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  1. - Top - End - #1
    Bugbear in the Playground
     
    heretic's Avatar

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    Default Academy Living OOC

    (WIP)

    Ground Rules
    • No PvP, including theft, without prior OOC agreement between players and me.
    • If we are in initiative order, please post at least once per day. If that's not possible, please let me know in advance.
    • If initiative is rolled, or if your character refreshes their spell slots, please add a spoiler to the bottom of your post listing your prepared spells or the number of spell slots you have available.
    • If you're going on vacation or will be out of contact for a bit, let everyone know in advance.


    Player Character Class Gender Nationality Character Sheet Speech Color
    Paramour Pink Alexandria Young Enchanter 2 Female Sindarean Link 1 Plum
    JBarca Galion Sorcerer 2 Male Lakemen Link 2 Red
    Daishain Lucent Magus 2 Male Sindarean Link 3 Deep Blue
    Schismatic Mardu Tain Bard 2 Female Maradian Link 4 Copper
    Renegado Perivold Evoker 2 Male Sindarean Link 5 Light Blue
    El'the Ellie Rossantil "Rosa" Coteau Enchanter 1/Bardic Sage 1 Female Burgian Link 6 Purple
    Mousedigits Tara Felt Spellthief 2 Female Sindarean Link 7 Green
    PairO'Dice Lost Vasco Dukhanga Necromancer 1/Dread Necromancer 1 Male Lakemen Link 8 Teal


    IC Threads

    Chapter 1 Group A (Galion, Mardu, Rosa, Vasco)
    Chapter 1 Group B (Alexandria, Lucent, Perivold, Tara)
    Last edited by heretic; 2019-01-30 at 06:45 PM.
    DM: Academy Living
    Group A|Group B|OOC

  2. - Top - End - #2
    Bugbear in the Playground
     
    heretic's Avatar

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    Default Re: Academy Living OOC

    House Rules

    Vitality and Wound Points

    Spoiler: Languages
    Show
    Quote Originally Posted by heretic View Post
    I wanted to provide an update on two things.

    First, just a reminder that the game closes to new interest tomorrow. At that point, I'll start turning away people who haven't already posted here in the thread. People who have posted will have a few days to finish up their backstories and sheets (sheets don't have to be immaculate, but I do need to be able to get a feel for your character's abilities and the important mechanical choices you've made). Once everyone is finished or a reasonable amount of time has passed, I'll make selections.

    Second, I've decided to adopt this language system. See below for languages. Essentially, everyone starts with one native tongue (3 ranks), as well as 1+INT modifier points to spend on gaining proficiency in other languages (ranks in Speak Language can improve this). Half-elves raised by elves start with two languages, one of which is Old Sindarean. They get 3 ranks in one of these and 2 in the other, plus the normal 1+INT to spend.

    Basic languages
    Yuran
    Sindarean (Anyone with native or greater proficiency (3+ ranks) in Sindarean automatically gains one rank in Old Sindarean)
    Old Sindarean (Elven)
    Burgian (has no written version)
    Maradian
    Tagalake (spoken in the Sweetsea)
    Trade Tongue (maximum of two ranks; closest thing to a common language there is)
    Rumble (spoken in the Skyscrapers)
    Braidspeak (language involving weaving ridges into cloth, has no spoken version, used underground in the Skyscrapers)

    Advanced languages (you need more of a backstory reason to take these)
    Draconic
    Giant
    Sylvan
    Druidic (druids only; automatic for them)

    There are also languages used by outsiders, but they're not well-known enough to be starting options.


    Spoiler: Skills
    Show
    We're using the Giant's Diplomacy fix, except for the part about removing synergies.

    Speak Language is a class skill for everyone.

    Hide and Move Silently are consolidated into Stealth.

    Spot and Listen are consolidated into Perception.


    Spoiler: Feats
    Show
    Dodge and Mobility are merged into one feat.
    Two-Weapon Fighting is now merged with Improved Two-Weapon Fighting (second feat kicks in when prerequisites are met).

    The following feats are removed and now simply exist as combat options that any character may use, as long as the meet the prerequisites that normally would exist for these feats.

    Power Attack
    Expertise
    Weapon Finesse


    Spoiler: Spells
    Show


    WIP; goal is to remove broken things and make stuff grittier in general

    All classes double the number of 0 level spells slots available to them. The Magus receives 0-level spell slots at the same rate the Duskblade does.

    Removed
    Detect [Alignment]


    Modified

    Comprehend Languages: Now Brd 3, Clr 3, Sor/Wiz 3. Grants the equivalent of two ranks in all languages for listening purposes.
    Create Food and Water: Now Clr 4.
    Create Water: Now Clr 3, Drd 2, Pal 2.
    Detect Magic: If you fail your save against an ongoing illusion effect, you do not see any magical auras stemming from that effect. Likewise, you only detect magical sensors if you succeeded your Intelligence check to notice them.
    Purify Food and Drink: Now Clr 1, Drd 1.
    Protection from [Alignment]: Replace the alignment with an element (Fire, Water, Air, Earth). The spell functions against elementals and outsiders with those subtypes, as well as against followers of the gods that correspond to the chosen element. If a character has no chosen god, then they are treated as if their birth symbol is their god.
    Tongues: Now Brd 4, Clr 5, Sor/Wiz 5. As Comprehend Languages, but for speaking as well.

    Spells related to alignment that aren't listed above replace the alignment with an element. For instance, Align Weapon aligns weapons with fire, air, earth, or water.

    Spells with the polymorph descriptor now use the Giant's Polymorph Fix (part two).

    Regarding Scrying, the Epic Uses for scrying spells are in effect. Two of these (Learn Scryer and Return Scrying) are available to non-epic characters.


    Spoiler: Character Creation
    Show


    Players received a flat, one-time bonus of 4 skill points upon character creation, for use on flavorful Knowledge, Profession, or Craft skills.
    Players also received a free regional bonus feat, from the printed feats with the [regional] tag.

    Half-elves receive Skill Focus or the elven weapon proficiencies for free, depending on which side raised them.


    DM Rulings
    • Power Word spells of the same type may not be stacked on the same target.
    • Regarding languages, the points invested in languages are distinct from ranks in Speak Language. However, taking ranks in Speak Language produces an equal number of language points that may be invested in particular languages. As such, ranks in Speak Language are not subdivided (e.g. Speak Language (Sindarean), Speak Language (Maradian)) even if the corresponding language points are split between languages.
    • Added the Giant's Diplomacy Fix to the skills section, but decided to keep the normal synergy rules for that skill.
    Last edited by heretic; 2019-02-02 at 07:20 PM.
    DM: Academy Living
    Group A|Group B|OOC

  3. - Top - End - #3
    Bugbear in the Playground
     
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    Default Re: Academy Living OOC

    World Materials
    (WIP)
    Spoiler: Country and City Descriptions
    Show
    Sindare (east): Sindare is a temperate kingdom of woodlands, mountains, and coast, beautiful to the eye and bountiful at harvest. It was once an empire, spanning Burgia and parts of Marad in addition to its current reach, but that yoke was broken by the Dragonwar, some seven hundred years ago. Sindareans are known as great architects, building mighty towers and castles, as well as being the world’s foremost seafarers and artists. Some mutter that their piety is lacking, as they build toward the heavens and sail for the sunrise without much prayer on their lips. Such rumblings have only increased since the return of the House of Teleri four hundred years ago, a lost fleet returned and transformed. Since then, the elves have retaken the throne of Sindare, where King Galadruil keeps an uneasy peace over his largely human court and subjects.

    Glanduin is the capital of Sindare. It’s a sprawling city on the banks of the River Lalaith, surrounded by huge walls of sandstone and guarded by no fewer than four outlying castles, each built to threaten an attacker’s supply lines. In addition to the teeming masses of common laborers and artisans, hundreds of noble families keep manses within its walls. King Galadruil holds court here, and Parliament meets regularly as well. Glanduin is the seat of elven influence in Sindare and in the wider world.

    Caras Held (Caras Heledh in Old Sindarean) is a small city spread across a lagoon island and both banks of the River Crannin’s mouth, on the northeast coast of Sindare. The city is known for its glass-making—mass-produced bottles for export, delicate lenses, great artistic sculptures, and more. Its finest taverns, patrons may sip from goblets that are blown daily and discarded back into the furnace each night. Mithdiran Academy sits on the southern bank.

    Didaegas is a mountain fortress-city in the northwest of the country. Its walls are high and thick, though it is dwarfed by the mountain peak that looms overhead, casting much of the city into shadow. In summer, water flows off the peak, tumbling through the air and sprinkling anyone on or beyond the city walls. In winter, the waterfall freezes and deadly chunks of ice are known to fall beyond the wall. Thus constrained from constructing beyond the wall, the buildings of Didaegas are tall and densely packed.


    Yura (north): The Yuran are a hardy people, subsisting on fish, potatoes, mushrooms, and whale meat. Steel is nearly as dear to them as gold, for the ground is too frozen and hard to properly mine. Yurans favor the spear, javelin, and curved swords of varying lengths. Though considered by some to be bush-worshipping barbarians, Yurans have a rich culture—one that prizes honor, nature, and ancestry. They have no great cities, but nonetheless congregate for harvests and festivals.

    Burgia (west): Burgia is a flat grassland filled with many small towns and villages, as well as a few great castles built long ago by conquering Sindareans. It is said that Burgians are born in the saddle, and it is only a slight exaggeration. They ride like the wind and can loose arrow or spear from a full gallop. In the ancient days, their heroes rode pegasi into battle as heavy cavalry, and they were said to be unstoppable. The Pegasus Riders still exist, riding with wooden “wings” full of eagle feathers strapped to the backs of their saddles as they thunder forward with lance in hand. Burgian culture is considered a bit backwards, on account of their lacking a written language of their own, their limited architectural talent, and their palate—they raise greatfowl (turkey) instead of the juicier chicken, and keep no herds besides horses.

    Marad (south): Marad is a hot country of lush valleys and sandy wastes. The Maradians wrap themselves in cowls, scarves, and veils to keep off the wind and sun during travel, and for decoration when at rest. They are great engineers and scholars, both of which have catapulted their great cities into prosperity. Marad’s principal crop is the olive, whose oil they use for everything, from fuel to food to hygiene. In battle, they bring the pike and crossbow to bear, while their officers are deadly duelists with sword in hand. The city-states of Marad is independent, each choosing their rulers through different means, though alliances exist and the Maradian city-states are quick to band together against outside threats.

    Tell Kuara is a powerful city-state that controls large areas of arable farmland, as well as trade routes through the sandy wastes in the mountains’ rain shadow. Many Maradian city-states utilize nomadic warriors as auxiliary and mercenary troops, but Tell Kuara has raised nomad warriors to stations of respect and has empowered them to enforce the city’s law for leagues around. Indeed, the city created the office of the “Warrior-Prince,” an honor always bestowed on a nomad warlord. The Warrior-Prince of Tell Kuara presides over parades, festivals, and feasts, and otherwise reaps the adulation of the citizenry. Real civic power rests in the hands of the two Consuls, elected by the aristocracy. It also contains Warmage Academy, where they train warmages—a sort of knock-off wizard only capable of blasting things.

    Tell Shura is grand and ancient city of towering cathedrals, aqueducts, and temples. From within its walls, Empress Sangasi (a half-elf—rare for Marad) rules over territory that spans thousands of square miles, including the vassal cities Tell Seema and Tell Brahman. Tell Shura is the undisputed cultural and technological capital of the world, boasting wonders such as fresh water plumbed to nearly every home, thunderous pipe-organs, and public education for child citizens. Its armies, made up of professional soldiers, are vast and well-equipped with all manner of war-engine and chariot. Tell Shura sits directly beneath the path of the Aquarius in the night sky, and the high priests of all twelve gods minister from inside its walls.

    Tell Harlequin boasts a rich tradition of stage-play and entertainment, so much so that it is considered normal to go about wearing clown's face-paint. While historically a merchant-republic, Tell Harlequin has been ruled for the last thirty years by various Clown-Tyrants—champions of the actor-peasant class who rule the city as despots. The merchants have even begun to wear evocative face-powders and paints, though not to the same degree that the peasants are wont to do.


    Sweetsea (central): The mighty lake known as the Sweetsea is dotted with thousands of islands separated by shallow waters, inhabited by the enigmatic Lakemen. The Lakemen are great swimmers, boatwrights, and singers. They fight with nets, snares, and hammers, though they are most known for tactical brilliance, having drowned more than a few Maradian armies with expert use of tides and floodplains. Lakemen are said to have unusually strong dragonblood, and many of the greatest sorcerers have hailed from their number. Their cities, built on poles and with papery walls, are huge and filthy, fed by the Sweetsea’s bounty of fresh water, shallows-rice, and fish.

    The Skyscrapers (central): This great mountain range belongs to none but the Mountainmen, a secluded race of mining-men who have burrowed great halls and passageways under the range, as well as mastering the peaks and calderas that overlook many leagues on each side. Mountainmen kneel to the King Under The Mountain, who rules from a city buried and hidden deep in the stone. They are a naturally huge people, claiming to that their lineage intermingles with giants and gods. To the outside world, they are known for their fine wares of steel, precious metal, and gemstone, as well as for the fearsome land-knight mercenaries and their mighty, two-handed claymores. They are said to be closer to heaven and hell than any other people, being so high and low all at once. Perhaps thanks to this, they pay great respects to clerics and warlocks alike. Due to years of living in the dark, they write through weaving patterned ridges into cloths and tapestries, which they read with their fingers. They are said to eat all manner of foulness under the earth, but outside they gladly eat whatever dish may be purchased.

    Spoiler: Religion
    Show
    There are exactly twelve gods, one for each of the zodiac signs. While most people may some form of respect to their birth-sign, it is by no means a prerequisite for worship or even for joining the clergy. The churches are independent of one another. There is a ceremonial transfer of the title of Fortune Teller, which passes from the High Priest of each church, based on which sign is brightest for a given month. This generally goes smoothly, although there are instances of High Priests refusing to give up the power of Fortune Teller. Each church is organized differently (see below).

    Aries: The church of Aries is highly localized, with little coordination between the different branches. They oversee a number of religious knightly orders that spend their time questing when not called upon by the church. Knights of Aries are unparalleled in courage, and (some say) foolhardiness.
    Taurus: Priests of Taurus double as bankers, and are known to take umbrage at those who flout their debts to the church.
    Gemini: The Geminis keep dual high priests. Their churches host a great number of social events for the poor and rich alike.
    Cancer: The crabs host many games and sports, as well as feasts to mark the turn of season.
    Leo: Churches of the Leo are near-palaces of hedonistic pleasure.
    Virgo: Virgos preside over harvests, as well as operating granaries and financing grain loans. They are known for keeping immaculate records and acting as tutors for the nobility.
    Libra: The Libras are often tasked by local rulers with judging trials and settling commercial disputes.
    Scorpio: Scorpios are frequently responsible for handling the dead. They also keep a standing military with chapters of knights and other holy warriors.
    Sagittarius: The sagittarii are traveling priests. There is little wealth in the church, which is largely made up of simple roadside shrines and boarding-houses. Tutors?
    Capricorn: The Capricorns keep a highly organized and bureaucratic church, complete with written procedures for promotion and discipline. In addition, the Capricorns maintain a standing military, made up of professional soldiers rather than fanatics. Capricorn churches often feature libraries, as well as an attachment for the garrison.
    Aquarius: Priests of Aquarius are tinkerers and dreamers, constantly building tin-work toys and other such things. Their invention of the clock sparked the War of the Pendulums, when the Leos declared clocks to be heresy against the sundial and made bloody war on the church of the Aquarius. Priests of the Aquarius are especially numerous in the dry areas of Marad, where the water-bearer is exalted in the stars as in the flesh. Some priests of Aquarius have begun to train as wizards.
    Pisces: The Pisces operate their churches as houses of healing. Their clergy collectively vote on decisions.

    Spoiler: Organizations
    Show
    The Housekarls: The Housekarls were once a successful Burgian mercenary company that has become a group dedicated to the preservation of civic order. They serve as personal bodyguards to lords and kings all across the world (except for the Skyscrapers, where they are unwelcome), as well as maintaining a vast network of hired spies. Housekarls are ruthless opponents of rebellion and disloyalty, but whispers abound over just how they handle the shifting eddies of power that swirl about the thrones they guard. During a serious civil war in the Skyscrapers, the Housekarls famously switched sides, abandoning the King during an attack by northern assassins. Unfortunately for them, the king's chosen heir won the civil war and condemned the entire Housekarl garrison to ride a lava flow. The current Grand Master has provided assurances that all Housekarls have been ordered to fight to the death without switching sides, but trust remains low. The recent unpleasantness has prompted others to consult historical tomes, which tell of many Housekarl-related "mishaps" and subterfuges involving succession and legitimacy.

    The Greencloaks: The Greencloaks are a group of stoic woodsmen and trackers who keep the roads clear of fell beasts that may prey upon travelers. They can be found in Sindare and Burgia. Greencloaks are known to clash with sorcerers and especially wizards, who are sometimes not careful in securing their living experiments.

    The Silmarilluminati: There's a persistent rumor that the elves are engaged in a centuries-long conspiracy to (depending on whom you ask) rig horse races, steal livestock, hoard jewels, summon a great demon, place a puppet on every throne in the world, bring about the downfall of mankind, drink the blood of children to prolong their lives, or extinguish the sun. The existence of the Silmarilluminati and their conspiracy has never been confirmed, but that hasn't stopped others from forming their own counter-elven societies.

    Cult of Sull-Presta: Sull-Presta is a sorcerer of enormous power and reputation. It is said that they (for Sell-Presta appears sometimes as a man, sometimes as a woman, sometimes as both, and sometimes as neither) have lain with dragons, walked the planes, and defeated terrible beings. The cult of Sull-Presta was once dedicated to spreading the good word of Sull-Presta's feats, supplying treasure and playthings for Sull-Presta's pleasure, and otherwise causing mischief. Now that Sull-Presta has disappeared, the cult has devolved into various splinter groups engaged in all manner of debauchery to "summon" Sull-Presta back to the world.

    Spoiler: The Four Wizarding Academies
    Show
    Onnangol is the oldest wizard academy, founded by first-generation elves soon after their return. Located on an island off the Sindarean coast, Onnangol accepts only elves, or occasionally, half-elves with elven sponsors, as students. Its headmaster is Caranbrimthir the Mighty, one of four still-surviving founding members and Grand Master of Transmutation. Of the eight Grand Masters of Wizardry, six serve on Onnangol’s faculty. Onnangol is largely mysterious to outsiders, but its influence is nevertheless felt—when they are known to disapprove of something, the other academies must tread lightly around it.

    Mithdiran Academy is the second-oldest of the wizard academies, founded by a mixed faculty of elves from Onnangol and humans who had trained under tutors outside of Onnangol. Mithdiran’s creation was meant to spread wizardry more widely to humans, something that took off faster than the elves might have expected. Mithdiran emphasizes fieldwork and adventuring in its curriculum, under the theory that the Weave is like a map that must be explored. Mithdiran is located in the Sindarean city of Caras Held.

    Lagashzi is a Maradian wizarding school located in the city of Tell Shura. Lagashzi’s curriculum focuses on history and text, and less on field exploration. The headmaster and founder is Finarwen the Elf, a third-generation elf who joined a group of lowborn elves departing Sindare to seek better fortunes in Marad. In addition to her duties as headmaster, she holds the title of Grand Master of Illusion. Lagashzi is the smallest of the academies, graduating just a handful of wizards per year.

    Elurin Academy is the youngest wizarding school, located in the Sindarean city of Didaegas. Founded by a half-elven and human faculty (themselves trained at Mithdiran) without the consent of the masters of Onnangol, Elurin is an adventuring school in the mold of Mithdiran. Elurin’s adventures are typically riskier than those sanctioned by Mithdiran, especially in terms of the diplomatic or political impact on the non-wizarding world. It is known that Warmage Academy (which is not a true wizard academy) was founded largely by graduates from Elurin.

    Spoiler: The Masters of Mithdiran Academy
    Show
    Headmaster Jon Dringlam Sr. is the leader of the faculty. He previously master of conjuration and made numerous discoveries related to the nature of planar beings. Master Dringlam also secured significant financial backing for the academy from the churches of the Scorpio and Aquarius in exchange for knowledge of the planes, an action that has sparked scorn on the part of some of the other masters, especially his rival Master Amlothien. But when the prior headmaster passed away, Dringlam’s funds-raising ability tipped the vote of the masters in his favor and he was chosen over Amlothien by a resounding vote. The Dringlam family once held land, but it was sold long ago to the elves and the family transitioned into studying the Weave.

    Master Ahasshu is the Academy’s master of divination. She is perhaps five-and-thirty, originally of southern Marad, and new to her post. Her predecessor is presumed dead after an unfortunate incident in which his familiar keeled over dead moments after he embarked on his first planeshift—an unfortunate harbinger, especially because he has not returned.

    Master Celegol Eldan is the master of abjuration. He is a jowly, graying man of sixty-odd years and uncle to Lord Eldan, an important half-elven member of the Sindarean parliament. Master Celegol has a reputation for methodical caution and is assumed to be the second-in-command to Headmaster Dringlam.

    Master Cirlas Amlothien is master of necromancy. He is a second-generation elf and is founding member of the faculty (two-hundred and fifty years ago) and therefore the only person to ever hold his position. He is taciturn and aloof, but more patient with students than some other instructors. Amlothien holds a fairly open grudge against Headmaster Dringlam, as well as the masters that voted for Dringlam over him to replace the last Headmaster (this includes all the current masters except Ahasshu and Thran, who were not masters at the time).

    Master Idrin is master of illusion. He is widely regarded as a callous and arrogant man, though his skill cannot be denied. He has dueled a number of sorcerers and so far has always come out on top. A number of students have gravitated to him, perhaps because his approval is so hard to earn. He is Sindarean by birth, the son of a craftswoman.

    Master Miriel is master of evocation. She was born a bastard to a Sindarean noble half-elf, and was promptly sent to the academy, which has become her only true home. While she projects a stern, measured appearance, she is legendary from the risks she took during her days as an adventuring journeywoman wizard. Her nickname around the academy (never spoken to her face) is Handsy, for her penchant for summoning enormous hands to do her bidding.

    Master Tulien is master of enchantment. While once an energetic scholar and practitioner, he has fallen into morose, shuffling mediocrity over the last several years. In his heyday was known for carrying on a number of romances, many with flashy sorcerer women and some with students at Mithdiran. The joke is that Tulien studies enchantment by allowing himself to become enchanted by nearly every woman who crosses his path. He doesn’t do quite so much romance anymore, and it’s whispered that he fell to his doldrums because his lover left him.

    Master Rossalyn Thran is master of transmutation. She was spent the better part of two years trapped in a magical prison created by a sorcerer known only as “Shatter,” before being freed by a party led by Master Amlothien and then-professor Ahasshu. This escape earned master’s laurels for both Ahasshu and Thran. Shatter is still at large. Master Thran is a half-elf of elven extraction, her mother being the third wife to a widower elven lord who had already secured his line with an elven heir.

    Master Jon Dringlam Jr. is master of conjuration. He is the only son of the current headmaster who bears the same name. Junior, as they call him behind his back, is a vital man of about forty who loves to drink and fight, including with swords and fists. While he is no slouch in terms of scholarship, it’s no secret that Dringlam Jr. is more comfortable in a tavern with the mageskarls than he is in a classroom. His academic achievements are unlikely to surpass his father’s, but his appetite for adventure is much higher, holding equal measures of promise and peril.

    Spoiler: Selected Mageskarls
    Show
    Legolir, sometimes called the Carver, is a dour swordsman who has long served the academy as a mageskarl. His beard is huge and unruly (and very frequently singed), but his two-handed broadsword is meticulously sharpened and oiled at all times. They say he’s made enemies over the years and always has an eye over his shoulder.

    Brodrick is a calm, expressionless man who fights with a traditional Sindarean longbow and a pair of adamantine daggers. It’s said his weakness for gambling has left him heavily indentured to the Academy.

    Salekara is a Yuran mercenary known for his quick smile and quicker blade, as well as his penchant for cooking everything in whale blubber while on the road. He is still a young man, popular with the students.

    Kreasman is a kind-looking, balding woodsman known as the steadiest head among the mageskarls. He carries a sword and shield, but his patient manner allows him to talk his way out of most situations that would require him to use them.

    Spoiler: Magical Items Available at the Academy
    Show
    The Academy and the associated community of students, professors, and alumni engage in a robust trade of magical items. Below are some discounts.

    Potions: All potions are available from various sellers at full price. In addition, Professor Poachum is known to cut discounts to those he likes. Characters can gain a 10% discount for a month by either succeeding on a DC 20 Spellcraft check (you may retry each month, no taking 10) or selling him 200 gp worth (at half-price, so equivalent of 400 gp at full price) of rare or interesting potions (for simplicity, any potion scavenged or looted counts, purchased potions don't). For simplicity, these discounts don't apply retroactively to starting gear.

    Scrolls: Any arcane scroll for 3rd level and below is generally available. Scrolls of 4th-6th level can be purchased at full price as long as you can give the Academy a reason why you need the scroll, and they may refuse. Scrolls of 7th-9th level are jealously guarded and can only be obtained from one of the school's masters in very extenuating circumstances.

    Wands: All wands can be purchased at full charges. Depleted wands are generally available at a prorated price, but vary in terms of number of charges. If a character is considering purchasing a wand, they name a wand and roll 5d10 for the number of charges. Every X weeks, where X is the spell's level (0-level spells count as X = 0.5) a character can reroll the charges for a particular type of wand, as new wands appear on the market.

    Wondrous Items/Rods/Arms/Armor/Staffs/Rings: These need to be discussed with the DM. Generally speaking, stuff below 12,000 gp can be obtained, but there may be delays and other hoops to jump through as you approach the top of the price range.

    Last edited by heretic; 2019-02-02 at 01:37 PM.
    DM: Academy Living
    Group A|Group B|OOC

  4. - Top - End - #4
    Ogre in the Playground
     
    Mousedigits's Avatar

    Join Date
    Nov 2013
    Location
    Probably some computer.
    Gender
    Male

    Default Re: Academy Living OOC

    Tara Felt, reporting for duty! I'll go ahead and snatch green as a speech color.

    One interesting thing I noticed: One group is all Sindareans, one is all non-Sindareans. I know it's probably coincidental, but I just thought it was interesting.
    Extended Signature
    .

    Spoiler: Current Characters
    Show

    Trasil, Magus 15//Fighter 12/Ab. Champ 3//Spellsword 10/Factotum 4/LA (Kreshen) 1, Game: Aegis Tristalt
    Potentia Abilities: Sword (Sahael), Clock (Renia)
    Current Buffs Spreadsheet
    Other Abilities: Manifest Body, Teleport abilities

    Soulsteel, Aegis 10//Soulknife 10//Mythic (Mutant) 10//Vigilante (Exposed Vigilante) 10, Game: London Extranatural Guild

    Tara, Spellthief 2, a noncaster in disguise! Game: Academy Living

  5. - Top - End - #5
    Troll in the Playground
     
    RedWizardGuy

    Join Date
    Jul 2014

    Default Re: Academy Living OOC

    Lucent reporting in, and ready to earn what he can. I m looking forward to this one, and I believe I shall claim a deep blue for his speech.

    Thank you very much DM, for the feat tweaks. It helps a good deal. Also, yeah, I really do sympathize, its always tough picking characters, even when there's a relatively small group. With this many good submissions?
    Last edited by Daishain; 2019-01-25 at 07:47 PM.
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    PairO'Dice Lost's Avatar

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    Vasco reporting in, and I think he'll speak in teal.

    Now that we know what parties we're in, we might want to start figuring out if and how we know each other from before we were assigned to the same team.

    - JBarca, do you think it's more like Galion to have met Vasco in passing back in the Sweetsea, or made friends once at the Academy because of their shared history, or avoided meeting him because he didn't want to spend time with people who reminded him of home?
    - El'the, you think that Rosa and Vasco might have had some classes in common regarding melding a natural talent for magic with standard wizardry, or would she be too focused on her own goals to really socialize with classmates?
    - Schismatic...I don't see anything in Mardu's backstory that would particularly connect with Vasco's; any ideas?
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    Perivold checking in. Im not going to have access to my computer this weekend, so I cant do any massive post, but my phone will be with me so I can check in. Id like to claim some form of blue as my speaking colour. Also, how recently would I have come to the university? So I can plan my introduction.

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    MindFlayer

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    Checking in with Galion! Red speech for me.

    PairO'Dice - Great question! I'll have some free time tomorrow night and I'll read your background and give you a real answer.
    Likewise, Schismatic - I'll check out your background then, too, and see if I notice anything worth connecting us.

    Looking forward to gaming with you all!
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    Is there anyone in the other (non-Sindarean) group who wants to be a spell donor to Tara? I want the people she's going to be spending most of her adventures with unaware of her secret (at first, at least) but it may be cool to have a connection to someone in the other group.

    Don't feel obliged to do it if you don't want to, though. It's in no way something that needs to happen. The opportunity is there if someone wants to do it though.
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    BardGuy

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    Quote Originally Posted by JBarca View Post
    Checking in with Galion! Red speech for me.

    PairO'Dice - Great question! I'll have some free time tomorrow night and I'll read your background and give you a real answer.
    Likewise, Schismatic - I'll check out your background then, too, and see if I notice anything worth connecting us.

    Looking forward to gaming with you all!
    My character would likely be travelling as part of a merchant's caravan. Offering added security in exchange for company, protection, water, food and oats for her mount. That and as a 'final duty' of helping keep merchants heading into and out of Marad safe one last time.

    So that might have passed your waystation and picked you up as well.

    Given we're travelling all the way to the north-east, I imagine that would involve multiple merchant caravans. So we might have periodically met, departed, met again, etc.

    It would be a big trip for my character, hypothetically, so we might have met at a way station only for as long as my xharacter could stay awake and while you were waiting for another convoy. Funnily enough we could also roleplay my character meeting you at a warehouse with one caravan while you're waiting for another.... and we just sort of end up chasing eachother over an entire continent, one caravan infront or behind, the other.

    My character would be riding her warhorse, which is somewhat like a white-coated, long-maned Andalusian-esque mare.
    Last edited by Schismatic; 2019-01-26 at 04:43 AM.

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    Quote Originally Posted by Mousedigits View Post
    Is there anyone in the other (non-Sindarean) group who wants to be a spell donor to Tara? I want the people she's going to be spending most of her adventures with unaware of her secret (at first, at least) but it may be cool to have a connection to someone in the other group.

    Don't feel obliged to do it if you don't want to, though. It's in no way something that needs to happen. The opportunity is there if someone wants to do it though.
    Vasco would be happy to donate some spells, so long as Tara doesn't mind a little experimentation to see if her strange non-wizard magical powers and his strange non-wizard magical powers have anything in common...and if she can at least pretend to find his theories on applied necromancy to be novel and exciting and world-changing while doing so, so much the better.
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    On the subject of PC relationships, anyone who has been at the Academy for more than a few years has probably seen Lucent running around every once in awhile. Whether or not they actually paid attention to the somewhat flighty, if unusually intelligent and inquisitive, servant is another question.

    Chances are that at some point, he would have had to ask for help with some of the more complicated aspects of the arcane. A student who does not mind spreading knowledge would be a perfect candidate for such a connection. Beyond that however, I don't see him revealing the full extent of his magical prowess to the others unless he had to. He currently passes off the Spells he does cast in front of others as a few simple tricks that he's picked up

    In regards to Tara in particular, given that they have relatively similar fighting styles, I think chances are they would have trained and / or sparred together relatively often. Lucent probably would have flirted a bit with her if there was some hint of mutual interest. I am thinking of friendship as a starting relationship between the two for now, but I am quite flexible. It could be just as interesting if they had a mild rivalry going on

    P.S. For Renegado, I suggest that on your sheet, list out the spells in your spellbook in the Other Notes section. Use the Spells and Powers section for the spells that you actually have prepared for the day. Its easier to keep it neat that way, and besides, in the long run what you're doing now will leave you running out of space in a hurry.
    Last edited by Daishain; 2019-01-26 at 08:57 AM.
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    One quick note on tying together backstories--I was thinking that everyone has been at the Academy for at least a couple months. They don't really send people on adventures until they get to know them a little bit. Of course, it's totally fine if some of you met one another during your journey to the Academy.

    I was also thinking that perhaps the eight of you had been assigned together for one "adventure," which turned out to be guarding a merchant caravan against an attack that never came. That way you all have some passing familiarity with one another, in addition to whatever specific ties you'd like to work out now.
    Last edited by heretic; 2019-01-26 at 09:46 AM.
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    Quote Originally Posted by PairO'Dice Lost View Post
    Vasco would be happy to donate some spells, so long as Tara doesn't mind a little experimentation to see if her strange non-wizard magical powers and his strange non-wizard magical powers have anything in common...and if she can at least pretend to find his theories on applied necromancy to be novel and exciting and world-changing while doing so, so much the better.
    All right, that'll work nicely! Congratulations, your character is now:
    1) in possession of a secret that could literally ruin another student's life (evidently she thinks you're trustworthy enough -or have enough to gain- that you won't snitch)
    2) in a parasitic relationship with the equivalent of a magical methhead.

    Quote Originally Posted by Daishain View Post
    In regards to Tara in particular, given that they have relatively similar fighting styles, I think chances are they would have trained and / or sparred together relatively often. Lucent probably would have flirted a bit with her if there was some hint of mutual interest. I am thinking of friendship as a starting relationship between the two for now, but I am quite flexible. It could be just as interesting if they had a mild rivalry going on
    Yeah, I can see that. She frequents the mageskarl sparring grounds often. Sometimes the normal students give her weird looks for it, but when confronted on it, she'll defend herself by saying it's a backup for if she runs out of spells for the day.

    As far as relationship stuff goes, there's definitely room there for something to develop later. We'll just have to see how it plays out. I definitely like the idea of a rivalry though!
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    Given my character is sort kind of faking wizardry, she wouldn't mind giving Tara a flashy spell like Expeditious Retreat (which is a Wiz spell) on occasion in exchange for Tara help translate some of the more difficult Sindarean books?

    2 CL, 1st level Transmutation Wiz spell. So would help sell the idea of you being a basic wizarding student as you're definitely not a bard, either. Plus it is undeniably something you cast on yourself, and yourself only. It's hard to fake, blatantly obvious, and undeniably effective.

    Also, I just noticed that I get combat expertise and mobility for free, so do do you mind Heretic if I rewrite in Skill Focus (Perform)? I was thinking of going Favoured in Guild much later on to reflect her growing fame in Sindare, as my character is nothing short of a glory hound.

    Also, to reflect my character's sunny and boisterous demeanour which is heavily influence by Dumas' Three Musketeers, I'm thinking Copper for dialogue.
    Last edited by Schismatic; 2019-01-26 at 03:26 PM.

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    Pleased to be in. Been feeling up and down, so some plum will perk me up for a talking color. For team Sindareans...


    Hiya @Daishain, Alexandria was a 'none'-mageskarl polyglot trained by the academy for four years. How would Lucent feel about exchanging her arcane insight (you decide whether Lucent ever outright asked her over those four years how to cast spells, or if it was more general questions) in exchange for telling her where a Weave anomaly was / they outright went to one, so she could try to get her low-level wizard head around it? Given Lucent would be trained in weapons (unlike her) and actually have field experience (unlike her), he possibly had that kind of knowledge (unlike her).

    On a milder note, they could also practice languages / he might have learned pieces of one from her? Do either of these ideas work, or do you prefer something totally different?


    Hi @Mousedigits, I love that you're playing a spell theif, because I've never seen one before ever. Tara also seems great to get along with (similar virtues). That said, you obviously want to pretend to be a magic user, so what would you say is best? All our characters have been around each other for a few months, if not longer (Alexandria has been around the academy for literally years at this point, the first four as a language tutor / welcomer to new students / academy tour guide). So presuming Tara doesn't fully trust a certain Enchanter (not unfair), would Tara have pretended to be a sorceress or a bard? Or another wizard? Or something else entirely? I just want us to have our stories straight with what works for you. Also, do you have any better ideas of how to deepen our ties?


    Hey @Renegado, would you prefer Perivold being seen in a friendlier way or just a really practical one at the start? If he ever shared his grasp on Old Sindarean, I can see that catapulting her from just thinking practically, to seeing him in a flattering way. The difference is somewhere between being offered a guide around the academy (she's been there for four years) and a recommendation of good local haunts, versus something a lot more intensive and difficult, like maybe helping him figure out how deep the Elven influence is here (or something else entirely). So it comes down to you. Would you prefer her seeing Perivold in a friendlier way, or just a really practical one to start? Any ideas I might have totally not even thought about?
    Last edited by Paramour Pink; 2019-01-26 at 07:31 PM.
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    RedWizardGuy

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    Quote Originally Posted by Paramour Pink View Post
    Hiya @Daishain, Alexandria was a 'none'-mageskarl polyglot trained by the academy for four years. How would Lucent feel about exchanging her arcane insight (you decide whether Lucent ever outright asked her over those four years how to cast spells, or if it was more general questions) in exchange for telling her where a Weave anomaly was / they outright went to one, so she could try to get her low-level wizard head around it? Given Lucent would be trained in weapons (unlike her) and actually have field experience (unlike her), he possibly had that kind of knowledge (unlike her).

    On a milder note, they could also practice languages / he might have learned pieces of one from her? Do either of these ideas work, or do you prefer something totally different?
    Either, or both, would suit I think

    The former case works out pretty well, I don't think he'd ask outright, at least not at first. He'd probably have approached it somewhat obliquely. After all he's not a student, and it seems unlikely for the academy to be thrilled about what he's been skimming. If she seemed open to the idea, yeah, he would eventually have confessed to learning weave magic on the side and asked for a bit of direct help.

    Assuming such a trip wasn't too likely to end in tears, he certainly would be willing to escort her to a weave anomaly.

    As to languages, perhaps she's been helping refine his grasp on old Sindarean and he's been teaching her a bit of the Trade Tongue? (Just started in both cases, so no points invested yet.)

    I could easily see them becoming close friends over time that way, meeting up from time to time to help each other out, occasionally just getting together to have fun and blow off some steam, etc.
    "No man is an island, entire of itself, every man is a piece of the continent, a part of the main... Any man's death diminishes me because I am involved in mankind, and therefore never send to know for whom the bell tolls, it tolls for thee." -John Donne-
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    AssassinGuy

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    Hi @Paramor Pink,

    Is your character nobility, or would she have ever mentioned anything about looking into the elves or disliking elves while in a practical friendship/aquaintanceship? Im seeing my character as a bit arrogant to start, he probably would have tried to keep his friend group to nobility but would definitely have made an exception for someone who could help him learn about the elves. Maybe your char could have been assigned to Perivold as a peer mentor when he had first come to the academy? That could explain how they started talking? Perivold would have been at the academy for a couple of months.

    (Sorry I would look some of this stuff up, but Im on my phone and its a pain.)

    If its OK, Id like to not have gone on an adventure yet, and that the next one be Perivolds first, I have an idea for my FP that relies on him not having gone on an adventure yet, and not even being signed up yet (which would be remedied quickly).

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    Default Re: Academy Living OOC

    Oh, and he would definitely have flaunted his grasp of old Sindarean, so he could have shared a few tidbits here and there

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    Quote Originally Posted by Schismatic View Post
    Also, I just noticed that I get combat expertise and mobility for free, so do do you mind Heretic if I rewrite in Skill Focus (Perform)? I was thinking of going Favoured in Guild much later on to reflect her growing fame in Sindare, as my character is nothing short of a glory hound.
    Yes, that's fine.
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    Quote Originally Posted by heretic View Post
    Yes, that's fine.
    Awesome, ready to roleplay my Mard'tagnan, then. Always seeking that sweet promotion through glory.

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    Quote Originally Posted by Schismatic View Post
    Given my character is sort kind of faking wizardry, she wouldn't mind giving Tara a flashy spell like Expeditious Retreat (which is a Wiz spell) on occasion in exchange for Tara help translate some of the more difficult Sindarean books?

    2 CL, 1st level Transmutation Wiz spell. So would help sell the idea of you being a basic wizarding student as you're definitely not a bard, either. Plus it is undeniably something you cast on yourself, and yourself only. It's hard to fake, blatantly obvious, and undeniably effective.
    I really don't want more than one character in the whole 8 person "group" to know about her nature, so I'm gonna say no for now. However, it's entirely possible that they're friends and she could definitely be priming you to be a magic source for her. So yeah, she could definitely have helped translate some Sindarean books (assuming that all the countries don't use a similar language.)

    Quote Originally Posted by Paramour Pink View Post
    Hi @Mousedigits, I love that you're playing a spell theif, because I've never seen one before ever.
    That's nice, as I've never played one and only seen one played once. But I'm certainly looking forward to it!

    Quote Originally Posted by Paramour Pink View Post
    Tara also seems great to get along with (similar virtues). That said, you obviously want to pretend to be a magic user, so what would you say is best? All our characters have been around each other for a few months, if not longer (Alexandria has been around the academy for literally years at this point, the first four as a language tutor / welcomer to new students / academy tour guide). So presuming Tara doesn't fully trust a certain Enchanter (not unfair), would Tara have pretended to be a sorceress or a bard? Or another wizard? Or something else entirely? I just want us to have our stories straight with what works for you. Also, do you have any better ideas of how to deepen our ties?
    Tara is pretending to be a Wizard. In part because she is vaguely interested in the workings of the Weave (despite not being able to access it herself,) which is what Wizards study, and partly because she can use it as an excuse for her inconsistent performance ("I studied more on this spell than that spell.")

    As far as character ties, It's entirely possible that Alexandria gave Tara a tour or two. The two probably only know each other in passing though, and may not even know each other's names. That is, unless you had something different planned.

    @heretic, do you have any idea when an IC will be up?
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    Quote Originally Posted by Mousedigits View Post
    @heretic, do you have any idea when an IC will be up?
    I'm thinking hopefully by Wednesday?

    I'd like everyone to get their shopping and stuff done by then, or close to it. I don't see gear for Vasco, for instance. Of course, there may be residual shopping to do once you hear the details of where the Academy is sending you.

    In addition, I should be doing my close sheet read tomorrow night. I was delayed on that this weekend (sorry), although I did manage to write a first draft of one of the IC intros, so there's definite progress.
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    Quote Originally Posted by heretic View Post
    I'm thinking hopefully by Wednesday?

    I'd like everyone to get their shopping and stuff done by then, or close to it. I don't see gear for Vasco, for instance. Of course, there may be residual shopping to do once you hear the details of where the Academy is sending you.

    In addition, I should be doing my close sheet read tomorrow night. I was delayed on that this weekend (sorry), although I did manage to write a first draft of one of the IC intros, so there's definite progress.
    Cool.

    On the subject of equipment, was there ever a verdict on how you wanted to do partially charged wands for lower price?
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    @Paramor Pink

    I've read through your backstory, and if Perivold knew that Alexandria's family had been celebrities, he definitely would have been at least polite to begin with, and easily coaxed towards being friendly. If she had asked, Perivold might have agreed to having conversations in Old Sindarean. If they were friendly, then he would have brought up his curiosity about how the elves lived so long, as well as how they had become elves. Based on your banned schools however, he wouldn't have much interest in studying magic with Alexandria.

    In other words, friendly works for me.

    @Heretic

    Would there have been a school published "You should have these things before going adventuring" article? As Perivold has lived a mostly sheltered life, he probably would look for something like that, or just pack a tent, food, and buy a horse before going on adventures.

    Also, I've finished up the meat of the character, chose my languages skills, and applied the effects of education regional feat. Just need to do the last minute shopping (which might be a tent, food, and a horse). Oh yeah, and I should probably buy some kind of blade, because my vision of nobles usually include them wearing a rapier like sword (even if Perivold is NOT competent at wielding one).

    Also, for acquiring new spells when we level up, do you want us to pay for the materials to transcribe them into our spell books? I've played with DMs who have gone either way.

    I have also chosen to be born under Leo. Because lions. I expect this to have very little impact, but who knows.

    @Daishan

    Thanks for the advice, I usually move my spell book to a separate document once I have access to 4th level spells, and I find that what I'm doing works well enough for now.

    For now, Perivold probably shouldn't know about your Spellthieving. He's a bit of an elitist, and once he gets to know you and see you as a useful resource (or ally) then he would be more open to it, but at this point he might straight up report you.

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    And I've found an image for Perivold :D

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    Last edited by Renegado; 2019-01-29 at 02:16 PM.

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    Quote Originally Posted by Renegado View Post
    For now, Perivold probably shouldn't know about your Spellthieving. He's a bit of an elitist, and once he gets to know you and see you as a useful resource (or ally) then he would be more open to it, but at this point he might straight up report you.
    Oh no, as of now the only character who knows about Tara's abilities is Vasco. And she plans on keeping it that way as long as she can.
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    Trasil, Magus 15//Fighter 12/Ab. Champ 3//Spellsword 10/Factotum 4/LA (Kreshen) 1, Game: Aegis Tristalt
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    Soulsteel, Aegis 10//Soulknife 10//Mythic (Mutant) 10//Vigilante (Exposed Vigilante) 10, Game: London Extranatural Guild

    Tara, Spellthief 2, a noncaster in disguise! Game: Academy Living

  28. - Top - End - #28
    Ogre in the Playground
     
    MindFlayer

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    Default Re: Academy Living OOC

    Quote Originally Posted by Schismatic View Post
    My character would likely be travelling as part of a merchant's caravan. Offering added security in exchange for company, protection, water, food and oats for her mount. That and as a 'final duty' of helping keep merchants heading into and out of Marad safe one last time.

    So that might have passed your waystation and picked you up as well.

    Given we're travelling all the way to the north-east, I imagine that would involve multiple merchant caravans. So we might have periodically met, departed, met again, etc.

    It would be a big trip for my character, hypothetically, so we might have met at a way station only for as long as my xharacter could stay awake and while you were waiting for another convoy. Funnily enough we could also roleplay my character meeting you at a warehouse with one caravan while you're waiting for another.... and we just sort of end up chasing eachother over an entire continent, one caravan infront or behind, the other.

    My character would be riding her warhorse, which is somewhat like a white-coated, long-maned Andalusian-esque mare.
    That makes sense to me. We met on the road, got to know each other a bit through happenstance, and then stayed in contact at the Academy due to familiarity. Nice and simple.


    PairO'Dice - I think maybe meeting at the Academy may be best. It may be a bit too coincidental to meet all three of my party members traveling here. Galion definitely wouldn't have any problem with Vasco's research, and may even be impressed by it. If Vasco ever mentioned his intent to create a means of long life or immortality to Galion, he'd have a big supporter right away. And the idea of drastically altering the world's understanding of certain aspects of magic would also very much appeal to Galion.

    Maybe we've become something of research partners? Galion could agree to accompany you on your adventures in exchange for you bouncing ideas off him? It would be a good way to explain some of Galion's knowledge (which I had initially intended to explain through eavesdropping and spending time in libraries), too.
    Quote Originally Posted by Slipperychicken View Post
    That is the question-
    Whether 'tis more noble in the mind to suffer
    The slings and arrows of Tucker's Kobolds
    Or to take arms against a Sea of Mooks
    And by casting Protection from Arrows, end them?

  29. - Top - End - #29
    Firbolg in the Playground
     
    PairO'Dice Lost's Avatar

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    Default Re: Academy Living OOC

    Quote Originally Posted by Mousedigits View Post
    All right, that'll work nicely! Congratulations, your character is now:
    1) in possession of a secret that could literally ruin another student's life (evidently she thinks you're trustworthy enough -or have enough to gain- that you won't snitch)
    2) in a parasitic relationship with the equivalent of a magical methhead.
    Memo to self: research a spell to fix that when Vasco gets to be high-enough level. Hmm. Mordenkainen's demethification? Drawmij's instant detox?

    Quote Originally Posted by heretic View Post
    I'd like everyone to get their shopping and stuff done by then, or close to it. I don't see gear for Vasco, for instance.
    Shoot, must not have saved his sheet when I added his gear. I'll re-do that before tomorrow night.

    Quote Originally Posted by JBarca
    PairO'Dice - I think maybe meeting at the Academy may be best. It may be a bit too coincidental to meet all three of my party members traveling here. Galion definitely wouldn't have any problem with Vasco's research, and may even be impressed by it. If Vasco ever mentioned his intent to create a means of long life or immortality to Galion, he'd have a big supporter right away. And the idea of drastically altering the world's understanding of certain aspects of magic would also very much appeal to Galion.
    He'd probably mention his crazy schemes to everyone that looks vaguely interested, and who wouldn't refer to them as "crazy schemes;" I bet most of the students call him crazy, will they? I'll show them! I'll show them all! a bit naive when it comes to the practical applications of magic, so finding someone else similarly devoted to world optimization improving society would be a welcome change.
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  30. - Top - End - #30
    Ogre in the Playground
     
    MindFlayer

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    Default Re: Academy Living OOC

    Quote Originally Posted by PairO'Dice Lost View Post
    He'd probably mention his crazy schemes to everyone that looks vaguely interested, and who wouldn't refer to them as "crazy schemes;" I bet most of the students call him crazy, will they? I'll show them! I'll show them all! a bit naive when it comes to the practical applications of magic, so finding someone else similarly devoted to world optimization improving society would be a welcome change.
    haha sounds good. Vasco won't hear "crazy" from Galion. Improving the world is noble and deserves support!
    Quote Originally Posted by Slipperychicken View Post
    That is the question-
    Whether 'tis more noble in the mind to suffer
    The slings and arrows of Tucker's Kobolds
    Or to take arms against a Sea of Mooks
    And by casting Protection from Arrows, end them?

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