HT Alias/Player Character Name Type Status/Notes Sex -- ----------------------------------------------------------------- R1 John Haight...........Arawn.............Druid .Normal/Alfar Ma ?? Chris Wells...........Ben'dar...........Warrior.Normal/Human Ma R1 Tom Corckett..........Caladan...........Wizard Normal/Human Ma W2 Marcel Liberty........Chion.............Sailor..Normal/Human Ma -- Tobie Bonahoom........Fremea............Sidh....NormalFaerry Fe Do David Sanders.........Kiet.Sunan........Acrobat Normal/Human Ma R? J H Hooten............Raban.Usherwood...Bard....Normal/Human..Ma W4 Wout Broere...........Unali.............Ninja...Normal/Human Fe R4 Alex Koponen..........Z'leyra...........Healer..Normal/Human Fe Animals: Corona [Eagle] Z'leyra, Boyzdar [Wolf] (Strie'bog), Game Web Site - http://www.funport.com/longshot/pbem Public posts/actions to pnpgm@abroere.xs4all.nl (mailing list) Private emails (not public actions) to longshot@darktech.org Game Update #124 in sequence (file #693) ---------------------------------------------------------------- Admin Notes: Nona. ----------------------------------------------------------------- [Recap] From Z'leyra: [Re: Vote] I vote that EL modification of spell rolls should be: Modify the spell roll by ONE (1) for each EL that the spell is known at PLUS by ONE (1) for each EL that the spell is CAST at. Example: If know the spell at EL5 and cast at EL3 the total modifier would be 5+3=8. Thus 8 would be subtracted from the roll. Reasons for this are that BOTH (EL known at) and (EL cast at) have arguments for being the basis for the modifier. This compromise allows both to modify the success roll and you don't have to multiply by 2, just add them together. Known at has those with better understanding having a better chance. Cast at has the additional oomph of the spell taken into account. GM: Ack. I should comment on it but might influence the vote. :) Though most have already voted. This above is even more math and book keeping to me. ---------------------------------- From Fremea: [Re: Vote] Ok, I change my vote to this instead :) [*** Ale'x suggestion deleted for space ***] GM: Ack. To Alex's suggestion. Ack. ---------------------------------- From Ben'dar: [Re: Vote] Way too nit-picky of a rule for me to be able to cast an intelligent vote. I'll just abstain. (Doesn't really impact Ben'Dar anyway) GM: Ack. :) ---------------------------------- From Chion: [Re: Vote] It is my understanding that a person knows a spell "so well = EL". So he can cast any non-innate(only castable at highest EL) at any EL. But him casting it at a lower EL doesn't mean he doesn't KNOW it worse. So my vote would be to do it the way that makes the most sense. The highest EL is used in casting % modifier to the roll, while the EL cast is whatever the person/player choses. Regarding Battletech: I would take 10 PPC loaded 20 ton mechs any day over 2 100 ton mechs. Why? The simple fact that I would end up with 10+ PPC bearing high movement/jumpers versus two slow moving turtles. Given that the game Battletech has the inherent flaw of only allowing a certain amount of head armor, statistically, it makes sense to use the higher number of shots to obtain the desired "head shot kill". Not to mention that you have 10 chances for death from above hits... My vote is to use the highest EL to modify the roll, the EL to affect results. Yeah, this game has always had a "shear numbers" problem. If 100 orcs attack with bows, you will get a few criticals, unless your shield skill is high enough to rule it out. If they use blunt tipped arrows, you are probably going down (knock out rules). GM: Ack. Yep. Well as long as you guys know Balance will be adjusted and Bad guys will be using the same rule. Then don't blame me if suddenly 50 Acolytes rather than 2-3 higher's are on the scene. :) Balance is so sweet. :) ---------------------------------- From Raban: [Re: Vote] Rules read modifier is 2*El known, effect at El cast I see no reason that needs to be changed It rewards those who took the time to learn the spells and helps offset the advantage a faster caster has. Otherwise those fast casters like natural mages and shamans gain even more advantage because they can cast larger El spells much easier. GM: Ack. ----------------------------------------------------------------- [New Stuff] [Apris 6th, 1634TH. 9th Day of Adventure #4. [Location: High Elder's domain - Citadel, Dark Lands, Forest] GM: And now..the final IBT events for Arawn! [When Fremea shows Arawn the nest of bird eggs he examines them from a distance. Sven had warned that touching eggs, at least for humans, can taint them. Make them have the human scent on them and other birds ignore them. Arawn can't identify the eggs as they seem simple white normal everyday round ones. Not being a scholar he isn't sure. He decides to check their immediate future. He casts a divination spell, though low level, to see into their futures. The spell is cast and he sees two hours into the future for the birds. But for them they are simply still eggs still in the nest. The spell is not high enough for days to know if the eggs will be protected or eaten by others. He gives a quick prayer and hopes for the best on the birds. Fremea places the nest into a safe place.] [Later that same day while heading back to the Citadel, Arawn approaches Sven to ask the Ipanza for permission to learn their language. Sven asks but finds them wary but agrees to it. Sven explains it must be done in such a way not to look like magic as they may get scared. Sven helps to distract their eyes as Arawn casts the Tongues spell upon them as Sven gets them to talk about hunting on the tundra. Soon Arawn joins in on the conversation understanding the language on a good fluent level. Soon the barbarians become relieved and ask if they can leave.] [Days later on Apris 7th the morning after the party gets back to the Citadel, Arawn finds Fremea. He explains he will help her with the Dirasa but has something to do before. He will return in a day or so. Arawn heads off to the forest to find a area to cast some spells. Casting the spell he weaves it using the neutral supernatural tongue. In mid-air up about 80 feet moments later he translocates 160 miles west by south-west. Losing height now over wide plains in the morning light, Arawn casts another translocate spell and this time makes the jump shorter. This time Arawn finds himself surrounded by tall forest trees and his levitate spell begins to fail. He quickly falls and tumbles toward trees and hits the side of one tree hard and then forward into a branch of another. He grabs on the limb and tries to grip but falls another 5 feet this time toward a smaller tree limb. But this time he grabs hard as some of his gear fall to the ground. Looking up he is only about 12 feet up and after gaining his breath he slowly begins the climb down. On the ground he collects his gear now at least 280 odd miles west of the Dark Lands. He wonders if he has found the right place based on Chion's and others recollection. After wandering for some time Arawn encounters a person in the forest collecting berries and speaks to him. The man confirms that he is indeed in the Pavassa forest where the party was just three months earlier. It takes another hour before, with directions, Arawn finds the area and the invisible (but not to him) Sacred Forest magical border. Breathing he steps through. Miklav said he would have permission and passes through without incident.] [Some time later Arawn finds the hidden Faerry Hill and locates a surprised Thig. Soon word comes that Strie'bog is near his mothera's place but already has been alerted to Arawn's return. Arawn asks for a meeting with Vul'heim and the other Elves and Faerry. Soon a lunch is set and Arawn explains all that has recently occurred in vague details not wanting to break the Elder's warning to keep it secret. he mentions the Dark Elves, A'kril and even the Anwora. Soon the court is in a mild uproar of hushed voices talking about the events. Soon Vul'heim decides to meet with Arawn later that day to discuss the details more in private. For hours private and public talks are held with the Sidh and Druids of the Sacred forest. For Arawn it is a time to learn information from sources the Elder may not even have.] [the next morning on the 8th, Arawn wakes and after breakfast re-enters the normal forest. Arawn wishes to get a feel for the forest to see if it has healed since Bohusara's illness that Strie'bog mentioned and her attack at Lake Oca. Both Bohusara and Miklav were not met last night so only brief reports of the forest regrowing bigger and better is given. Exploring there does indeed seem a better feel to the forest than just three months earlier. Heading back to the Sacred Forest for lunch, riders approach. Arawn turns to smile and notice Strie'bog leading a group of 9 riders all Vassa. Strie'bog dismounts and approaches Arawn surprised to see him return. Strie'bog explains the hunters are a small force him and Miklav setup as border patrol. The adventurers as they like to be called rather than hunters are motivated to protect the forest at great cost. Strie'bog explains that Lake Oca has grown fully back to the old vivid blue waters. There is no sign of the creatures or possible infestation the party saw with the squid like creature. No more reports of gray creatures or their odd friends have been seen. Strie'bog also explains his mother is doing well and has been relaxing with Endo. Both aren't ready for the next step but they are getting closer. Strie'bog and Arawn return to the Sacred Forest for lunch and more meetings with the druids. Arawn spends the rest of the afternoon talking and trying to obtain as much information as these people may know. It is clear most are so secluded from normal Sidh kingdoms they aren't in the usual chain of gossip and information sharing.] [Later the night of the 8th, Arawn is spending time in the forest with Strie'bog. Both men talk in the normal forest about the past three months. Some distance away near a village in the dark a scream is heard. Arawn seeing better at night leads Strie'bog through the forest to find a Wood Troll male attacking a female Vassa. Arawn draws his sword as Strie'bog draws his Axe and both charge. The wood troll seems to sniff the air and turns just in time to charge Arawn. Arawn swings his sword and swipes a deep cut across the trolls chest. The troll swings his club and hits Arawn but doesn't penetrate the armor for damage. Strie'bog twists to help the Female out and check her over. Arawn thrusts under the trolls arms and impales the troll for a good wound. But the Troll stumbles forward and swings his club in a dazed fashion. The club easily misses the Alfar. Arawn turns and slices the blade deep into the side of the troll and kills him. Moments later the female is fine but both men aren't sure why the troll got this deep into the forest. It is as if Kototh himself knew Arawn was near and Arawn was a beacon for such a creature, or he simply got lucky and avoided detection. The three escort the female to a nearby village and the men return to the Sacred Forest for the night.] [On the 9th, a couple hours before sunrise Arawn decides it is time to leave. Fremea will be needing to hunt the Dirasa and he needs to return today. Waiting for sunrise at breakfast Arawn asks Strie'bog if he wishes to return. The Elder seems to imply a new mission is to be expected in just a week. Startled Strie'bog listens and considers it. He has been with his mother for the past three months while the others returned to Marentia and then went to the Dark Lands. his mother is doing well. The forest is doing well. He finally nods and says yes. Eager for some more adventure. Strie'bog will leave his wolf though as he senses it may not be needed. Plus the wolf seems to think it is here to protect Bohusara and that faze will have to pass.] [After spending two days in the Sacred Forest learning as much information as he can, Arawn and Strie'bog prepare to magically translocate back to the Dark Lands. Miklav, Vul'heim, Mertz and Bohusara among many others see them off. Thig explains he wishes he could go on another adventure but feels Fremea is a good replacement as a party flyer. But Arawn can sense there is more to it than that the way he and Vul'heim have been hanging around each other. Leaving into the normal forest both men prepare. Arawn holds onto Strie'bog and casts first a levitate spell and then over the tree tops a translocation spell eastward. Arawn and Strie'bog finds themselves hovering over the plains high above when suddenly 2 large falcons pass them within a couple feet. Both group startle each other and Strie'bog also falls from Arawn's embrace but is able to maintain his grip. Arawn knows they are lowering fast so casts his next translocation spell for the final jump. Both end up in the forest near the Citadel and land hard on a haystack Arawn saw earlier. Both men roll and stand. Arawn quickly gives a intro to the place as he rushes to find Fremea for the Dirasa attack. It is still dark out but soon Arawn finds Fremea and they head off for the Dirasa raid. Leaving Strie'bog with some of the other party members and Zhou.] [The next four days Arawn spends time in the forest and citadel grounds. He spends time with the helpers Zhou and Oby gave for his armor and the mysteries of the flying castle. He occasionally does spells in the forest for himself. But mostly he explores the magics of the Citadel. Watching and studying those who cast magic he may not have seen before.] Actions? Comments? Next Update...Friday..or sooner :) GM: With the above posted that means the current player IBT actions are done. At this point I just need to do 3 things. Work on two new player characters (one is about 90% done, other I'm waiting for). in the meantime I likely need a week to fill out the outline in my head for the adventure and flesh out the details. So we are soon ready to start! Maybe sooner than you think! :) GM: Player Vote needed! [Majority is 5 to pass] Vote Options: 1) For rule (using Max EL for modifier) 2) Use castable EL 3) No Vote 4) Abstain 5) Other Note: This is only for Roll Modifier changes. Not experience or expertise. #1: 5 [2 Private, Chion, Kiet, Chion, Raban] #2: 0 #3 0 #4: 1 [Ben'dar] #5: 2 [Z'leyra, Fremea] Those who can vote: 8 Votes in: 7 * If you voted in email to me and didn't post it is private. I won't mention your name or vote but list the result above for book keeping. It wasn't stated if that vote was to be public or not. If its ok to release your name then let me know. GM: The vote is in and majority have voted for #1. This means we'll start to use the new rule. Now that the rule is in place I'll give my view so not to influence. Personally I like the cast at level. Just because you use a skill doesn't mean your assured of the highest chance of success. In swinging a sword you could be deflected by wind and your brain not be fast enough to react or body reflexes. This reflects the CAST AT thing. If your programming new software the chance of success isn't assured to be the highest of your knowledge base. A simple syntax error for example (thus reflected by CAST AT mistakes). For magic the simple fact that you know higher ways to create a larger fireball doesn't mean your success rate will improve if you cast it at a lower EL. This simply means at lower rate your words and gestures are less fluid. Mistakes could happen. With that said I could see both sides of the argument to reflect the opposite of what I just said. What happens though if you get a book or super Magic Item that increases your EL from 0 to EL10 (say a Divine Wand of Power). Just because you hold this your chance of success improves by 20% even though your knowledge base is just started? Its those odd gray areas the reason me and my table group never liked the rule. Another reason is the book keeping as I mentioned. Since the rule is now in place I'll have to check spell cast levels AND now their max levels. A bit more time and work. Not a big deal. Some have suggested doing a max list of all spells. Good suggestion but when you have about 6-7 characters it could run into 300-400 spells. :) So I'm not saying I agree with the rule just that I'll abide by it in the next adventure per the group's wishes. This does as I mentioned mean Balance will be given to the other side as well. So tactics may change. though technically for the next adventure it won't matter. Thanks for the votes. In the upcoming updates I'll announce more changes on rule situations. Mainly for combat. Each adventure I have invoked rules as player experience improves. Stay tuned for those details.