Soul Spawn
Gamer
Night Born Nad-Adez Konkor
Posts: 183
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Post by Soul Spawn on Aug 11, 2008 0:33:12 GMT
Not to spoil anyone's fun, but I was under the impression that telepathy is line-of-sight initially and then 120-ft range for up to one minute. I'm also assuming that SS is assuming that the fleeing people is Corwyn's work, because he can't see Corwyn to confirm it! I was hoping to use it more for flavour, taken we're in a non-combat situation, in the same way that LW and Bandeon can talk to each other telepathically without being in the same room. But I guess thats up to Slavey to allow it or not.
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Post by Slavemaster on Aug 11, 2008 11:21:25 GMT
@ Dirac: The daggers are Masterwork daggers, very good, but not better than the one you have. Good plan about the deeds and forged letters and whatnot. Sure would be a shame to spoil it @ SS and Corwyn: Telepathy must indeed be initiated when there is line of sight and no more than 120 ft, although I interpret it so that once contact has been made, line of sight and possibly range does not matter. So, SS at least have to see Corwyn (who also must be unshielded; does he have Instinctive Shield?) to make contact. You can see the gate from one of the windows in the baron's room, but not Corwyn at the moment. In short, no telepathic contact. I have to say I found it a bit funny that Corwyn saved you from the soldiers and made them run from the castle, and you interpreted it as if things had just got worse ;D And about identifying potions... I don't think it makes much sense that you can make a potion or acid with Alchemy, but not identify it if you come across it. Especially not with DC25! If anything, it should be easier to identify a potion than making it (I learned in junior high how to identify sulphuric acid, but I sure as hell can't make it). Sure, potions are a little bit magical, so there is more to it than simple chemistry. I have to get back to you on this one, but for now, it is established that you can identify potions with Craft: Alchemy.
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Post by Dirac Sil on Aug 11, 2008 12:11:51 GMT
*mental note - the GM is out to get us*
Dirac will grab the daggers anyway (two of them?) and I forgot to say the journal too. Good thing I remembered, I don't think, when I get arrested and searched, I want to be telling my tall tale and then go 'oooh, yeah, journal, left behind....oops...but...all the lies are truer than what you think happened!'
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Post by Slavemaster on Aug 11, 2008 12:33:54 GMT
Yes, there are two daggers. And good thing you remembered the journal, got a bit worried I wrote a lot of things for nothing
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Soul Spawn
Gamer
Night Born Nad-Adez Konkor
Posts: 183
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Post by Soul Spawn on Aug 11, 2008 19:13:45 GMT
Fair enough then. I'll lean out the window and give a shout to him, see if he can hear me so I can see him then do the telepathy thing.
Still gonna search the room after though.
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Post by Maerin on Aug 11, 2008 19:24:34 GMT
*mental note - the GM is out to get us* Not exactly a new concept. Or did you mean THIS GM is out to get us...? ;D
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Post by Dirac Sil on Aug 11, 2008 19:39:15 GMT
Lol, I meant this GM
and really, isn't the GM's job to guide players, in a co-operative manner, through an interactive story. At time the element of chance might be useful to create true dangers, but on the whole the GM and his players combine to produce the story of the characters in a manner to the mutual satisfaction and betterment of the whole group
Either that or you can just stab people in the back with poisoned daggers when they are all knightly!
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Post by Maerin on Aug 11, 2008 19:53:16 GMT
and really, isn't the GM's job to guide players, in a co-operative manner, through an interactive story. At time the element of chance might be useful to create true dangers, but on the whole the GM and his players combine to produce the story of the characters in a manner to the mutual satisfaction and betterment of the whole group Why yes, that is the GM's job. Unfortunately for our reputation, most players just do not fully appreciate that good "cooperative" stories (as opposed to the bad ones) require life (and therefore the GM's portrayal of said life) to suck for the player characters for most of the story so as to make the prospective...um...success of the story all the better at the end. Nor can they muster the intestinal fortitude needed to fully explore that story requirement (after all, how likely was it really that you would throw your character onto the aforementioned poisoned dagger ). Hence the need for GM's to be...out to get us.
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Post by Michael of Eshnar on Aug 11, 2008 20:14:11 GMT
After seeing the soldiers off, Corwyn will float around the lower floor of the castle, checking to see if anyone alive or hostile is still around. Failing that, he will then return to the window he floated out of and follow the undoubted trail of destruction to rejoin his fellows.
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Hawk's Bane
Seasoned Player
Harbinger of Evil who's leaking like a drippy tap
Posts: 107
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Post by Hawk's Bane on Aug 12, 2008 3:13:59 GMT
I'm taking whatever the others are not taking. Also searching or listening around the room for well, err anything? Maybe signs of what if any, happened here? Perception roll : invisiblecastle.com/roller/view/1695214/
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Post by Slavemaster on Aug 12, 2008 6:19:55 GMT
You find no other secret doors or compartments. The hidden Xhagvash shrine has obviously been deliberately destroyed, but the room itself does not reveal any signs of violence, except that it has not been cleaned or tidied up for a while. The occupant seem to have left in a hurry, what with all the clothes and personal effects strewn about, and there are obviously things missing (empty hooks on the weapons rack, one of the armour stands being empty and so on). You find no coins, jewels or other easily portable valuables, except for those already mentioned, like the remaining masterwork weapons and the silver and gold seal (now resting safely in Dirac's pocket). As for other clues, well, there is the diary... Edit: And SS, you can yell out the window, but Corwyn just stated that he wants to have a little lookaround inside the keep
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Hawk's Bane
Seasoned Player
Harbinger of Evil who's leaking like a drippy tap
Posts: 107
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Post by Hawk's Bane on Aug 12, 2008 9:14:27 GMT
In that case, lets have a look at that diary then, especially the last entry....details?
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Post by Dirac Sil on Aug 12, 2008 11:05:27 GMT
That's what we got so far, with HB's interest Dirac will take it out and have a proper look backwards at the end notes now!
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Post by Slavemaster on Aug 12, 2008 15:24:07 GMT
About the dates in the diary, today is 21 Harvest month - that is to say, August. I couldn't really remember if there is a complete Magnamund calendar with names for the months, so I used the old names for them.
Oh, and Corwyn, maybe I misunderstood your latest post; did you want to explore the lower floors of the castle, as in gliding in through the door to the main keep, or did you mean that you just examine the courtyard a bit more and then get back in through the window?
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Post by Dirac Sil on Aug 12, 2008 18:09:33 GMT
Sooooooo a) Get out of the keep, getting our horses b) Decide if we go back for Taden and generally tell some form of story to the village, or if we would be better served leaving (still soldiers around and we have a baron to stop) c) Do we go back to Ruigar first to keep him informed before a week long chase at least, or is time of the essense?
Dirac would want to clear his name and check on Taden, but only if it doens't endanger him. It's probably more prudent for us to run. I vote for running back to Ruigar first.
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