpfull either. Look, want to salvage this god-forsaken thing, go back /at least/ to argo's chronicle, if not sooner. Abyss, you may want to start if over from month bloody one, I think that's how bleeding far back you have to go before it was irreperably damaged. |
| PerennialRook09-15-07, 10:26 AM | Ok, PerennialRook, that's so like you! See it is impossible for level one NPCs to take the shortest route? Oh, I said they were tracking around the edge all along! See that it is impossible for a 5th level PC to take on a CR 8 encounter all by herself? Oh, she was very lucky, so it is ok! Want to work in a project that totally relies on hand-in-hand action of everyone? Oh, after the community decided to delete my crappy entry I decided to destroy it by me constantly whining and bickering! Congrats you ******* you just did it! I've gotten nothing but crap from you this entire thread, no matter how hard I try to meaningfully contribute. Rockjaw comes in when things are at a standstill, gets them going again, and then you pull the same crap! Don't blame me for ruining your precious thread. You posted a stop first. I reposted a stop so that we could get things straightened out after you brought up so many issues with month 12 that needed resolved. You'll notice, if you look back, that the only posts you ever have a problem with are mine, unless I'm blind. I always said they went around the outside of the island. It's not my fault you can't read. It was in the descriptive text in the entry. You were the one that said they took a direct route. You could at least admit that I was right about overland movement. The 5th level PC had a 10% chance of success, I already showed you that. It relied on one roll. Yes, it worked on luck, but a 1 in 10 shot isn't anywhere near impossible. The only one I am "bickering" with is YOU. I know I said veteran posters, but as I go back, you're the only one that really made trying to contribute to this awesome idea a living hell. Honestly though, good luck with the Yahoo TBACT. If there is anyone interested in starting another TBACT in this forum, I think we should seriously discuss it. We should also talk about the rules, etc., if we plan to do this. I would like to give it a shot. Is there anybody else? |
| PerennialRook09-15-07, 11:46 AM | I suppose that 1 tiger wouldn't be too bad, but if the whole army is going to be riding Dire Tigers that's just a little bit too crazy for me. I'm not exactly against it, but I'm trying to put myself in the shoes of a player in this campaign, and I think it would stretch my ability to believe what was going on if all of the soldiers of an army are riding Dire Tigers. This assumes that another Dire Tiger is easily found, caught, and trained, and that all of their offspring would be tigers (instead of saying that Dire is a ressessive trait), and that they could all be easily reared as mounts. I would say that this would be extreemly difficult, and take years to accomplish. I will apologize for suggesting camels. I was confused about what was intended for the monster trainer. I was under the impression that the trainer would be brought in from somewhere else in the kingdom along with a stock of already trained animals. Somewhere along the line I missed that the intent was to tame some of the animals already on the island. An intent was never given. I had never thought of it that way, myself. A climate apropriate trained group of animals brought to the island would be appropriate. With that being said, I think Bison would be pretty cool. That's something unique; I can honestly say I've never seen knights riding bison, but I think it would be cool. Bison are easily trainable as well -bison/buffalo can be domesticated fairly easily; there's a "Beefalo" farm near where I live in which they crossbred Buffalo and Cow. Really though, whoever makes the next chronicle can decide. I'm simply adding some input from personal experience. On a side note, an awesome tactic for troops riding Bison would be to simply trample enemy infantry and do stampede damage. I don't think that this is something for a person who writes the next chronicle to decide (as we saw with my attempt in Y1,M12,III). Is there anything that says we can't continue this thread without Sylvaroth (and perhaps Rockjaw, i don't know if he left as well). If Rockjaw did leave, we can just appoint a new OP and finish without them. I think there needs to be more discussion about topics before they are introduced into new chronicles to avoid the problems we have been having recently. A lot of problems are leaving with Sylvaroth. |
| Argo09-15-07, 12:46 PM | STOP STOP STOP STOP STOP When someone stops the thread, that means stop posting chronicles. When someone votes no on a proposal, that means no. It needs three votes to carry, one vote to fail. This means that there will be no Monster Trainer. All we need for this thread to continue in a reasonable fashion is for Rockjaw or Sylvaroth to make a post indicating how we shall proceed and for everyone to stop the childish bickering. PerennialRook, you have proposed we kick out the OP and the thread moderator. This is entirely unacceptable. You, PerennialRook, you have been the most disruptive person to this thread, and I am not the only one who thinks so. You act like this is your own personal thread and Rockjaw and Sylvaroth are out to get you. You've been antagonistic and have been willfully ignoring the rules of the thread. When you are contributing, I truly appreciate it. But when you aren't, your negative impact far outweighs the positive. I am hereby publicly asking you to make a choice. I am not the OP. I have no position of authority on this thread. But I ask you, for the good of the land, to either stop attempting to run this thread or leave the thread entirely. This is supposed to be fun, and I hate to say it, Rook, but your behavior in this thread has been making it less fun. |
| TheScapegoat09-15-07, 02:21 PM | Id say that both sides are equally to fault as to why there has been a break down. I also would like to throw out my own theory. I think every chronicle thus far has been a bit too epic and detailed. If you look back at the BaCT1 most chronicles that even took up multiple months where a paragraph or 2. They described what happened, what got built, and that is that. This one has felt more like people playing a bunch of characters inside a city. Now I don't think much was rule breaking or anything serious, but still it should have been kept more simple. Descriptions of how the city is developing not full on stories and conversations. (Although I know Eckland did have those at times.) Both sides seemed to attached to what was going on and how it should advance and I think that was rule number one No-No in BaCT1. |
| Sylvaroth09-15-07, 03:11 PM | Lately that thought has passed my mind, too. Good point Scapegoat. Thus I suggest two ways of continuing this thread: We take each Chronicle that has been posted up to where it really started to get out of hand (which I'm afraid is Argo's Sailstorm Chronicle, which I really liked, but added too much at once) and vote whether we should... keep the entire Chronicle, keep only some of its aspects or post an entirely new Chronicle replacing the old one. I suggest that the writer of the respective Chronicle should not vote on these points, but may make suggestions how the Chronicle might be changed to fit the new concept. We forget all of the Chronicles and re-start right after the events of Rockjaw's first posts. As for who is to blame for derailing the thread, it always takes at least two to pull this off. I for my part want to apologize, if I appeared a little harsh at times, but there are some kinds of behavior that will not be tolerated by me or any of the 'vets' who are essentially involved in the concept and moderation of this project (this does of course include you too, Argo). First example of how we deal with such disturbing acts was seen in the case of Alexeduardo (who tried something similar in BaCt1 and was asked to leave there as well). So, for all of you who are willing to give me, the other 'vets', and the BaCt2 (not necessarily in that order) a second chance, please feel free to continue to post your great contributions here. Those of you who don't are free to leave now. From this point on there will be no further challenging of the decisions of either Rocky, Argo, or me (in exactly that order unless any of the others contradicts me)*. Those of you who don't like this, too, may leave now also. To all of you who accept the rules of this thread (those from Rockjaw's first post and post #7, as well as those from this post), I wish us the best of luck and may your creative juices never run dry to the best of BaCt2. -the just as annoying Sylvaroth *you will notice that most of my 'decisions' and 'changes' were actually suggestions. You won't see me acting like the big bad 'tyrant vet' a lot. And if you don't like what I said, just try to convince me of a better way, I can be a very decent person once you come to know me for a little while. |
| Heros_Backpack09-15-07, 03:19 PM | I have to agree that this thread feels more as if it is telling the story of the town and not so actually building a town that anyone can use. I also think that maybe (quite possibly unintentionally) the tone of 'story' was set up by Rockjaw's opening. Eckland started by saying 'Eckson came from a long line of fighters and at 10th level he decided to retire, having cleared out and taken over an old Keep and arranged for some farmers to have land nearby. He put up a few houses and a grainstore.' This was followed basically by 'Ok, board members, what happens next?' The Isle on the other hand starts with Captain Cagun sitting on his horse and wishing he could go back to bed. Could we, maybe, go back to chronicles that say A minor thing happened, and B minor thing happened and this many people moved in and started C business, rather than ones that say, X character did this, so this happened and Y character did that so we must cope with Z? Am I making any sense here? |
| Sylvaroth09-15-07, 03:34 PM | In the sense of what you and Scapegoat just said, we should first discuss Year 1, Month 2 (http://forums.gleemax.com/showpost.php?p=13625945&postcount=5) (which happens to be one of PerennialRook's posts :D ). Should it stay, should it be changed, or should it be un-cored entirely. 3 Yes votes, resp. 1 NO vote is needed for either option to result in an official decision. And, no I cannot vote, since I am theoretically the one who 'proposed the changes' |
| PerennialRook09-15-07, 04:47 PM | PerennialRook, you have proposed we kick out the OP and the thread moderator.I didn't propose anything of the sort. I am more than willing to continue the thread. Rather, I thought that Rockjaw and Sylvaroth were leaving to continue the project elsewhere (yahoo groups). I don't think that an apology (Sylvaroth) should be set up with an excuse. And instead of a broad apology to everyone, why not apologize to me? Even as we begin anew you continue to throw side jabs. I agree when it was said that this post seemed more like a collaberative writing (starting with the OP), which to me, is how a city would develop, otherwise all you are really doing is dolling out statistics. Events happen, and they affect the town. I apologize for my part in the derailment of this thread. I hope that some of my actions are understood, but some of them were unexcusable. I get excited sometimes, and though I can edit posts, I can't take back what I said. I don't agree with having "multiple OP's" this gives the thread a feel as if it is owned by a few posters and not the community (with one moderator for extreem cases). Sylvaroth appointing himself an "OP" seems, however, to justify much of what I have said. I haven't been trying to claim this project as my own, just meaningfully participate without my ideas being trashed and thrown out. I broke rules. I wasn't the first, nor the last, to do so. I broke rules when I thought they added to the story of Tuskbay, and perhaps I was wrong to do so. Sylvaroth had every right to call me out when I broke rules, but, if he wants to moderate this thread, he should do it across the board. I disagree with Hero's_Backpack, when he says that a story based city can't be used, and, in fact, I think that it makes it more usable. I also don't think that chronicles should be thrown out in their entierties, but rather examined in sections. Seperate out each of the main events, and vote on each seperatly. Also, if you vote no, because it only needs one, offer your reasoning. My :twocents: |
| Heros_Backpack09-15-07, 05:23 PM | There is nothing wrong with having stories and events centred around a town. Let me try again: I, personally, find it easier to engage with and enlarge on a settlement where the events, characters and stories are summarised, rather than one where they are played out in detail before my eyes. Please feel free to disagree with me. Purely for comparison purposes, here is the chronicle under discussion in both styles. (PerennialRook, please understand that I have nothing against what you have written, yours just happens to be that particular chronicle) Chronicle of the Unforgiving Isle: Year 1, Month 2 Typical military operation, a engineer corps with no engineers. Braun hoped that monsoon season would end soon, and hoped even more that it was a season and not the constant state of things. Morale was low, everything was wet, and hopes wouldn't dry boots. The issue tents proved no match for the mud, so the first priority became shelter. Braun hesitated building on the ancient stone of the ruins until he could requisition a proper engineer, so he opted to fell trees and build a small barracks. Duggun seemed to have his head on straight, so he was put in charge of the project, with the labor to be levied upon the backs of the laborers. Tarps from the tents we tied up to collect rainwater into barrels, but this was a temporary solution. Sgt. Coonan suggested a small hunting party do a reconnaissance of the jungle, perhaps also to find a permanent fresh water source. The mention of reconnaissance reminded Braun that he may need the help of a cartographer as well, and would note such in his report he would be sending back with the cargo ship at the end of the month. Sgt. Coonan led one of his squads, comprised of five of the guards, on the inland expedition. Tensions rose in camp the night after their departure when they had not yet returned. Rumor spread through the camp that they had either been taken by savages, or met a more primal fate at the hands of the island. Work was slow the next day, as concern at the loss of half the military force took hold. Late in the afternoon tension broke as the men stumbled from the treeline, heavily laden with the quarters of an oxen looking beast. Sgt. Coonan carried the head of the beast, crowned with sweeping, curved horns. The beast was just in time for a celebratory feast, as the barracks had been completed, and all would have a dry place to sleep up off the ground. In the middle of the feast, with a small bonfire to his back, and embers rising to the sky, Captain Braun Cagun mustered a small speech. "I do not know the plans of kings, nor gods, or what force pried this land from men's hands, but, as I live and breath, this island is ours and not even the sea herself can take it from us!" More that a full ration of ale helped each of the men appreciate his speech. though had less been in such a state, one of them might have noticed the eyes glinting in the light of the fire from beyond the edge of the shore. The end of the month came and went, and the shipment of supplies had not yet arrived. Chronicle of the Unforgiving Isle: Year 1, Month 2 Monsoon season sweeps in, constantly soaking everything and lowering morale. The tents the settlement has been living in cannot cope with the constant downpours, so the settlers set about building a much more solid wooden barracks. As the only current source of drinking water is rain diverted off the tents into barrels, a small hunting party is sent out to look for a permanent source and to map the island as they go. Led by Sgt, Coonan, the small group took their weapons and some supplies and headed into the trees. When they did not return as planned, tension rose among the remaining men and rumours of all types poured out about the reasons why they had not reappeared. The group did eventually return almost a day later, carrying the fruits of their hunt - a creature that looked like some sort of bison - and were just in time for the meat to be roasted in celebration of the barracks' completion. In the middle of the feast, with a small bonfire to his back, and embers rising to the sky, Captain Braun Cagun mustered a small speech. "I do not know the plans of kings, nor gods, or what force pried this land from men's hands, but, as I live and breath, this island is ours and not even the sea herself can take it from us!" His men cheered and drank to him, but by the end of the month, it was clear that the shipment of supplies was also running late and no-one knew when it might arrive. |
| Nadaka09-15-07, 06:03 PM | I think it would be a good idea to include a basic summary, but also possibly a more detailed perspective. This way we can tell a story, but keep things simple enough so that the next chronicle can be more easily built. |
| Dragoon109-15-07, 06:09 PM | Detail is good. It makes the city more alive, it gives someone more details and more people to use as hooks for adventures. Lets look at your month 2 example. The core is the same, but the original has a built in adventure hook, what are those eyes? These details not only give some direction to the next month (Month three features the Kobolds as the source of those eyes), but when taken in isolation they can become an adventure of themselves and more malevolent forces. More detail, conversations and the like, builds characters. Not every character needs immense detail, but when the key NPCs have a distinct personality that in and of itself provides an easy spawn point for adventures. Bland NPCs don't create a city that feals alive, distinct ones do (though there do need to be some nameless faces, not every commoner needs a name and face, if only for the sake of time to develope them all would be insane). As for year1 month 2, keep it, fine as-is. |
| Sylvaroth09-15-07, 07:10 PM | Year 1, Month 2 (http://forums.gleemax.com/showpost.php?p=13625945&postcount=5) Option YES NO Keep it unchanged 1 0 Change it: 0 0 Un-core it: 0 0 3 Yes votes, resp. 1 NO vote is needed for either option to result in an official decision. |
| TheScapegoat09-16-07, 05:00 AM | Dragoon the thing is you can develop a sense of identity with characters without having a full out story being written. I personally find it a bit overwhelming and it has been a reason I have not been interested in doing a chronicle. I myself am not a fantastic writer and cannot fully express my words in such a story format. I felt that If I did it in the old Eckland style It would be out of place, so I have chosen not too. No one is saying not to give the characters some personality and have a bit of dialog, it is just the monthly details should be based on what the city is doing not the characters. In fact a great way to advance the characters where suggestions like journals and entries. In this way the chronicles are kept in a simpler format and those that are great story tellers can weave a great tell that gives some detail and character to what is going on. Lastly do not take anything I said above to be a vote for the last proposal. I am still considering that. |
| Johnny_Angel09-16-07, 05:02 AM | Ok, maybe this makes me sound stupid, but I honestly have no idea what is going on at this point. What is wrong with the post in question? What are we voting on? Does anyone have any cheese? What's going on? |
| Nadaka09-16-07, 10:30 AM | I really have no idea what is happening either. As for the stop, we did stop. we stopped and waited for the reason to stop was resolved. And as far as I am concerned it was. there were outstanding issues to be voted on and voting occured. Sylvaroth seems to have these rules set out that are not actually mentioned previously in the thread. No where does it say that 1 vote no dooms a proposal. It is mentioned that 3 votes yes confirm a proposal. I interpreted this to mean that the first option in a proposal to gain 3 votes was confirmed, irregardless of if that option was yes, no, a,b,c,d or blue. Anyone familiar with group dynamics in business entities will realize that the fastest way to indefinitely postpone an innovative and successful product is to demand consensus. Majority rule is a far better way. There was mention that if an event occurred in a previous chronicle the next poster had the right to veto, but that is a far, far different thing than having one no vote = fail on anything. As for story vs anything else. Every single chronicle to date has had elements of story in it. From the original through now. This is not Eckland, even those here who worked on eckland have been posting stories in their chronicles. Why change that now? I do however think it would be a good idea for all of us writing chronicles to include a simple summary, with the story aspect "hidden" in SBLOCK so that those who just want to contribute in summary won't have to wade through pages of dialog/description to get the basics. If you guys want strict adherence to the rules, then the rules had best be strictly defined. These rules that some people are claiming have not been defined and communicated. And those perceived to be transgressing in these cases are not at fault, but rather the fault is in the perceptions of those attempting to enforce rules that they alone are aware of. |
| Nadaka09-16-07, 10:33 AM | Year 1, Month 2 (http://forums.gleemax.com/showpost.php?p=13625945&postcount=5) Option YES NO Keep it unchanged 1 0 Change it: 0 0 Un-core it: 0 0 3 Yes votes, resp. 1 NO vote is needed for either option to result in an official decision. keep it unchanged. |
| Rizzen909-16-07, 01:18 PM | I vote to keep it unchanged. |
| Sylvaroth09-16-07, 01:49 PM | Year 1, Month 2 (http://forums.gleemax.com/showpost.php?p=13625945&postcount=5) Decision: Keep it unchanged (3 YES votes) Year 1, Month 3 Option YES NO Keep it unchanged 0 0 Change it: 0 0 Un-core it: 0 0 3 Yes votes, resp. 1 NO vote is needed for either option to result in an official decision. |
| Nadaka09-16-07, 03:49 PM | Year 1, Month 2 (http://forums.gleemax.com/showpost.php?p=13625945&postcount=5) Decision: Keep it unchanged (3 YES votes) Year 1, Month 3 Option YES NO Keep it unchanged 0 0 Change it: 0 0 Un-core it: 0 0 3 Yes votes, resp. 1 NO vote is needed for either option to result in an official decision. keep with minor change: I believe we already agreed to reclass the druid as an adept to keep the PC/NPC ratio intact. |
| Dragoon109-16-07, 04:41 PM | Keep it with already voted upon changes (Kethix becomes adept) |
| Sylvaroth09-16-07, 04:54 PM | Dragoon1 may I ask you to include said change into the given post, please? |
| Dragoon109-16-07, 05:20 PM | Done, I didn't go through and change pronouns though, easy enough to write off as mistranslation, and going through and finding all the errors would take forever. |
| Sylvaroth09-16-07, 05:55 PM | Thank you very much, Dragoon1! The most important thing is switching Kethix (Druid 2) to Kethix (Adept 2). As far as I am concerned she is the kobolds' druid, even though she is mechanically a member of the Adept class. |
| PerennialRook09-16-07, 06:16 PM | keep with changes. |
| Sylvaroth09-16-07, 06:22 PM | Year 1, Month 2 (http://forums.gleemax.com/showpost.php?p=13625945&postcount=5) Decision: Keep it unchanged (3 votes) Year 1, Month 3 Decision: Change it (3 votes) Kethix's class is changed from Druid to Adept. Year 1, Month 4 (Part I) Option YES NO Keep it unchanged 0 0 Change it: 0 0 Un-core it: 0 0 3 Yes votes, resp. 1 NO vote is needed for either option to result in an official decision. |
| Nadaka09-16-07, 07:14 PM | keep. |
| Dragoon109-16-07, 07:28 PM | Perfectly fine, keep. |
| Throrin09-16-07, 09:16 PM | as Crowley said "Do what thou wilt shall be the whole of the law." Very interesting subject for a quote ;) I am beginning to understand you a bit better Argo :cool: |
| PerennialRook09-17-07, 12:44 AM | Month 4, fine as is. Keep it. |
| Nadaka09-17-07, 12:56 AM | I would just like to point out that the 3 votes to confirm, 1 vote to deny is not fair. Hypothetical situation: Proposal: everyone becomes vampires. vs. Proposal: everyone doesn't become vampires. The first example requires the that 3 people agree to kill off the city. The second requires only one to "deny" the proposal and doom the city to undeath. It should take an equal number of votes, yes or no to confirm or deny any proposition. Otherwise the system set forth is open to abuse. |
| Sylvaroth09-17-07, 01:12 AM | Year 1, Month 2 (http://forums.gleemax.com/showpost.php?p=13625945&postcount=5) Decision: Keep it unchanged (3 votes) Year 1, Month 3 Decision: Change it (3 votes) Kethix's class is changed from Druid to Adept. Year 1, Month 4 (Part I) Decision: Keep it unchanged (3 votes) Year 1, Month 4 (Part II) Option YES NO Keep it unchanged 0 0 Change it: 0 0 Un-core it: 0 0 3 Yes votes, resp. 1 NO vote is needed for either option to result in an official decision. |
| PerennialRook09-17-07, 01:19 AM | Keep it as is. |
| PerennialRook09-17-07, 01:31 AM | I would just like to point out that the 3 votes to confirm, 1 vote to deny is not fair. Hypothetical situation: Proposal: everyone becomes vampires. vs. Proposal: everyone doesn't become vampires. The first example requires the that 3 people agree to kill off the city. The second requires only one to "deny" the proposal and doom the city to undeath. It should take an equal number of votes, yes or no to confirm or deny any proposition. Otherwise the system set forth is open to abuse. I agree. The other situation is a proposal with two people already voting yes, then someone comes along and votes no and kills the idea. Or, more likely, someone is afraid to say no, because they know that the one vote will kill the proposal rather than spur discussion and multiple viewpoints. For example, the monster trainer has the three requisite yes votes. But, before three votes confirmed it, there was a no vote. Officially, with the first no vote, an idea that is welcomed by the majority is still turned down. Can we get a majority consensus on this point? (In this case, one no vote does not determine a majority) Also, I vote no to the hypothetical proposal to not have everyone be vampires (:f:). We're all vampires now! :D |
| Sylvaroth09-17-07, 02:04 AM | Proposal: everyone becomes vampires. This is the usual way a proposal is worded. Somebody has an idea, proposes it, and let's the community decide whether they want it included in the core setting or not. Proposal: everyone doesn't become vampires. IMO this would only make sense (only a tiny bit though), if somebody had posted the former proposal or if everyone in town already were a vamipre. Basically a proposal is meant to put an idea forward for discussion that qualifies as a 'major event' and has as such the potential to fundamentally change the present setting. In other cases a poster may make a proposal to fathom the community's feeling towards an addition planned for the next Chronicle. In the sense of this you could propose to change everybody into undead (which they are not at this point of time), but you could not propose that everybody does not become undead (undoing a situation that has not yet occurred). As a somewhat exaggerated example, I could not propose not to destroy the island and everybody living there by a magical a-bomb explosion, since (A) nobody has posted a Chronicle where this has happened, and (B) nobody has proposed such a major event before. If, however, somebody had in fact posted such an event, you could challenge this point and call the community to vote on whether it should be kept or not. The latest examples are the 'Chronicles for Core-status'-votes, where you may vote whether the particular Chronicle should be 'kept unchanged', 'changed', or 'deleted'. You can, however not vote to 'not keep it unchanged', 'not change it', or 'not delete it'. Note also that the 1 NO : 3 YES votes rule was introduced to encourage the discussion of a subject in order to achieve a general consensus in the group. Do we really want to repeat this situation: Should Chronicle X be re-done? -> 3 Yes votes, 1 No vote. Majority says re-do... You know where this led. In any case, you should never vote lightly. Think about the proposal and why you are for or against it. Someone who decided to vote no should be ready to present a rationale so the community as a whole may reconsider the point of the proposed subject. As long as the 'vets' (to stick with that term) don't cast their vetoes, this may result in a stale for both factions. You should, however, try to resolve such subjects without the need to call on the 'vets'. -the just as annoying Sylvaroth PS. I propose that Irongale does not have babies with the mermaid sorceress :D |
| Dragoon109-17-07, 02:06 AM | I would just like to point out that the 3 votes to confirm, 1 vote to deny is not fair. Hypothetical situation: Proposal: everyone becomes vampires. vs. Proposal: everyone doesn't become vampires. The first example requires the that 3 people agree to kill off the city. The second requires only one to "deny" the proposal and doom the city to undeath. It should take an equal number of votes, yes or no to confirm or deny any proposition. Otherwise the system set forth is open to abuse. You sir have an evil mind and a valid point. it should take either 3 yes or three no to do a proposal. Y1M4 = good, keep it. |
| Nadaka09-17-07, 04:10 AM | month 4 part 2 keep it. |
| Nadaka09-17-07, 08:46 AM | This is the usual way a proposal is worded. Somebody has an idea, proposes it, and let's the community decide whether they want it included in the core setting or not. Thats the thing though... It isn't a community decision when one naysayer can shoot down the opinion of the majority. IMO this would only make sense (only a tiny bit though), if somebody had posted the former proposal or if everyone in town already were a vamipre. Basically a proposal is meant to put an idea forward for discussion that qualifies as a 'major event' and has as such the potential to fundamentally change the present setting. In other cases a poster may make a proposal to fathom the community's feeling towards an addition planned for the next Chronicle. In the sense of this you could propose to change everybody into undead (which they are not at this point of time), but you could not propose that everybody does not become undead (undoing a situation that has not yet occurred). No... You see, the way things are worded, this is a perfectly viable option. There is no language in your guidelines that denies certain types or formats of proposals. You can not decide that a particular type of proposal isn't allowed. Making that decision is like stating that the groups opinion only matters when we agree with you. As a somewhat exaggerated example, I could not propose not to destroy the island and everybody living there by a magical a-bomb explosion, since (A) nobody has posted a Chronicle where this has happened, and (B) nobody has proposed such a major event before. If, however, somebody had in fact posted such an event, you could challenge this point and call the community to vote on whether it should be kept or not. The latest examples are the 'Chronicles for Core-status'-votes, where you may vote whether the particular Chronicle should be 'kept unchanged', 'changed', or 'deleted'. You can, however not vote to 'not keep it unchanged', 'not change it', or 'not delete it'. Note also that the 1 NO : 3 YES votes rule was introduced to encourage the discussion of a subject in order to achieve a general consensus in the group. No... You see, that isn't one proposal. That is three proposals. notice how each one has a column for yes and no? Each one is distinct, and someone could vote no for each one. Hell it doesn't have to be the same person. Three individuals could choose to vote no for a different option and a deadlock occurs where no progress can be made because the chronicle can not be kept, can not be changed, and can not be discarded. Once that no vote hits, there is no more discussion because the "final" "group" decision has been made. Not only that, but in your definition of the rules, you never mentioned the 1 no vote policy, only the next poster veto policy. How? By your own admission one isn't supposed to bring a propasal back for a vote once it has been decided. One no vote means consensus can not be achieved, ever. Why? one no vote ends the vote. Do we really want to repeat this situation: Should Chronicle X be re-done? -> 3 Yes votes, 1 No vote. Majority says re-do... You know where this led. It looks like it leads to the majority of the people agreeing with the proposal, and following the rules you first laid out the groups acceptance of the proposal. To arrive at any other conclusion would require that someone change the rules as originally defined. And that is exactly what you did. In any case, you should never vote lightly. Think about the proposal and why you are for or against it. Someone who decided to vote no should be ready to present a rationale so the community as a whole may reconsider the point of the proposed subject. As long as the 'vets' (to stick with that term) don't cast their vetoes, this may result in a stale for both factions. You should, however, try to resolve such subjects without the need to call on the 'vets'. -the just as annoying Sylvaroth PS. I propose that Irongale does not have babies with the mermaid sorceress :D veto! He must now have babies with the mermaid, further must be he who births the babies rather than the mermaid. I am a programmer, a systems architect, an analytical problem solver. I am professionally trained to interpret and define rules, to resolve deadlock, and to avoid ambiguity. And I am telling you, your rules fail on all accounts. as a group expands beyond 1 consensus becomes less and less viable, in fact beyond a group size of 1 consensus is Turing halting problem. Come on, admit that 3 votes should be required for a final decision either way. Another example... I propose: not (3 "no" votes have the same value as 3 "yes" votes). By the current rules, all I need is one no vote to change the system! |
| Sylvaroth09-17-07, 11:00 AM | Facts: Rules are not subject to votes. The 3:1 rule worked in Eckland. But you know what? Since this is not Eckland, and you are a mostly new community, let's give it a try. Thus, I, as the 'the grim enforcer of the rules and guidelines' and 'servant of the community' do hereby decree that Eckland's 3:1 rule will be changed to 3:3. Cough, the community has spoken! :lop: |
| Rizzen909-17-07, 12:53 PM | I think If the rule is kept as 3:1, then the one person saying No should have to give an explation for his/her reason for the No decision. |
| Heros_Backpack09-17-07, 01:12 PM | Facts: Rules are not subject to votes. The 3:1 rule worked in Eckland. But you know what? Since this is not Eckland, and you are a mostly new community, let's give it a try. Thus, I, as the 'the grim enforcer of the rules and guidelines' and 'servant of the community' do hereby decree that Eckland's 3:1 rule will be changed to 3:3. Cough, the community has spoken! :lop: Actually, if I recall correctly, Eckland rules said that there had to be 3 consecutive votes the same way in order for a decision to be made one way or the other. Would that help the deciding? |
| PerennialRook09-17-07, 04:14 PM | Year 1, Month 2 (http://forums.gleemax.com/showpost.php?p=13625945&postcount=5) Decision: Keep it unchanged (3 votes) Year 1, Month 3 Decision: Change it (3 votes) Kethix's class is changed from Druid to Adept. Year 1, Month 4 (Part I) Decision: Keep it unchanged (3 votes) Year 1, Month 4 (Part II) Decision: Keep it unchanged (3 votes) Year 1, Month 5-6 Option YES NO Keep it unchanged 0 0 Change it: 0 0 Un-core it: 0 0 3 votes are needed for either option to result in an official decision. |
| Johnny_Angel09-17-07, 06:37 PM | I see no reason to change Months 5 & 6. I vote to keep it as is. |
| Nadaka09-17-07, 07:04 PM | yes, keep it |
| Dragoon109-17-07, 09:42 PM | I vote keep, lets keep thigns going |
| PerennialRook09-17-07, 09:53 PM | Year 1, Month 2 (http://forums.gleemax.com/showpost.php?p=13625945&postcount=5) Decision: Keep it unchanged (3 votes) Year 1, Month 3 Decision: Change it (3 votes) Kethix's class is changed from Druid to Adept. Year 1, Month 4 (Part I) Decision: Keep it unchanged (3 votes) Year 1, Month 4 (Part II) Decision: Keep it unchanged (3 votes) Year 1, Month 5-6 Decision: Keep it unchanged (3 votes) Year 1, Month 7 Option YES NO Keep it unchanged 0 0 Change it: 0 0 Un-core it: 0 0 3 votes are needed for either option to result in an official decision. |
| Johnny_Angel09-17-07, 10:22 PM | Year 1: Month 7 seems fine to me. I vote that it remains unchanged. |
| Dragoon109-17-07, 10:26 PM | Year 1: Month 7 seems fine to me. I vote that it remains unchanged. seconded |
| Sylvaroth09-18-07, 12:19 AM | Year 1, Month 2 (http://forums.gleemax.com/showpost.php?p=13625945&postcount=5) Decision: Keep it unchanged (3 votes) Year 1, Month 3 Decision: Change it (3 votes) Kethix's class is changed from Druid to Adept. Year 1, Month 4 (Part I) Decision: Keep it unchanged (3 votes) Year 1, Month 4 (Part II) Decision: Keep it unchanged (3 votes) Year 1, Month 5-6 Decision: Keep it unchanged (3 votes) Year 1, Month 7 Option YES NO Keep it unchanged 0 0 Change it: 0 0 Un-core it: 0 0 3 votes are needed for either option to result in an official decision. I'd like to replace the entry's town stat block with this one. Please let's discuss this prior to finally deciding to add this entry to the above core list. Except for this I am all for keeping it unchanged. This Chronicle (Y1M7) is followed not only by a journal entry , but also some really interesting discussions (as well as PR's great proposal compilation). I suggest we decide on some of those topics, before we continue the Chronicle voting, because I feel some of those topics are in need of some more thought, and because I started to become a very poor contributor after this point (really Perennial let's continue the great team work we had to this point). To PerennialRook: Please accept my apologies for my past behavior that has obviously upset you. Though you admitted to be an impulsive poster at times, those impulsive fits have been caused by my actions that could well have been interpreted as dictatorial and biased towards you. Your contribution and posting to this thread are well appreciated by me. Please let's restart the great team work we had up to this point of time. Gimme five, bro' Sylvaroth PS. Thanks for continuing the voting while I was offline. |
| Dragoon109-18-07, 02:16 AM | I do like Slyv's stat block but with one change, a running total of Kobold eggs and wyrmlings should be kept for the sake of convenience (with the agreed upon 32 wyrmling limit untill they reach some age) |
| PerennialRook09-18-07, 10:51 AM | Year 1, Month 2 (http://forums.gleemax.com/showpost.php?p=13625945&postcount=5) Decision: Keep it unchanged (3 votes) Year 1, Month 3 Decision: Change it (3 votes) Kethix's class is changed from Druid to Adept. Year 1, Month 4 (Part I) Decision: Keep it unchanged (3 votes) Year 1, Month 4 (Part II) Decision: Keep it unchanged (3 votes) Year 1, Month 5-6 Decision: Keep it unchanged (3 votes) Year 1, Month 7 Decision: Keep it unchanged (3 votes) Stat block updated by original chronicler Letter home from guard Option YES NO Keep it unchanged 0 0 Change it: 0 0 Un-core it: 0 0 3 votes are needed for either option to result in an official decision. |
| PerennialRook09-18-07, 10:59 AM | I'd like to replace the entry's town stat block with this one. Please let's discuss this prior to finally deciding to add this entry to the above core list. Except for this I am all for keeping it unchanged. I don't have a problem changing it. This Chronicle (Y1M7) is followed not only by a journal entry , but also some really interesting discussions (as well as PR's great proposal compilation). I suggest we decide on some of those topics, before we continue the Chronicle voting, because I feel some of those topics are in need of some more thought, and because I started to become a very poor contributor after this point (really Perennial let's continue the great team work we had to this point). I agree. I'm not so sure the "journal" needs to be discussed, but the pile of topics do. If I have time later, I'll go ahead and compile all of the topics and votes again, but I'll be out most of the day. To PerennialRook: Please accept my apologies for my past behavior that has obviously upset you. Though you admitted to be an impulsive poster at times, those impulsive fits have been caused by my actions that could well have been interpreted as dictatorial and biased towards you. Your contribution and posting to this thread are well appreciated by me. Please let's restart the great team work we had up to this point of time. Water under the bridge. I fully accept your apologies, and I hope you accept mine. Now that we have this thing rolling in a cooperative spirit, let's keep it going. Gimme five, bro' Sylvaroth PS. Thanks for continuing the voting while I was offline. Five. Somebody had to do it. |
| Sylvaroth09-18-07, 03:45 PM | I don't have a problem changing it. Well, it's your entry, so you would have to change it actually :D I agree. I'm not so sure the "journal" needs to be discussed, but the pile of topics do. If I have time later, I'll go ahead and compile all of the topics and votes again, but I'll be out most of the day. The journals are intended to (A) describe some of the events of a chronicle (in this case Y1M7) from the point of view of a single character, and at the same time (B) give this character the opportunity to shortly take a step into the spotlight for which he/she may otherwise have no opportunity (in this case Private Alec Gelson). This is IMO what Dragoon1's journal does. So let's keep it as is. Below you will find a list of topics and what I have to say about/intend to do with them: I do like Slyv's stat block but with one change, a running total of Kobold eggs and wyrmlings should be kept for the sake of convenience (with the agreed upon 32 wyrmling limit untill they reach some age) You can find a schedule for the egg laying and hatching here. The post does also give a brief explanation of how and why we arrived a the given numbers. I'd like to add some numbers, the dire weasel additions, and additional formulas for the kobold population to the CotUI for future reference (e.g. a formula to calculate the probability of a double taking a growing kobold population into account, resp. the probability of multiple doubles being laid at the same time). I'd also like to know, if you'd like to either keep the average family size of 3 (1 working male adult, 1 working female adult, 0.9 children between age 0 and 15, 0.1 elderly between age 75 and 110) or if it should be increased in general and adjusted according to race (e.g. 1.67 for half-orcs, or 8.72 for elves)? In addition I am inclined to add the military ranks chart to the CotUI as well. Water under the bridge. I fully accept your apologies, and I hope you accept mine. Accepted ;) |
| PerennialRook09-18-07, 07:22 PM | The Dire Tiger. As we are soon to be discussing the monster trainer proposal (as one of the many compiled proposals just after month 7) I thought I would expound on my ideas on this matter (before we "core" the killing of the Dire Tiger). As I said earlier, I introduced the Dire Tiger as a possible monster to train, and gave a plausible explanation for how it was found (failed Will save vs. calm animals and a standard Diplomacy check to make the Dire Tiger friendly). For those of you who don't want to go back and look for it, here it is.It had been grueling work to break brush through the unforgiving jungle. Alexandria and her crew took breaks often, waiting for the main group to catch up and give them food. When the trailblazers started up again, the main body waited for the rear guard, prepared them food as well, and then they all packed up and made their way up the trail, with the main body soon working forward of the slower rear guard. It was during one of these breaks that Alexandra got the strangest feelings. She felt as though she were being watched, and the feeling shot up her spine. She looked about through the dense jungle, lighting her walking stick to illuminate the shadows a little better. It was then that she saw them. Two glowing eyes in some thick brush, crouched down low. She immediately recognized them as the eyes of a great cat, larger than she had ever heard of. "Hey kitten," she called to him. The great cat's head reared back in surprise. "You purr?" growled the beast. "Purr, growl, chirp, I am a disciple of Obad-Hai." "The Shalm?" "The same," she purred. Everyone in the camp stood very still as they realised to some extent the exchange that was going on. "Then you know why I must eat you," said the crouching beast, readying himself to pounce. "First you must let me see your fine coat," she parleyed. "For you must surely be a magnificent specimen to have grown to such girth, and at any moment could easily kill us all with the great prowess you must possess." "You jest, surely," he said. "I am to parade myself before a feast?" "So that when you send me to meet the Shalm, I can sing of your magnificence, oh Lord of the Jungle and all his Domain." "You are to lure me into a trap!" he snarled. "With your silvery tongue and meek demeanor." "I speak only truth. And what greater truth than your supreme dominance, King of Carnivores. Surely there is no trap that I or these hares of men could set as would snare such as you." The tiger rose proudly from its hide, strutting in among the petrified humans, as tall at the shoulder as the average man. He licked his chops, eying his prey more closely. "You see that we are scrawny, Great Tiger." "A few of you will do." "We could offer you better." Rain filtered down through the canopy. The dire sized tiger considering the offer as he eyed a few of the particularly meaty half-orcs. "What can you offer me, temptress, that the blood of these hares won't satisfy?" "Milk." The tiger's eyes brightened. He had not had milk since he suckled it as a cub from the teats of his mother. Then, as he sniffed the air, his eyes grew dark with a sinister gleam. "I smell no milk," he growled, quickly stepping towards her and getting ready to leap. "Your empty promises have earned you death!" "We've a source!" she retorted quickly. "One that will never run out, as it is our favorite drink." This stopped the attack. "We travel now to seek the source in our own lands and will gladly fetch it for you if you let us but live." "How can I trust you?" "Travel with us," she exclaimed, "our journey is but a cycle of the moon. If, when the moon has made its cycle you do not have your milk, then eat us. I swear it by the Shalm." "And if I hunger?" "We will feed you." "Or thirst?" "We live to meet your demands, oh Lord." "So shall it be."So now we have a feral tiger on our hands (assuming this is voted core). You say: "We'll have an army riding dire tigers!" Before you get up in arms, remember that we need two dire tigers to breed. The chances of that happening are pretty slim, though we know that some of the tigers on the island are of the dire variety. Assuming that a dire tiger can breed with a normal tiger, we could stud the tiger to get tiger offspring (and what tiger would turn down a harem of tigresses?). Let us say that "Dire" is a recessive trait, and requires two recessive genes in an animal. Biology lesson: for a recessive trait to show up in an animal, both parents must pass on the recessive trait to their offspring. Assuming a dire tiger possesses both pairs of recessive genes (tt, tt), and it's mate, a normal tiger possesses none (TT, TT) then their offspring will never be dire, though they will carry the recessive trait (tT, tT). If the dire tiger is then mated with his own offspring, the chances of a dire tiger cub are 1 in 2. If a two offspring of a dire tiger and a normal tiger are bred, 1 in 4 of the resulting cubs will be dire. A tiger reaches (sexual) maturity at 3-4 years old, and can live up to 26 years. A female (usually) conceives after monsoon season, and has 1-4 cubs after a 3 1/2 month gestation. She then weans the cubs for 6 months, and then raises them for 2 1/2 years. Assuming we find a tigress to breed with our dire tiger, it will be about 4 years before the first litter reaches maturity. At this rate I don't see there being an entire army mounted on the beasts, not to mention the upkeep. They would make a wonderful attraction, and while a dire tiger might not take to captivity (though could be trained not to attack humans, and be welcome to come and go as he please), the females would, and breed fine in captivity. Now we have a zoo/circus, but with who to run it? I propose a druid who specializes in animals be brought in to rear them. This could be a major attraction, as well as a source of a very few tiger mounts. With multiple tigresses, the town would average about 1 cub per year, to be sold as exotic pets/mounts. Any dire tiger cub that was born could be raised as a war animal (per the MMII template if the book is ever allowed), though these would be rare, and saved only for high ranking officers. Please, let's continue our good work here, and discuss this in a calm and rational manner. I would love to hear people's rebuttal's, but I really like this idea of a an exotic circus/zoo to lure tourism to the island, and as an exotic export. What king, or princess for that matter, wouldn't want a tiger for a pet? Eh, Rajah? |
| PerennialRook09-18-07, 08:14 PM | Did we want to add the start of farming and the raising of livestock into one of the months? What is going to be our best growing season? Would it be too hard to retcon planting into a month and harvest in another? Maybe the building of a barn (or addition of barns into the storehouse)? Also, the finding of fruits on the island wouldn't be uncalled for, and may have made more sense than tea bushes, although I am not suggesting we get rid of the tea. |
| Nadaka09-18-07, 10:38 PM | Did we want to add the start of farming and the raising of livestock into one of the months? What is going to be our best growing season? Would it be too hard to retcon planting into a month and harvest in another? Maybe the building of a barn (or addition of barns into the storehouse)? Also, the finding of fruits on the island wouldn't be uncalled for, and may have made more sense than tea bushes, although I am not suggesting we get rid of the tea. Rice can be planted year round, in rainy or dry seasons. With luck you could get 2 to 3 seasons per year. The problem with rice is that it requires a great deal of labor and land for the amount of food it produces. Potatoes produce vastly more food for the land and labor involved, but could only produce one growing season during the "dry" season (and would likely require irrigation if rain proved to scarce or erratic). Since construction is limited in the rainy season, a crop of rice would work as labor is plentiful, add a crop of potatoes in the dry and that shouldn't be an issue. I don't really think we need to retcon crops, all the laborers have been more or less busy with construction the entire time. Add to that the fact that the story so far involves the rapid construction of a military supply depot, it is reasonable to assume that military rations sufficient may be shipped in for the initial building boom. |
| Dragoon109-18-07, 11:15 PM | I added some chickens in one of the months. As for agriculture, whatever would work in the climate of Southern India or Hawaii would probably work on our island. From ym research on wikipedia things would include eggplant, black pepper, coconut, pineapple, and cane sugar. Also, the tea is a bit out of place, it favours cooler climate, but eh. I still feel dire tigers are a bit much, but eh. I think Dire Wolves and Dire Weasels would be more appropriate. Still predatory mounts, but a bit less overpowering, particularly if one went amok (An awnry dire tiger could easily kill dozens before Latne or Cagun could get to it). Wolves and weasels (depending upon species, the domesticated ferret is extreamly social) are also social animals, which tend to be easier to tame and live with, while still being respectable combatants. |
| Nadaka09-18-07, 11:58 PM | As a southern gentleman eggplants are on the menu, especially battered and fried. And guess what plants they are related to? They along with potatoes ,tomatoes capsicum peppers and a number of alchemically valuable plants are all in the Solanaceae family of the Magnoliopsida class. ;) |
| Sylvaroth09-19-07, 02:25 AM | What about an (advanced) awakened tiger which we could then decide on taking some level(s) in an NPC or PC class? As off now we have a high heroic-level rogue/striker role type (Sailstorm), a wizard/controller role type (Latn'Mele), and fighter/leader role type (Cagun). What we are now lacking is a high heroic-level defender role type character. I don't think that an awakened tiger (as opposed to an awakened dire tiger) would warrant a (very high) LA, thus it may have a maximum of 2 (N)PC class levels (minimum 6 racial HD + 2 awakened HD + 2 HD from class). This has some advantages over the introduction of a 'simple' dire tiger: It can be reasoned with via Diplomacy (rather than playing a game of chance with low-level spells) It would give us another native character (one with a higher CR than 1/4) With at least one ranger level, it would give us the perfect animal trainer (wild empathy) As for the plants, I liked the idea of the chimera pomato. Let's stat it out to include aspects of potatoes, tomatoes, aubergines, (chili) peppers, tobacco, and black nightshade and we have a unique signature trading good (The Tuskbay Aumatogine a popular spice, vegetable, drug, and alchemical ingredient) :D |
| Johnny_Angel09-19-07, 07:15 PM | Honestly, I'd rather have the cleric get lucky with his rolls than start adding extra stuff on top of the tiger. Stick with the dire tiger if giving the tiger class levels is the alternative. However, if the alternative is to have the mount take up another PC slot, I would support using either a Lammasu or a Blink Dog advanced to Large size with a few class levels (Blink Dogs have a high enough INT to take class levels.) Other than that, I'd rather just have the cleric keep the dire animal and chalk it up to luck -as long as everyone isn't riding lions, tigers, and bears (oh my) I'll be happy. |
| PerennialRook09-19-07, 08:40 PM | However, if the alternative is to have the mount take up another PC slot, I would support using either a Lammasu or a Blink Dog advanced to Large size with a few class levels (Blink Dogs have a high enough INT to take class levels.)Nothing against blink dogs, but class levels don't count towards the size increase gained by advancing monsters. I could go either way, awakened or no. If the dire tiger were awakened, it wouldn't be hard to say that an elven druid, who died of old age, awakened his animal companion prior to his death (or maybe he isn't quite dead yet). |
| Nadaka09-19-07, 09:03 PM | What about an (advanced) awakened tiger which we could then decide on taking some level(s) in an NPC or PC class? As off now we have a high heroic-level rogue/striker role type (Sailstorm), a wizard/controller role type (Latn'Mele), and fighter/leader role type (Cagun). What we are now lacking is a high heroic-level defender role type character. I don't think that an awakened tiger (as opposed to an awakened dire tiger) would warrant a (very high) LA, thus it may have a maximum of 2 (N)PC class levels (minimum 6 racial HD + 2 awakened HD + 2 HD from class). This has some advantages over the introduction of a 'simple' dire tiger: It can be reasoned with via Diplomacy (rather than playing a game of chance with low-level spells) It would give us another native character (one with a higher CR than 1/4) With at least one ranger level, it would give us the perfect animal trainer (wild empathy) As for the plants, I liked the idea of the chimera pomato. Let's stat it out to include aspects of potatoes, tomatoes, aubergines, (chili) peppers, tobacco, and black nightshade and we have a unique signature trading good (The Tuskbay Aumatogine a popular spice, vegetable, drug, and alchemical ingredient) :D Ack... Its probably not a good idea to spike the food supply with hallucinogens and toxins. :) |
| PerennialRook09-19-07, 09:30 PM | Ack... Its probably not a good idea to spike the food supply with hallucinogens and toxins. :)I'm thinking he was kidding. But a highly addictive, nutritious crop might be just what the doctor ordered. |
| Dragoon109-19-07, 10:35 PM | I'd reccomend against making anything that remotely resembles a drug. Drugs (other than alchohol, which is a big part of western culture and important in low tech eras where it would kill ill-tempered things in the questionable water, and maybe tobacco (also widely culturally excepted)) are one of the things people tend not to want in campaigns. In DnD drugs are feature in one book that I can think of: Vile Darkness. |
| Sylvaroth09-20-07, 12:59 AM | Drug was meant more in the sense of... DRUG: Alchemy. an alchemical substance used in the treatment, cure, prevention, or diagnosis of disease or used to otherwise enhance physical or mental well-being. |
| Dragoon109-20-07, 03:58 AM | Drug was meant more in the sense of... Oh... Welll... ummm...yeah, that seems fine Anyways, so, how about voting on Mo 8 and beyond? |
| Argo09-20-07, 01:38 PM | Yeah. I was trying to hold from posting until the voting had been sorted. So get on wit' it already, you scabrous dogs. |
| Nadaka09-20-07, 02:18 PM | High Soldier Ratio yes, ~= 1/3 That gives it at least 3 votes for 1/3, add this one to the resolved stack if it isn't there already. Kobold baby bomers yes 32 wyrmlings are fine till we get some more adults That gives it at least 3 votes for yes, add this one to the resolved stack if it isn't there already. Daerns Instant fortress No, don't think we need one... yet. Aug, September, October... (http://forums.gleemax.com/showpost.php?p=13751159&postcount=132) Option YES NO Keep it unchanged 1 0 Change it: 0 0 Un-core it: 0 0 3 votes are needed for either option to result in an official decision. I voteKeep, later stories build off of it and work towards fixing the problems that some objected too. |
| deanruel09-20-07, 03:59 PM | Hey Crew. For those of you who don't know me I'm Deanruel and I had a bit of a hand in this whole BACT thing. Anyways for those who -do- know me I have a few days off school and I permanently took 1 day off work so I might have time to work on this thread even though I said I likely wouldn't. I know things are a bit bumpy right now (seem to be clearing up now though) and, being "new" to this thread I will stay out of things. But if anyone would like any help with anything I'm here and I'm reading and I'm waiting. Great stuff everybody! |
| Johnny_Angel09-20-07, 04:18 PM | Nothing against blink dogs, but class levels don't count towards the size increase gained by advancing monsters. I could go either way, awakened or no. If the dire tiger were awakened, it wouldn't be hard to say that an elven druid, who died of old age, awakened his animal companion prior to his death (or maybe he isn't quite dead yet). I know they don't count. What I was saying was to advance the Blink Dog's racial HD until it became large (thus large enough to ride,) and then give it a few class levels -which would put it at roughly the same size and strength as a dire tiger anyway. However, now that you mentioned the druid idea, that doesn't sound too bad. My only problem is that we did pretty much the same thing with Eckland -only with a tree instead of an animal. Mainly, I just don't want tame Dire Tigers, tame Dire Lions, and tame Dire Bears (oh my) to become a common beasts of burden for the settlement. I like the Bison idea that was mentioned before. |
| Johnny_Angel09-20-07, 05:02 PM | Ok, I just thought of an easy solution to the whole tiger deal without needing to add templates, the awakened spell, or anything. The dire tiger was a companion of someone who lived on the island at one point. Perhaps a shipwrecked wizard? (lost his spellbook and thus couldn't escapre the island) Out of boredom -and to prevent himself from going mad from not having anyone to talk to- he took his headband of intellect and fashioned it into an animal collar which he placed upon the Dire Tiger (granting the tiger a +1 to INT.) The tiger now had enough intelligence to learn how to speak (but only while wearing the collar,) and the wizard tought the tiger common; however, with only a 3 INT, the tiger still had animal urges and the need to feed. Thus it was telling the cleric that it was going to eat the cleric; that's how it was talking. However, with the increased intelligence the dire tiger was able to be reasoned with; the fact that the cleric was a cleric of Obad Hai (nature) gave the cleric a +2 circumstance bonus on his diplomacy check, and he got lucky. So, recap: Dire Tiger wearing a +1 Collar (headband) of Intellect. It's still considered an animal because its INT hasn't permanently changed. |
| Dougan Axehammer09-20-07, 07:23 PM | I've been reading along (I'm not much of an author), but through all the confusing bantering and bickering I've noticed something: either the city is growing too slowly or the population is growing too quickly. Is it just me, or does anyone else seen this? I also noticed that much of the bickering and fighting were caused by the thread moderator having more than a personal interests in the posts (as he had posted a few himself.) Because of these reasons I propose starting the city over from day one; add (or enforce) the following the rules: -The main characters should stay of course, but stats should be created for any current and future characters before proceeding. -Set a day for posting additions to the city, leaving the rest of the week to hash out proposals and post flavor (letters, journal entries, maps, etc.) -Nothing happens to the city that has not been proposed and approved by three consecutive "yes" votes. -Anyone who wishes to moderate will not be able to post anything more than proposals and flavor. -Those posting additions to the city must claim so before the posting day so that months aren't duplicated. -No one may claim to add-post more than once per month (real-time) so that no one poster has a monopoly on the thread. Just wanted to add my two cents before everyone got ahead of themselves. |
| PerennialRook09-20-07, 08:35 PM | Keep 8, 9, and 10 unchanged. They may have bended a few rules, but they were a good post. As for the Dire Tiger, a headband of intellect wouldn't give the animal the ability to speak. Speak with animals allows the Obad-Hai worshiping cleric speak with the dire tiger just fine. I don't think that tigers would ever become a commonplace mount and would never be used as a beast of burden. With a female tiger, the soonest you would have a litter of 3-4 tigers raised to adulthood would be 3+ years down the road. I see these as both an attraction and an export, as pets. Dire Tigers that were born (and this would occur rarely) could be raised as mounts, but these would be few and far between and reserved only for an elite cavalry perhaps. All of the outstanding proposals are settled by my count. Let's get the voting going, so that we can move on to bigger and better things. However, we need to solve the dire tiger issue, and the travel time across the island problem, before we get to year 2. |
| PerennialRook09-20-07, 08:57 PM | I've been reading along (I'm not much of an author), but through all the confusing bantering and bickering I've noticed something: either the city is growing too slowly or the population is growing too quickly. Is it just me, or does anyone else seen this?While this may be true, the town is struggling to keep up with a population boom.I also noticed that much of the bickering and fighting were caused by the thread moderator having more than a personal interests in the posts (as he had posted a few himself.)There is no "moderator" in a typical sense. There is an OP, who has been very busy and unable to post much. Sylvaroth does a great job of contributing in a variety of ways.Because of these reasons I propose starting the city over from day one; add (or enforce) the following the rules:I don't see throwing the first year away. We are in the process now of getting everything made "core."-The main characters should stay of course, but stats should be created for any current and future characters before proceeding.While I have created suggested stat blocks for many of the characters. This isn't the point of the thread. These are, in the end, just NPCs.-Set a day for posting additions to the city, leaving the rest of the week to hash out proposals and post flavor (letters, journal entries, maps, etc.)I, for one, have a hectic schedule and enjoy working on this project when I have time.-Nothing happens to the city that has not been proposed and approved by three consecutive "yes" votes.This would slow things down to an almost standstill. As it is, only major events and new player class characters need be proposed prior to posting a new chronicle. A rule which isn't always followed, and I hope will be enforced more strictly in the future, so that we don't run into some of the problems we have been having.-Anyone who wishes to moderate will not be able to post anything more than proposals and flavor.This thread self moderates, hence the rules, etc. There are people who contribute more than others, and I think it would be counter productive to keep these people from adding to the project.-Those posting additions to the city must claim so before the posting day so that months aren't duplicated.It may be a good idea to post an intent to chronicle a month, and a basic synopsis so that any probmlems can be hammered out beforehand. I leave this to the community to decide. I wouldn't have a problem with making this a rule, though it may just be one of those things that is a good idea, though not required by anyone.-No one may claim to add-post more than once per month (real-time) so that no one poster has a monopoly on the thread.Like I said, some people post more often than others, and sometimes this thread can get really moving. I think that this also would be counterproductive.Just wanted to add my two cents before everyone got ahead of themselves.Welcome to the thread. Feel free to read up and add your opinions on what is currently happening. We should be close to continuing on with chronicles here pretty soon. |
| Dragoon109-20-07, 11:38 PM | I vote to get rid of and redo the entirety of august through october and start over from there. Our problems right now for the most part stem from this chronicle, and though a good deal of stuff would have to be redone removing this chunk it will be the most effective way to fix this mess. Untill we remove or redo something nothing has been acomplished, and this chronicle is where our problems stem from. |
| Nadaka09-21-07, 12:46 AM | Re Overland travel Our travelers are: Church of Obad Hai Leader: Alexandra Hutchinson (Cleric 5); 2 – Adept 3; 4 – Adept 1. Free Men 39 - human Com1; 17 - half-orc Com1; 15 - dwarf Com1; 14 - human Exp1; 10 - halfling Com1; 6 - half-orc Exp1; 5 - dwarf Exp1; 4 - halfling Exp1; 2 - gnome Com1; 1 - gnome Exp1; 1 - human Adp1. Thats 121 souls I'll make the assumption that rain water is plentiful enough that hydration becomes irrelevant. Our cleric can cast 1 maybe 2 create food and drinks a day. thats only food enough for 15 to 30 of them each day. I'll go with 30 as the odds of a level 5 cleric with a 16 wis is fairly good. That leaves 91 NPCs needing food each day. We know that they had 3 months food supply so we are looking at up to 8190 lbs of food. We have 150 miles of trackless jungle to cover. A lightly encumbered 30ft move NPC can do about 6 miles a day. We are dealing with at least poor visibility due to the monsoon rains giving a x2 to MOVEMENT COST. This effectively doubles the distance to be traveled to 300 miles. This does not count any potential difficult terrain or obstacles that may (will) crop up. This gives us at least 50 days travel time with the "trail blazers" method. Now, consider the planning for this trek, these people have no idea what the terrain is really like or what obstacles they may face. I would assume that these this party would attempt to take their entire food supply, just in case. What else do they need? 1 tent per 2 people, 1 bed roll per person, 1 water flask per person (assuming that they fill it in the rain), 1 weapon/tool per person (dagger, staff or hatchet will do), a few lbs of other items. I'll round it down to 20 lbs each because the halflings and gnomes need less, while the medium folk will need more. Add that all up and we are looking at over 10600 lbs of material to be ported. I assume an average base strength of 11. The 17 small folk can likely handle about 500 (max light load) of that without falling behind. The 20 dwarves about 2300 (max heavy load) without falling behind. that leaves ~7800 lbs for the 84 humans and half orcs. If we spread that evenly its 93 lbs each or a heavy load, reducing everyone to 4 miles per day. If we load down the 26 half orcs their max load it leaves ~3900 lbs to be split between 52 humans. X = # humans with light loads 52-X = humans with max loads 38x + 115(52-x) > 3900 Find smallest valid x, answer 23. So we are effectively looking at a maximum of 23 trail blazers, less if we bring some of the more combat capable half orcs along. My question is this... Can a level 5 cleric and 22 poorly armed, and unarmored experts and commoners effectively trail-blaze through probably 20 to 30 days of the CR 4 to CR 6 area without suffering heavy losses? And what about the 98, heavily encumbered, unarmored and poorly armed level 1 commoners and experts? Odds are that anything that decides to attack either group will prove sufficient to cause a greater number of casualties than if the group stayed together and spent 75+ days traveling instead. I think I may have over analysed this a bit... :rolleyes: Aug, September, October... (http://forums.gleemax.com/showpost.php?p=13751159&postcount=132) Option YES NO Keep it unchanged 2 0 Change it: 1 0 Un-core it: 0 0 3 votes are needed for either option to result in an official decision. Nadaka: Keep unchanged, later stories build off of it and work towards fixing the problems that some objected too. PerenialRook: Keep unchanged Dragoon1: Undo and change entirely. |
| Johnny_Angel09-21-07, 01:40 AM | Just to keep things moving, I'm going to vote Yes to keeping the Dire Tiger. Once again, I have no problem with the tiger, and I would have no problem with a few of them being domesticated; just remember that even domesticated tigers are still dangerous. I just don't want miraculous rolls to become a common theme in the chronicles. The headband would not give the tiger the ability to speak, but it would give it the ability to learn to speak -albeit simply and slowly by human standards, but able to speak nevertheless. Even if the cleric used the spell, the slightly higher INT would explain the increased ability of the cleric to reason with the beast. Either way though, I just want to keep things moving. |
| Sylvaroth09-21-07, 01:41 AM | Since I did not post the Y1M8/9/10 'proposal', I think it is safe to assume I may vote as well. I vote 'change it'. Though IMO most of the chronicle could stay unchanged, there are several reasons why at least the foundation of Ruby Port should be changed. The freed slaves are likely to need some healing magic and care. Though sick and wounded slaves are unlikely to reap good profits, we don't know whether the 'Red Hand'-slavers intended to sell them as just slaves or as cheap expendable goods for mining work, etc. Port Ruby's location is very far away from the ruined harbor settlement Tuskbay is built upon, so it is reasonable to assume, that the big ruby the crew found was hidden in e.g. a temple ruin near this ancient port. It is simply not very effective to split all efforts two-ways. We could give the newcomers a place near Tuskbay, if they wanted to be able to be on their own sometimes (similar to the kobold caves), but by and by this place could (re-)join with Main-Tuskbay as quarter of a bigger settlement. Gotta go to work, but will post more as soon as I return home. |
| Johnny_Angel09-21-07, 01:47 AM | Why not just start a seperate thread for Port Ruby? |
| Dougan Axehammer09-21-07, 01:52 AM | First, I also vote for undoing everthing from August on; while having a second settlement is both realistic and entertaining, the focus would then be on building two settlements, not one (which it seems contrary to the intent of the thread.) If any one wants a second settlement, then I propose moving the main characters to the other location for whatever reason (such as the Imperial navy commandeering Tuskbay as the location for their base, thus creating an antagonist.) Second, in partial response to Pk, I have a new proposal (which was merely mentioned before): In addition to prohibiting the proposer from voting on his proposal, noone can include the idea in the Chronicle as a third and final vote; proposals should never be used until they are approved. Though to avoid two or more entries for the same month, I still think new Chronicles should be claimed before posting, |
| Dougan Axehammer09-21-07, 01:58 AM | I vote yes to the tiger but no to the "animal friend". Until there is an appropriate character for it (druid or something), I think an animal friend (the tiger) is unnecessary to the plot. (And I don't think that a "lucky" character is an appropriate character.) I do think, though, that the tiger could be a contact of some sort, perhaps being a springboard for a story plot. |
| Dragoon109-21-07, 02:06 AM | Re Overland travel Our travelers are: Church of Obad Hai Leader: Alexandra Hutchinson (Cleric 5); 2 – Adept 3; 4 – Adept 1. Free Men 39 - human Com1; 17 - half-orc Com1; 15 - dwarf Com1; 14 - human Exp1; 10 - halfling Com1; 6 - half-orc Exp1; 5 - dwarf Exp1; 4 - halfling Exp1; 2 - gnome Com1; 1 - gnome Exp1; 1 - human Adp1. Thats 121 souls I'll make the assumption that rain water is plentiful enough that hydration becomes irrelevant. Our cleric can cast 1 maybe 2 create food and drinks a day. thats only food enough for 15 to 30 of them each day. I'll go with 30 as the odds of a level 5 cleric with a 16 wis is fairly good. That leaves 91 NPCs needing food each day. We know that they had 3 months food supply so we are looking at up to 8190 lbs of food. We have 150 miles of trackless jungle to cover. A lightly encumbered 30ft move NPC can do about 6 miles a day. We are dealing with at least poor visibility due to the monsoon rains giving a x2 to MOVEMENT COST. This effectively doubles the distance to be traveled to 300 miles. This does not count any potential difficult terrain or obstacles that may (will) crop up. This gives us at least 50 days travel time with the "trail blazers" method. Now, consider the planning for this trek, these people have no idea what the terrain is really like or what obstacles they may face. I would assume that these this party would attempt to take their entire food supply, just in case. What else do they need? 1 tent per 2 people, 1 bed roll per person, 1 water flask per person (assuming that they fill it in the rain), 1 weapon/tool per person (dagger, staff or hatchet will do), a few lbs of other items. I'll round it down to 20 lbs each because the halflings and gnomes need less, while the medium folk will need more. Add that all up and we are looking at over 10600 lbs of material to be ported. I assume an average base strength of 11. The 17 small folk can likely handle about 500 (max light load) of that without falling behind. The 20 dwarves about 2300 (max heavy load) without falling behind. that leaves ~7800 lbs for the 84 humans and half orcs. If we spread that evenly its 93 lbs each or a heavy load, reducing everyone to 4 miles per day. If we load down the 26 half orcs their max load it leaves ~3900 lbs to be split between 52 humans. X = # humans with light loads 52-X = humans with max loads 38x + 115(52-x) > 3900 Find smallest valid x, answer 23. So we are effectively looking at a maximum of 23 trail blazers, less if we bring some of the more combat capable half orcs along. My question is this... Can a level 5 cleric and 22 poorly armed, and unarmored experts and commoners effectively trail-blaze through probably 20 to 30 days of the CR 4 to CR 6 area without suffering heavy losses? And what about the 98, heavily encumbered, unarmored and poorly armed level 1 commoners and experts? Odds are that anything that decides to attack either group will prove sufficient to cause a greater number of casualties than if the group stayed together and spent 75+ days traveling instead. I think I may have over analysed this a bit... :rolleyes: Aug, September, October... (http://forums.gleemax.com/showpost.php?p=13751159&postcount=132) Option YES NO Keep it unchanged 2 0 Change it: 1 0 Un-core it: 0 0 3 votes are needed for either option to result in an official decision. Nadaka: Keep unchanged, later stories build off of it and work towards fixing the problems that some objected too. PerenialRook: Keep unchanged Dragoon1: Undo and change entirely. Unfortunately you didn't over-analyze, and this is one of the biggest problems made by Aug-Oct, those people are effectively dead. The highest level member of the group would be soundly killed by a single CR 4-6 creature (A staff weidling unarmored nature cleric is not going to fare well in combat), and a CR4-6 creature would cut swathes through the rest of the people, possibly killing all of them if it had a motive other than hunger. Possible solutions to this debacle include: Not putting the people over there to begin with, not having those people exist to begin with, have them happen upon a road (our evil kobolds probably have some roads), have them happen upon some friendly natives to guide them (12-16 ECL 4-6 somethings. More Kobold dissidents perhaps, or some other Obad-Hai worshipers who live in the woods, gnolls have a perchant towards obad-hai when not evil (or even when evil, gnoll druids are specifically mentioned as being somewhat common in the PHB, and being CE CN Nature-lovers would probably be not much less common than NE, and CN nature lovers are a bit less likely to eat our travelers), and with racial hit-dice and LA they wouldn't need to have many levels to serve as guides. |
| Heros_Backpack09-21-07, 04:50 AM | Suggestion: Instead of setting up Port Ruby on the far side of the Isle, why not set it up on the far edge of the bay that Tuskbay is in? This would still mean the inhabitants would need to trek overland to get to Tuskbay, but it would be a much shorter and easier trip. |
| Nadaka09-21-07, 08:40 AM | Unfortunately you didn't over-analyze, and this is one of the biggest problems made by Aug-Oct, those people are effectively dead. The highest level member of the group would be soundly killed by a single CR 4-6 creature (A staff weidling unarmored nature cleric is not going to fare well in combat), and a CR4-6 creature would cut swathes through the rest of the people, possibly killing all of them if it had a motive other than hunger. Possible solutions to this debacle include: Not putting the people over there to begin with, not having those people exist to begin with, have them happen upon a road (our evil kobolds probably have some roads), have them happen upon some friendly natives to guide them (12-16 ECL 4-6 somethings. More Kobold dissidents perhaps, or some other Obad-Hai worshipers who live in the woods, gnolls have a perchant towards obad-hai when not evil (or even when evil, gnoll druids are specifically mentioned as being somewhat common in the PHB, and being CE CN Nature-lovers would probably be not much less common than NE, and CN nature lovers are a bit less likely to eat our travelers), and with racial hit-dice and LA they wouldn't need to have many levels to serve as guides. Technically, its more of a problem with the December post that we have not gotten to voting on yet. If port ruby isn't retconned out of the story entirely, I will propose a simple change: The pirates take the free men with them when they relocate to Tuskbay. |
| PerennialRook09-21-07, 11:05 AM | Unfortunately you didn't over-analyze, and this is one of the biggest problems made by Aug-Oct, those people are effectively dead. The highest level member of the group would be soundly killed by a single CR 4-6 creature (A staff weidling unarmored nature cleric is not going to fare well in combat), and a CR4-6 creature would cut swathes through the rest of the people, possibly killing all of them if it had a motive other than hunger. Possible solutions to this debacle include: Not putting the people over there to begin with, not having those people exist to begin with, have them happen upon a road (our evil kobolds probably have some roads), have them happen upon some friendly natives to guide them (12-16 ECL 4-6 somethings. More Kobold dissidents perhaps, or some other Obad-Hai worshipers who live in the woods, gnolls have a perchant towards obad-hai when not evil (or even when evil, gnoll druids are specifically mentioned as being somewhat common in the PHB, and being CE CN Nature-lovers would probably be not much less common than NE, and CN nature lovers are a bit less likely to eat our travelers), and with racial hit-dice and LA they wouldn't need to have many levels to serve as guides.They are being accompanied by an CR 8 creature (the dire tiger) and I can't think of too many CR 4-6 encounters that would risk attacking people who are traveling with a dire tiger. While a few stragglers might be killed, the overwhelming power of a hoard of lower CR creatures (even commoners) was shown when a group of 20+ dire weasels took out the dire tiger in Y2M1. As for travel time, I can't emphasise enough that the Hampered Movement table (difficult terrain, obstacles, poor visibility, etc) applies to tactical movement and not overland movement. The party moves at 1/4 speed through trackless jungle. That means they travel 6 miles a day, period. There are no more modifiers applied after that, as the 1/4 speed accounts for all of the hampered movement of traveling through trackless dense jungle. They are going slower than a walk (<1mph), and I can tell you from personal experience that you can break 6 miles of brush even in the dark (thank you Army). |
| Nadaka09-21-07, 12:31 PM | We are not talking about soldiers (who in the US get just about the best overland movement training in the history of the earth) moving through normal brush in good weather at night. Let me tell you about my self, I have spent a good deal of time living in the ass end of this country. I am familiar with semi-tropical jungle. I am familiar with rainy season weather. I am familiar with what a real storm does to a forest, and this island has likely seen its fair share of real storms. 1: the forest where I live has brush so dense that you can not see 20 feet. Its also dense enough that navigating that 20 feet often normally takes more than 15 seconds. Cutting anything resembling a trail will take a couple minutes. Note that this is after about 15 years of drought and considerable thinning of said underbrush. 2: a strong storm will take a forested area and make it virtually impassable. I have personal experience with this after any of several hurricanes hit my home. I know a few people around here that it took weeks of hard chainsawing to reach their homes after Katrina. 3: The weather we are talking about here will absolutely stop movement on a bad day, and on a good day it will severely hamper it. In retrospect of this, 50 days is being quite generous. |
| Sylvaroth09-21-07, 01:51 PM | We have not yet decided to keep, change, or delete the Chronicle. So what use is it to discuss events that base on it? |
| PerennialRook09-21-07, 10:23 PM | We have three votes to change 8, 9, and 10, Dragoon1, Sylvaroth, and Dougan Axehammer. So what changes are we making? Is moving Port Ruby the only change needed? This would put the pirate outpost very close to what is soon to be home to a famous pirate hunter (depending on subsequent votes). We could acknowledge Port Ruby's existence, and just not show stats for it. This would effectively change nothing, and keep everything running. The freemen could show up, after an undetermined amount of time, in Tuskbay at the beginning of the second year (at the end of month 1). |
| Dougan Axehammer09-22-07, 01:56 AM | For the record, I do like the idea of a second city on the island; I don't like the idea of trying to keep up with its progress. For this reason, I think the best thing to do would move the "willing" inhabitants of Tuskbay to Port Ruby (instead of the opposite.) This could be done as a result of several events; getting washed out by the monsoon, taken over by an imperial magistrate intent on conquest (thus creating conflict and antagonism), having been run out by the native kobold population (which would require the extra protection of a combined community), etc. But trying to develop both cities would over complicate this thread (it could also lead to problems similar to creating your own PC.) P.S. The only real problem that I saw with the August-October chronicle was that none of the story elements had been neither proposed nor approved before hand; probably no more than an oversight on the poster, but it nearly crippled the thread as a result. That is why we should rethink the entry and its implications to the story. |
| PerennialRook09-22-07, 02:26 AM | I wouldn't be against moving the "city" to Port Ruby, leaving Tuskbay as an antagonistic city under the control of Commodore Tol. It has a more natural evolution to it's founding (rather than "we need a port here") and seems more fit as a port of call when talking about adventuring. With Captain Cagun soon out of the military, Port Ruby seems a great place for him to retire, along with any who are loyal to him. With this adjustment, we can void the moving of the freemen! Avoiding that issue all together. |
| Sylvaroth09-22-07, 03:01 AM | Since the 'majority' has agreed to change the Chronicle, I propose to change the Chronicle to either integrate the freemen and the remaining crew into Tuskbay or let them set up camp near it. Again, don't plan on events that are based on this (un-changed) Chronicle and have not yet been voted on. |
| Dragoon109-22-07, 03:10 AM | I vote in Favor of Sylv's proposal to put all the freed slave's in Tuskbay. It is the most resonable place to put them. |
| Sylvaroth09-22-07, 03:23 AM | Something like this. The ships arrive, unload the freed slaves and crew, set up a provisional tent camp, Sailstorm leaves for the ruby, the settlers and slaves work together to construct new buildings to be ready before the monsoon kicks in (assisted by the newly arrived engineers), Sailstorm returns with the ruby, his crew decides to make Tuskbay their new base of operations. Aaaaaand a solution for the kobold traps. Remember, there are children running around. Maybe a Craft (trapmaking) class in addition to the Kobold<>Common language lessons? |
| Dougan Axehammer09-22-07, 04:35 AM | Since the 'majority' has agreed to change the Chronicle, I propose to change the Chronicle to either integrate the freemen and the remaining crew into Tuskbay or let them set up camp near it. Again, don't plan on events that are based on this (un-changed) Chronicle and have not yet been voted on. I vote no; I'm still endeared to the idea of moving the Captain and his following to Port Ruby (for whatever reason, of course.) So I'll make a counter-proposal of a sort: Change the Chronicle, to introduce Commodore Tol as the main antagonist; he has orders to "commandeer" Tuskbay, which does not suit well for Braun. Afterwards, Captain Sailstorm arrives with the Fremen, and the idea of a "secondary port" gets tossed around to hide from Tol. |
| Sylvaroth09-22-07, 09:19 AM | IMO changing the spotlight location of this thread for character-based purposes ("for whatever reason"), as opposed to changing character-based actions to follow the red line set by the voted core storyline of the main settlement (because it makes everything a lot easier) does make a lot less sense. I vote no on relocating everybody to Ruby Port (wherever it may stand) to enable a non-core storyline based on the actions of a non-core character. I'll repeat once again, don't base your decisions, proposals, or votes on not yet voted upon plot lines. |
| Johnny_Angel09-22-07, 10:11 AM | I hate to be the Devil's Advocate, but maybe the easiest solution would be to keep the chronicle the way it is; then have the citizens of Port Ruby all die a mysterious death or simply vanish unexpectedly. It sounds crazy, but it could work as a plot hook; there's still a lot that isn't known about the island and what or who is on the island. |
| Dragoon109-22-07, 10:13 AM | I also vote no on the relocation of everyone to port ruby. Also, there should probably be more discussion on the idea of making the city a outpost for a war. |
| Sylvaroth09-22-07, 10:45 AM | I hate to be the Devil's Advocate, but maybe the easiest solution would be to keep the chronicle the way it is; then have the citizens of Port Ruby all die a mysterious death or simply vanish unexpectedly. It sounds crazy, but it could work as a plot hook; there's still a lot that isn't known about the island and what or who is on the island. Though I don't like this idea too much, it does have potential. By watching the slaves "suffer and die" while they voyage through/explore new areas of the island, they could stumble upon future plot hooks (ruins, NPCs, monsters, etc.). In addition the "fittest survivors" could probably give us the next cool PC class or Important NPC characters and some additional ranks in Knowledge (local) wouldn't hurt either. I also vote no on the relocation of everyone to port ruby. Also, there should probably be more discussion on the idea of making the city a outpost for a war. While I agree that there should a thorough discussion of this topic, I suggest to delay it at least until we finished the changes to Y1M8/9/10. |
| PerennialRook09-22-07, 10:50 AM | The best of both worlds. Move everyone into Tuskbay. If subsequent posts are made core, Port Ruby could be started in reaction to the impending arrival of Tol as a pirate hidaway and non-military port on the island. Magic (protection from scrying and some illusions to hide the physical city, would have to be used to conceal its location from the pirate hunting Tol, but that wouldn't keep people from shipwrecking there, or going there intentionally. When (if) we get to that point we can decide whether to continue Tuskbay under the iron rule of military law under Commodore Tol, or switch to the new Port Ruby. BTW, Argos, if you're still lurking around here. Feel free to comment, since we are in the midst of changing your post. I know how I felt when mine was changed without my input. Consider the fact that no matter which way you cut it, Captain Cagun's term of military service is up at the end of Year 1. If we wish to continue with Braun as a major character changes are going to have to be made to Tuskbay, we need to decide what those changes will be. I introduced Tol as the replacement for his brother, but if anyone has better ideas, I'm more than happy to listen. |
| Argo09-22-07, 11:44 AM | It seems that the big problem is that for some reason, the pirates abandoned the free men, which they wouldn't do. They went through all the trouble of freeing them from the Red Hand, they wouldn't leave them before they were safe. Let's avoid the whole mess of this Trail of Tears, and say that the pirates loaded the free men into the hold of the Dragon's Rage and sailed them on over. Also, my intent for Port Ruby was to never really be more than a permanent tent city. They would basically rely very heavily on Tuskbay for supplies, and get whatever else they could by pirating passing ships. The purpose of Port Ruby, as I envisioned it, was to serve as a kind of "away base" where things could happen away from the day-to-day life of Tuskbay, while Sailstorm and Cagun try to unravel the mysterious history of the island. However, this proposal: I propose moving the main characters to the other location for whatever reason (such as the Imperial navy commandeering Tuskbay as the location for their base, thus creating an antagonist.) would also solve things. I think this is a great idea. I vote that the Imperial Navy returns, commandeering Tuskbay, thus forcing Cagun and the others to flee to Port Ruby. PS: Also, my name is Argo. |
| PerennialRook09-23-07, 12:23 AM | I think this is a great idea. I vote that the Imperial Navy returns, commandeering Tuskbay, thus forcing Cagun and the others to flee to Port Ruby. That gets my vote as well. PS: Also, my name is Argo. I don't know what you're talking about, Argo. ;) |
| Dougan Axehammer09-23-07, 02:34 AM | Okay, that means two votes for Tuskbay (introducing Tol after the Fremen) and two for Port Ruby (introducing the Fremen after Tol.) One more vote to get this thread story going. Is that right, or did I get the results wrong? (And it is certain that we are changing everything from month 8, August, on?) |
| Sylvaroth09-23-07, 03:52 AM | What if we went the positive road for Cagun by making him governor of the isle for the great job he did with both Tuskbay and the freed slaves (I know it was Sailstorm)? Dougan Axehammer, I think you are about right, there is still one vote remaining to core either proposal. |
| PerennialRook09-23-07, 10:12 AM | And it is certain that we are changing everything from month 8, August, on? That is yet to be decided. All we are deciding right now are the changes to be made to 8, 9, and 10. After we decide what to change in 8-10, we will vote on 11, then 12, etc. |
| Nadaka09-23-07, 02:51 PM | Now that it has been decided to change the chronicle I will place my vote on prefered changes. Vote: My vote for resolution of month 8-10 is that the freemen should have been dropped off at Tuskbay before the Sailstorms men set out on their adventure. I don't have a problem with Sailstorm and men building a semi-permanent camp at port/fort Ruby. Though it should remain little more than a palisade and fort for the the pirates and adventurers to shelter at when distanced from the city. The focus of this thread should remain at Tuskbay. Given this, Sailstorms men had about 3 months to build this fort, I believe that they would be capable of doing so quite easilly in that 3 months, even if some of them are off finding the ruby. Note that most of the other suggestions deal with issues from month 12. And should really not affect the voting on the current chronicle. Issues like Caguns possible retirement, the complication of official letters, the conflict with Tol, the trail of tears, and the re-missioning towards war are all month 12 issues. |
| Johnny_Angel09-24-07, 02:00 AM | I hate to be the Devil's Advocate, but maybe the easiest solution would be to keep the chronicle the way it is; then have the citizens of Port Ruby all die a mysterious death or simply vanish unexpectedly. It sounds crazy, but it could work as a plot hook; there's still a lot that isn't known about the island and what or who is on the island. I'm not sure which side this puts me on, but my vote for Port Ruby is a vote for something similar to what I mentioned in my previous post (quoted for ease of reference.) It seems to me that the best solution is the easiest solution. This would require no retconning, nor would it require rewriting anything. All it would require is that the chronicles continue; I feel that moving the chronicles along as quickly as possible is the best solution in light of the fact that they've been stalled for so long already. Sometimes the good of the many outweigh the needs of the few; in this case I feel that the deaths of a few would benefit the overall whole. Tragedy happens; if we want the island to be a real and perilous place I feel that we need to portray that. If there are no dangers on the island then what happened to the previous settlement? |
| Dougan Axehammer09-24-07, 02:28 AM | That is yet to be decided. All we are deciding right now are the changes to be made to 8, 9, and 10. After we decide what to change in 8-10, we will vote on 11, then 12, etc. Well, if that's the case then Syl is probably right: we're getting ahead of ourselves. As such we should probably focus on the events as described in months 8-10, namely the Fremen, the island quest, and Port Ruby. Now that it has been decided to change the chronicle I will place my vote on prefered changes. Vote: My vote for resolution of month 8-10 is that the freemen should have been dropped off at Tuskbay before the Sailstorms men set out on their adventure. I don't have a problem with Sailstorm and men building a semi-permanent camp at port/fort Ruby. Though it should remain little more than a palisade and fort for the the pirates and adventurers to shelter at when distanced from the city. The focus of this thread should remain at Tuskbay. Yes, for now, a second settlement should only be mentioned as a hideaway or camp; the focus of this story should remain on Tuskbay. And dropping off the Fremen in Tuskbay seems to be the best (and most consistent) way of doing it. Unfortunately, that also means that Tuskbay's resources are going to be stretched very thinly; I don't see Cagun being able to keep up with the demand. (It may be prudent, at this point, for Cagun to start having the newcomers provide their own shelters - Cagun is a slacker after all and may not appreciate the added resonsiblity. Some sort of food source will also need to be established or this community will depend too much on the mainland and could fail. Maybe the pearl results in oyster farming.) I do wonder about the propriety of the adventuring party; it seems like it could get too personal. (Though maybe they could be an expedition to explore the island for advanced intelligence, taking one of the kobolds along.) P.S. I also believe that ends the vote. |
| Dougan Axehammer09-24-07, 02:33 AM | I'm not sure which side this puts me on, but my vote for Port Ruby is a vote for something similar to what I mentioned in my previous post (quoted for ease of reference.) It seems to me that the best solution is the easiest solution. This would require no retconning, nor would it require rewriting anything. All it would require is that the chronicles continue; I feel that moving the chronicles along as quickly as possible is the best solution in light of the fact that they've been stalled for so long already. Sometimes the good of the many outweigh the needs of the few; in this case I feel that the deaths of a few would benefit the overall whole. Tragedy happens; if we want the island to be a real and perilous place I feel that we need to portray that. If there are no dangers on the island then what happened to the previous settlement? Actually, if we destroy the port and all its inhabitants in months 8-10, then we would have to rewrite all the chronicles from then on (the commodore doesn't encounter the ships, there would be no exodus, etc.) |
| Johnny_Angel09-24-07, 03:33 AM | I didn't mean destroy them in those months. What I meant was they could die or be destroy or disappear over the course of the next few months. Since they're somewhat far away from Tuskbay it wouldn't be discovered that anything had happened to them for a while -especially with everyone's focus on Tuskbay and the commotion going on there. |
| PerennialRook09-24-07, 10:34 AM | I didn't mean destroy them in those months. What I meant was they could die or be destroy or disappear over the course of the next few months. Since they're somewhat far away from Tuskbay it wouldn't be discovered that anything had happened to them for a while -especially with everyone's focus on Tuskbay and the commotion going on there.They do disappear, in month 12. So what change are we making to month 8-10, because it doesn't seem like anyone is really discussing those events. I do think that 200 fremen would run Tuskbay short on supplies. We mentioned starting up farms or some sort of food production, but that never happened. Cagun has, up to this point, made sure that anyone who comes to the island brings their own supplies, which would mean they probably are scraping by. I still don't think that we need to change anything about months 8-10 and encourage anyone that voted to do such to change their vote (it's never too late) or suggest a meaningful change to the chronicle. Moving Port Ruby isn't a change to month 8-10, because a specific location wasn't discussed until afterwards. I think that we are all in agreement about putting our focus into one city. Let's get this thread moving again. |
| Nadaka09-24-07, 11:41 AM | exactly. when this chronicle was originally put forth, it was decided to fix it, not by retconning it, but by writing chronicles that result in the fort being abandoned and the population being shifted to Tuskbay. This is the reason I voted no change, because I know that the objections raised by this chronicle have already been decided apon with a resolution in the works. This resolution had begun in months 12-13. Now we have a second decision to change that looks like it is about to overwrite the previous decision to change. Either way, I'm looking forwards to getting this show on the road. |
| Rizzen909-25-07, 01:20 PM | I have 2 ideas on how to possibly fix the situation with the "refugees" from Port Ruby, 1. On there travel from Port Ruby to Tuskbay they could vanish by being abducted by the Evil Kobolds, if our intent is to get rid of them. 2. The Dwarf Mermaid(is she a mermaid?) friend could be asked to help with food to feed the refugees from port Ruby, if our intent is to keep them. These 2 ideas uses resources we have already in the story so we dont have to retcon or add anything to to fix the problem. The evil kobold idea adds our nemesis, maybe early, and the mermaid/seafolk can temporarily help with food problem until tuskbay can find a way to sustain the influx of new people, and is a good way to introduce her to Tuskbay as a friend and ally. Again these are just ideas because I want these damn votings done and over with so we can return to creating the awsome story everyone has created thus far :D |
| Argo09-25-07, 02:37 PM | Proposed change Months 8 - 10: Pirates bring Freemen to Tuskbay befrore going to what will become Port Ruby. Ta-da. Problem solved. |
| PerennialRook09-25-07, 05:56 PM | Is the only issue the Fremen? If so, let's not change months 8-12, and let them disappear in month 12. All we need is for Dragoon1, Sylvaroth, or Dougan Axehammer to change their vote on the month to "no change." In month 8-10 it's a moot point anyway. |
| Dougan Axehammer09-25-07, 07:57 PM | Is the only issue the Fremen? If so, let's not change months 8-12, and let them disappear in month 12. All we need is for Dragoon1, Sylvaroth, or Dougan Axehammer to change their vote on the month to "no change." In month 8-10 it's a moot point anyway. Okay, I'll change my vote; leave the current story unchanged. While I'm also interested in moving the story along, I do see possiblities for further plot. And while kobolds are somewhat cliche, I like this one the most: 1. On there travel from Port Ruby to Tuskbay they could vanish by being abducted by the Evil Kobolds, if our intent is to get rid of them. (Perhaps we could use Yuan-ti, or, preferably, even non-core Ophidians, instead. The premise here is we've stolen their sacred ruby, and they want it back. I picture some sort of Aztec/Hindi/Polynesian-hybrid society, with the center of the island (fire-element volcano?) being sacred.) |
| Rockjaw09-25-07, 07:57 PM | Sorry Guys my computer was infected spent last several days clearing it out.... Sly. Argo. PM me please. |
| PerennialRook09-26-07, 01:29 AM | Dougan's vote change makes it official. Year 1, Month 2 (http://forums.gleemax.com/showpost.php?p=13625945&postcount=5) Decision: Keep it unchanged (3 votes) Year 1, Month 3 Decision: Change it (3 votes) Kethix's class is changed from Druid to Adept. Year 1, Month 4 (Part I) Decision: Keep it unchanged (3 votes) Year 1, Month 4 (Part II) Decision: Keep it unchanged (3 votes) Year 1, Month 5-6 Decision: Keep it unchanged (3 votes) Year 1, Month 7 Decision: Keep it unchanged (3 votes) Stat block updated by original chronicler Year 1, Months 8-10 Decision: Keep it unchanged (3 votes)Year 1, Month 11 Option YES NO Keep it unchanged 0 0 Change it: 0 0 Un-core it: 0 0 3 votes are needed for either option to result in an official decision. |
| Dougan Axehammer09-26-07, 04:26 AM | Keep it. |
| Dougan Axehammer09-26-07, 04:34 AM | I also think, nay, propose that instead of making the Commodore the main nemesis, make him a complication to the story. I imagine him instead as that overbearing, self-righteous (Lawful Neutral) older brother; his way is the best way and neither anyone or anything can tell him otherwise. And despite his best efforts, they just end up being contrary to what Cagun is trying to do. (Such as attacking a ship that was supposedly hired by the settlers and commissioned by Cagun and the Empire; that would make it a privateer, not a pirate.) |
| PerennialRook09-26-07, 05:56 AM | I also think, nay, propose that instead of making the Commodore the main nemesis, make him a complication to the story. I imagine him instead as that overbearing, self-righteous (Lawful Neutral) older brother; his way is the best way and neither anyone or anything can tell him otherwise. And despite his best efforts, they just end up being contrary to what Cagun is trying to do. (Such as attacking a ship that was supposedly hired by the settlers and commissioned by Cagun and the Empire; that would make it a privateer, not a pirate.) I agree that Commodore Tol isn't so much a nemesis as he is a prick to the Nth degree. Although, Sailstorm may have accepted jobs for his friend Cagun, but that does not a privateer make. I imagine that as a tenth level rogue commanding three well armed pirate ships, with no official war (hence no privateers), that Sailstorm is most likely a well known pirate. His motives in the island are most likely not all together altruistic (giant ruby anyone?). I like to think of it being like the Serenity, with Sailstorm as Malcolm Reynolds. |
| Rizzen909-26-07, 07:27 AM | Agree, I think that Commodore Tol shouldn't be the bad guy. Are we still going with Evil kobold idea in the future? If so... I Propose that in the future of the story that if/when Tol take command of Tuskbay, and I'm assuming Cagun will stay on the Island some how, that if a prolong problem come of the Evil kobolds Tol and Cagun will have to grudgenly learn to work together to overcome there nemesis. |
| Dragoon109-26-07, 12:35 PM | Argo's description of Sailstorm is of him being CG though, making him not a marauding pirate, as ruthless marauding pirate != good. Again, why are we discussing events that have not happened yet? Also, I vote for the removal of mo11 for reasons stated previously. |
| Dougan Axehammer09-26-07, 08:49 PM | Are we still going with Evil kobold idea in the future? Personally, I think that kobolds have been overdone as a primary enemy (can't remember how many unfriendly encounters I've had.) For the next few chronicles at least, I think that kobolds would best be served as an unknown, neutral group who are really just looking out for their own people and way of life. As such, they'll beseech further help from Tuskbay and then be off on their merry way. (Of course the commodore will likely not see it that way. :) ) As for evil humanoid, I think we should use yuan-ti, or (even better) non-core ophidians. They could mesh well with a subtropical climate and I could see them having a blood ruby as sacred. Add an aztec/polynesian atmosphere and you have the perfect "ancient" civilization for the island (like on Apocalypto.) |
| Rizzen910-01-07, 04:16 AM | Nevermind my question, I went back and found the 3 votes that made it official. |
| Argo10-02-07, 11:40 AM | Personally, I think that kobolds have been overdone as a primary enemy. Well, in this instance, I don't see them being a primary enemy. They would simply be another group on the island. One that should be avoided by the people of Tuskbay. Eventually, a few years down the line, the evil kobolds may start kidnapping some folks from Tuskbay for sacrifice. Even then, they'd be a side-quest and not a primary enemy. |
| Dragoon110-05-07, 01:28 AM | So, yeah, this is dead. I'll propose it again, kill augst through october and start again from there alternately I propose starting over alternately I propose a new city. Either way, this is officially dead unless we actually start posting chronicles again |
| Dougan Axehammer10-05-07, 03:00 AM | So, yeah, this is dead. I'll propose it again, kill augst through october and start again from there alternately I propose starting over alternately I propose a new city. Either way, this is officially dead unless we actually start posting chronicles again I'll say yes to either of these. It seems that this thread is indeed dying, and we need to start from the beginning, though not necessarily with a new city. (I, in my own opinion, found many inconsistencies with the development of the settlement, and think the settlement should have met an early fate; no sustainable agriculture or other food source, for instance.) I also propose that if we do start over (or anew), then we stick to the rules-centric approach. First use only the core rulebooks (PHB, DMG and MM1) unless proposed as an element to the story. Then, before introducing the characters to the story, propose them as an already created character (especially the starting character) including personality and effect on the story. Thus when introduced, the chroniclers will be more able to keep the character true to form. For example: Captain Braun was described as being a LN "miscreant" and "slacker"; immediately after that, he was displayed as having entirely different qualities, that of being responsible and dutiful. I think this happened because there was no clear picture of him in the beginning. I also think it might be fun if we created the locale that we are "playing" in so as to setup the environment as a baseline as well as a background. Include such things as overall geography, overall climate, maybe even the lay of the surrounding land (mountains, rivers, forests etc; things that could be seen or measured just from a cursory expedition.) Of course, we shouldn't introduce anything new without proposing it first, but I think that if the basics of the story were introduced first, then the telling would be able to go much smoother. (I'm also still in favor of the more structured posting schedule that I have mentioned before.) |
| deanruel10-05-07, 02:19 PM | If you gang wanted to start from scratch I could create the initial environment for you guys. I have a pretty solid idea of what works and what doesn't. |
| Dragoon110-07-07, 07:15 PM | I'm fine with that, though possibly consider lottery-ing off the new city start, as everyone is going to have thier own biases. However, either way, I'm fine with it, jsut want to see this get going. |
| Rizzen910-15-07, 05:19 PM | So is this thread officialy over with or is it going to continue? |
| PerennialRook11-27-07, 11:24 PM | I'm going to be DMing again, starting next month, and I'll be using the Unforgiving Island, and these chronicles as the backdrop to my story. I was looking over things. As far as I can tell, we had voted to keep or change months 1-10, and could easily continue voting with month 11 and get this show rolling. If (when) we reach a consensus, and have everything ready to start again, I will start another thread to continue the chronicling of the Unforgiving Isle. -Pk |
| PerennialRook03-30-08, 01:51 PM | I am extending an open invitation to join us in the Open discussion: BUILD A CITY 4.0!!! (http://forums.gleemax.com/showthread.php?t=982409) |