It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
pH7: ...
Arkades nodded slowly. "Aye, a fair point. If you will give the word, I will make contact with any adults you spot." He thought for a moment, rubbing his chin. "Actually - see if you can recognize any details of their gear, first - not everyone is friendly to the priests of the Light."
"Or it could illusion set by some demon because why would children by playing in the ruins of a town," Lucas called back, over hearing their conversation.
"I don't know much about magic," Phil said thoughtfully, "but wouldn't that mean we're either already discovered, or that we've triggered some sort of magic trap? What else can we expect if the latter is the case?"

OOC: Is there a limit to how much we can/should talk between rounds? E.g. one round is supposed to be so-and-so many seconds? (Not that it would change things that much, but an hour long debate in between two sword-strikes would be kind of unrealistic.. =P)

OOC2: I think I saw somewhere something about how large each cell/sector is, but I can't find it. I assume the map we're on now is quite a bit larger than the maps used in combat situations - it'd be nice to get a feel of how far away from F1 we are. Also, rubble doesn't tell me that much; is it partially destroyed houses for instance, where your view is limited to maybe a couple of houses/huts tops in each direction, or is it more "flat", basically just piles of bricks and the occational (half-burned?) wooden beam? Or, to put it another way, how large animals may hide nearby - elephants, cows, dogs, cats, mice?
[sorry about all the questions - just trying to immerse myself into the story =)]
OOC: Eh sorry I don't about limits for talking but I guess we can talk as much as we can.

"I don't know much about magic, but I suppose it could be a passive trap, much like some flowers who eat bugs live their mouths open until something comes in. When that happens they attack. So maybe it is a later trap. But as far as I know I think it might be magical in any case," Lucas replied then realized something and added "If it is the former it will find use in a couple of minutes at the most."
avatar
pH7: OOC: How does the Call Animal Ally skill work? If it's a noisy combat situation, I'd think most animals would've fled, unless they're part of the fight - how long range has this call? If the called animal is far away, won't it take a significant amount of time for it to be able to join in? Would it be one single crow that would answer your call, or a flock of them? (the latter would be quite effective, I'd think.)
The distance that the call reaches varies by the die roll. From 1-3 squares in every direction. I don't have that listed because it's not "definite", but that's it.

If there's only one relevant animal available, then any die roll will bring that animal to you.

If there's more than one available, then the animal (or animals) called vary by the die roll from the most insignificant nearby animal (say, a rat) to the most powerful (say, a large brown bear.)

About your question of crow vs. group of crows: that would also depend on the die roll. If there's a flock of crows available, it'd probably take a pretty poor roll to get only one crow. If that happens, you can always use "Call Animal" again to try your luck again.

Does the ranger have the ability to sense nearby animals (before trying to call them)
No. I just developed the skill system, and that's definitely something that belongs there! I will add it to the list right now (let's call it "Detect Animals") and it will be one of the skills you can pick when you gain a level.

and if so, can this ability be used out of combat as well?
"Call Animal" can be used inside or outside of combat.

"Detect Animals" (I'm adding it now as a "learned" skill) can be used inside or outside of combat as well.

avatar
Runehamster: The cleric moved warily northeast, keeping back from Phil. "I am right behind you, my son. Do you hear that? Perhaps peaceful people are here after all!"
You have moved northeast. Nothing new here.
Post edited January 16, 2012 by stoicsentry
avatar
pH7: OOC: Is there a limit to how much we can/should talk between rounds? E.g. one round is supposed to be so-and-so many seconds? (Not that it would change things that much, but an hour long debate in between two sword-strikes would be kind of unrealistic.. =P)
Yeah, that makes sense. Still, I'm fine with you talking freely amongst yourselves.

OOC2: I think I saw somewhere something about how large each cell/sector is, but I can't find it. I assume the map we're on now is quite a bit larger than the maps used in combat situations - it'd be nice to get a feel of how far away from F1 we are. Also, rubble doesn't tell me that much; is it partially destroyed houses for instance, where your view is limited to maybe a couple of houses/huts tops in each direction, or is it more "flat", basically just piles of bricks and the occational (half-burned?) wooden beam? Or, to put it another way, how large animals may hide nearby - elephants, cows, dogs, cats, mice?
[sorry about all the questions - just trying to immerse myself into the story =)]
OOC: No problem.

We're primarily focused on the storytelling, so there's no definitive size of each tile, I don't take out a ruler and measure anything, for example. If it helps you, think about each square as about 10 square feet.

Use an action to "look around" and I'll tell you more about your general location if you want. :)
avatar
MrWilli: OOC: Eh sorry I don't about limits for talking but I guess we can talk as much as we can.
You can, it's OK.

Time is up, so I'm taking Vir's turn this round (Vir, jump back in whenever you want.)

Vir moved northeast along with Arkades, the two stayed side by side.

The ground is still rough ahead of you. Small chunks of broken buildings line the area. Some still smolder, as if they have recently been set on fire. The scenery is bland and drab, there is nothing of great interest here, just piles and piles of unrecognizable debris.

Round 2 turns:
Phil - move up to 2 spaces and/or act
Vir - move up to 2 spaces and/or act
Arkades - move up to 2 spaces and/or act
Lucas - move up to 3 spaces and/or act

OOC: MAP UPDATED
avatar
MrWilli: <snip>
New round.
avatar
pH7: <snip>
New round.
avatar
Runehamster: <snip>
New round.
avatar
Aaron86: <snip>
New round.
Post edited January 16, 2012 by stoicsentry
I move up two spaces.

"I'm going to investigate the noise. Might as well get over with it as soon as possible."
avatar
MrWilli: I move up two spaces.

"I'm going to investigate the noise. Might as well get over with it as soon as possible."
The noise grows louder as you approach. You believe you hear 2 human males and a human female (all children.)

Suddenly, the noises stop. A pit grows in your stomach. Something is... off, here.

You spot several large oak trees in the distance (to the northeast).

Remaining turns:
Phil - move up to 2 spaces and/or act
Vir - move up to 2 spaces and/or act
Arkades - move up to 2 spaces and/or act
Post edited January 16, 2012 by stoicsentry
avatar
stoicsentry: Time is up, so I'm taking Vir's turn this round (Vir, jump back in whenever you want.)
OOC: Dang. I have to work all day and now I missed my turn. :P

"Father, keep your voice down" Vir whispered darkly.

Vir whispered to Phil "How far can you stay from the source of that noise and remain hidden? I'd rather see it before it sees us."

Vir takes one step east.

OOC: How high can the Levitate skill take me into the air? And could I maybe use it as a climbing aid?
The talk about demon magic had made Phil a little uneasy. He couldn't think of any reason why a demon would want to use children's voices to lure people, but his imagination was surprisingly quick at coming up with reasons what they the demons would want to do with them, all in colourful details, none of them pleasant.

He signaled back to the others that he'd try to flank whatever made those noises on the left, before disappearing into the few shadows. Trying to make as little noise as possible, he carefully made his way through the rubble, moving from one shadow to another.

OOC: That is: Hide, then move one space north and another space north-east.

Edit:
OOC: Sorry Aaron, didn't see your post (I type veeery slowly..=/), but I guess we'll get the answer to your question shortly.. =P
OOC2: Thanks for the answers, stoic - and I think I'll probably pick the "Detect Animals" skill later on - I think it could be very useful (well, outdoors, at least =))
Post edited January 16, 2012 by pH7
avatar
stoicsentry: Time is up, so I'm taking Vir's turn this round (Vir, jump back in whenever you want.)
avatar
Aaron86: OOC: Dang. I have to work all day and now I missed my turn. :P

"Father, keep your voice down" Vir whispered darkly.

Vir whispered to Phil "How far can you stay from the source of that noise and remain hidden? I'd rather see it before it sees us."

Vir takes one step east.

OOC: How high can the Levitate skill take me into the air? And could I maybe use it as a climbing aid?
Moving east, you notice that the voices have fallen silent. Could it be that they are aware of your presence?

As you stare onwards toward the origin of the noise (northeast), you see several large oak trees in a valley ahead.

The land (around D7, D8 and E9) slopes down dramatically, so all you can make out is the top of the trees.


OOC: I'd say about 0.5 feet in the air for each point on the die (so, say, 0.5 feet minimum on a roll of 1, 10 feet maximum on a roll of 20.). So yes, you can use it to climb short distances. You just have to activate it, then deactivate it to land. :)


avatar
pH7: The talk about demon magic had made Phil a little uneasy. He couldn't think of any reason why a demon would want to use children's voices to lure people, but his imagination was surprisingly quick at coming up with reasons what they the demons would want to do with them, all in colourful details, none of them pleasant.

He signaled back to the others that he'd try to flank whatever made those noises on the left, before disappearing into the few shadows. Trying to make as little noise as possible, he carefully made his way through the rubble, moving from one shadow to another.

OOC: That is: Hide, then move one space north and another space north-east.

Edit:
OOC: Sorry Aaron, didn't see your post (I type veeery slowly..=/), but I guess we'll get the answer to your question shortly.. =P
OOC2: Thanks for the answers, stoic - and I think I'll probably pick the "Detect Animals" skill later on - I think it could be very useful (well, outdoors, at least =))
Silence still reigns in the area. You make careful motions, hiding yourself behind the crumbling walls of an indistinguishable building. The smell of old smoke hangs in the air, though there are no active fires burning here.

To the west, north and northwest broken down buildings dot the area. To your east, the land slopes down harshly, revealing a valley with large oak trees.

You watch as a piece of rock skips through the air, landing to your south (C7).

Remaining turns:
Arkades - move up to 2 spaces and/or act

OOC: Btw, when you ask for clarification about skills, I've been updating them a bit on your character sheet (and the class page) to provide more information. Use the clarification as a general guideline, because the circumstances could alter the power of the skill (for example, levitating in an area where the wind is blowing strongly probably wouldn't lift you as high.)

OOC: Oh, another thing, I'll try to post visual aides when possible.
Post edited January 16, 2012 by stoicsentry
OOC:

In case anyone doesn't have it "favorited" yet, please do favorite the Guild thread LINK HERE.

Currently we're taking votes on the next quest!

Remaining turns:
Arkades - move up to 2 spaces and/or act
Arkades moved 1 east, sticking with Vir.

OOC: Map updated.

Next round:
Arkades - move 2 and/or act
Phil - move 3 and/or act
Vir - move 2 and/or act
Lucas - move 2 and/or act
avatar
pH7: <snip>
avatar
Aaron86: <snip>
avatar
MrWilli: <snip>
avatar
Runehamster: <snip>
Post edited January 17, 2012 by stoicsentry
East two and prepare for an attack.
avatar
MrWilli: East two and prepare for an attack.
You find yourself standing over a small valley, surrounded by large Oaks on all sides. Before you reached this location, you could barely even see these woodlands, but here, on this ground, without the ruins in your way, you have just enough height to make them out. The leaves on the trees begin to rustle. You have the feeling you are not alone.

Birds chirp. In the distance to the north, you hear a sharp shriek.

Remaining turns:
Arkades - move 2 and/or act
Phil - move 3 and/or act
Vir - move 2 and/or act
Post edited January 17, 2012 by stoicsentry