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Dice Kazragun - OOC

Works for me, too! I'm just liking the damage done with that Smite Evil on the ogre. Between me and Vesk, we really cleaned his clock.
 
It is a real struggle for low level magic users to be effective in a fight. Once you hit levels 4+, then you can really shine.
 
So - as the rest of the fight would have included three or four rounds of clean-up without any true danger, I decided to move things forward - hope that's fine for everyone. If I didn't mess up my calculation, everyone gets a total of 1600 exp.
 
So - as the rest of the fight would have included three or four rounds of clean-up without any true danger, I decided to move things forward - hope that's fine for everyone. If I didn't mess up my calculation, everyone gets a total of 1600 exp.
we're using medium track right?
 
Yep, medium track - not enough to level up if I'm not mistaken, but it gets you a bit closer.
 
I'll get a post up at some point tomorrow - had two rather busy days, so I didn't find the time to do all the necessary rolls. Let me know if any character is particularly well-educated in the northern geography - might influence at least one roll in your favor.
 
Wren has a skill rank in Knowledge: Local, but I don't know if it would be enough for this, or if the area of the north would qualify as local.
 
Hi there, just a general question about this rp: We're heading towards a point where you could take different paths, depending on what you're looking for - they're not exclusive, so you'll get impressions from all the happenings independently of your choice, but I'd like to know what you'd prefer the focus to be on.

Off the top of my head, we've got the following options:

- the battle in Kazragun itself. Joining the fight would throw you right into the heat of battle, while mysteries around you are unleashed. Likely a path with quite a lot of combat and some discoveries, but with less opportunities to influence the happenings via diplomacy.
- the portal. Certainly some fighting, but more mysteries, survival and diplomacy as you take a second look at what you just found. This might lead you out of the swamps for some time, if you wish to see a different surrounding for once.
- ancient mysteries. You already saw signs of the old happenings here, and they continue to influence the battle around you. Taking a closer look at the threat of the undead and unravelling more mysteries, you'll get a better idea of what happens underneath the surface of the conflict. Discoveries, riddles, fighting; you've got int in there. Fewer social aspects, though, as this path won't lead you to the most lively places.

Other ideas or things you'd like to focus on? Let me know, and I'll see if I can make something out of it. Share some thoughts here in the ooc, tell me what you'd be interested to see!
 
Here's my opinion on the options available to us.
The battle in Kazragun itself - Lot of combat, not a lot of chances to RP. Sure Veskassdak may be a combat machine, but that path is a soldier's path, not an adventurer's path.
The portal - Exploration, first contact, combat that is adventure oriented instead of war based, possibly stopping additional reinforcements from aiding the combatants. Definitely what an adventurer is looking for. Also, more chances to find and spend loot. Of course, if the portal is closed while we are on the other side, we'll get stuck there. Getting back could be half the fun.
Ancient mysteries - Even though this may have a few dungeon crawls, the combat will be low. Also, I'm not sure if we have lost our most recent cleric or not, so healing and undead will be problematic. Could lead to the conclusion of this story by TPK. Not looking for that.

My vote is we go through the portal. It seems the most likely to create fun.
 
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Exploring the portal does sound intriguing. I am game for that.
 
Sounds good to me, thanks for sharing your thoughts - the portal it is, then. At the moment, I'm not planning with our cleric in mind - haven't heard anything for quite a while. If she happens to be online regularly again, that'll only be to your benefit, but I'm looking into different options to help Renna to keep the group alive.
 
Times like this is when you really need that Phylactery of Positive Energy.
 
I wrote down a few different ideas during the last couple of days, and the version I like the most actually reads a bit like the phylactery - a weaker version, though, I feel like doubling the effectiveness of heals might be a bit overkill. The tricky part now is to find something for everyone else that fits well with the character and is on a similar power level; I'm juggling around with numbers for now, and I'm honestly lacking a decent idea for Wren at the moment. I'll find something nice, though :)

Apart from that: I likely won't post over Christmas, that's traditionally family time for me. Doesn't mean I won't be online in-between, just as a warning. Preferably, I'd like to get the group back to the camp before that, so that we can start the next chapter when we're all back - thus, I'll likely get a post up later on today that gets you back there, at least if there are no objections.
 
Obviously that's the even better option - just had the feeling you'd be waiting for another post to continue. I'll happily wait for more character interaction, that's what it's all about after all :)
 
I wrote down a few different ideas during the last couple of days, and the version I like the most actually reads a bit like the phylactery - a weaker version, though, I feel like doubling the effectiveness of heals might be a bit overkill.
The phylactery doesn't double the dice of healing, it just adds 2d6 to the roll.
 
The phylactery doesn't double the dice of healing, it just adds 2d6 to the roll.

I know - but not counting greater mercy since I totally forgot about that, Renna heals exactly for 2d6, right?
 
Ah, yes, I believe so. I see what you were referring to now.
 

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