Table talk (Bibracte)

Hey Fiona - I've been watching your season thread, and just thought I'd offer a thought: the grogs Iosephus brought are all expert shepherds from Wales. By their third season on the grounds, they're probably very familiar with the covenant's flocks - and they're familiar with sheep behavior generally. No doubt they weren't watching the particular flock to which the incident occurred - and no doubt Jonathan has completely different plans - but they might be worth questioning, if you feel like it.

Just a thought.

You got your own problems, buddy! :smiley:

FYI.
I'll be on a trip this weekend with my family. Saturday and Sunday posting will be greatly diminished. I might get something in during the evenings.

As I am a bit slow on posting I have a question, where should I post Onesiphorus actions? In his season or in all as I don’t yet have a companion and there will be some time before I can create one even though my concept is clear (a natural philosopher who dabble in hedge elemental magic).

Go ahead and post his actions relating to the season in his seasonal thread. At some point, after the council, you can post actions related to seasional acitivities at the end of the council thread, and then adjust your character accordingly.

The companion isn't strictly needed. For your story, and in your case, your companion character doesn't have to be a companion or known to your magus, he can be a companion who lives at the covenant and be involved in other stories.

What thinkest the troupe?
Following only applies to grogs and companions. They can get 30+ XP per year for 10 XP per season for three seasons. Anything over 30 xp is based on whether or not the character is involved in adventures. If the character is not an adventuring type (specialist bought with bps, for example) he advances 2 more XP for exposure purposes in his "profession" (highest skill). If the character adventures regularly (possibility of having adventure XP in more than one season) he has the choice of choosing adventure XP or standard 10XP for a season. It is possible for a character to earn less than 10 XP in a season, if they adventure a lot, and wish to take adventure XP to advance a skill that can only be advanced via adventure. In most cases though, 30 XP +adventure XP, will be possible for adventuring PCs. There will be very rare times that it might be 30XP +exposure XP if the character doesn't adventure at all. In the case of convelescence, XP should be spent on non strenuous abilities, given that the character is in play, and at a covenant, it is possible for characters to pick up academic abilities during convelescence, if someone is able to teach them.

Note, this models the effect of the Wealthy virtue for the character, based on the wealth of the covenant, having enough money to hire staff, and attract people to the covenant.
I got this idea from this discussion:
https://forum.atlas-games.com/t/specialists-and-advancement/6161/14

That way of doing things sounds good to me. Not too much bookkeeping, but doesn't sacrifice too much detail.

Hello gang for the moment my life is swamped with work and other things so I can’t write anything good for the moment as the creative juices are flowing very slow for the moment. Hang in with me and perhaps I can write next week as I am travelling during the weekend I will be unable to write for that reason.

That's cool. This is exactly the reason why I've setup the game as I have.

Sounds good to me. Do the characters have to choose when the adventure begins, or can they wait until until xp are awarded to choose?

I think we'll also do the entire year's worth of advancement sometime in the winter/spring time frame all at one time to get the most bang for the XP. Players can choose whether they take the seasonal or the adventure at that time.

zlorfick,
I think you have an interesting concept. I am concerned that you might be a bit weak, though. Yes, you can spont virtually any 15th level spell (10+10+10)/2=15. However, that's good and bad. But in general, generalists are just weak. And then they're challenging to play because they're not good at anything.

If you considered reallocating into Arts a nature magus would be most interested in (I'm thinking An, He)? To have an apprentice, you only need your arts at 5, except Perdo, more on that later. I played around with the XP allocation. If you kept your techniques as they are, or no less, dropped all forms except two to 5, and reallocated those to arts (An, He) up to level 18, and maybe get a technique to 15, you could spont 25th level spells in your TeFo specialties. (15+15+18+2*)=50/2=25. And in the forms where you have 5, you're still sponting 10th level spells with ease. That's amazing. Then you'd also have at least 90 XP to reallocate to other things (spells in your preferred Arts!).
The Perdo needs to be at 10 if you want to open your apprentice's Arts and not pass on your Defficiency. If you (and Peregrine) don't care about that, then I'd suggest dropping it to 5, unless you need it for a particular spell you want.

*note, you'd be using a stress die, you only fail on a 0 and would check for botch, a roll of 1 and you get a minimum of 4, and 2 is enough to succeed. Note, I'm not adding in any other factors, so you could tweak this as appropriate, for example I notice you have a stamina of 2, so you actually only fail on a botch. I don't consider this min/maxing, either. It's good playing.

I'm back all, had a great time. I'll be getting back into the game, need to review all that's present here. Where should I start with my initial posts?

Welcome back!

Do like I always do...start at the bottom of the page and work my way up.

Bad news: got to spend about five or six hours in two different emergency rooms (including travel time, as the one was about 45 minutes away from the other).

Good news: I got about three or four plus pages written on Fiona's prelude. I'll try to get them typed up and posted today sometime.

Welcome back!

You have some open items from your prelude. I hadn't progressed on Mufarjj at all, so... I'm handwaving the die roll for his moving from incapacitated to heavy wound, his recovery will be long and slow, unless someone has vis and the spells to do something with it, but you'd have to ask that during the council meeting. You have your spring season to be concerned about, you mentioned seeing to the defenses. Your season is much more open-ended than any other, since you generated your own story seed for me (if you recall).

You'll see I've started working on other seasonal threads.

We can start the council thread but Max is on a bit of a break. And this one is important for Jonah's story to develop and progress. It was the biggest logjam in my planning.

Sorry to hear that! :frowning:

Regarding Mufarjj's recovery, it should take the minimum amount of time to heal as he'll be wearing the ring which offers a +15 healing bonus. I'd want him monitored by servants and guards as well, one will make sure the ring is activated (just the healing portion) every sunrise and sunset. So his healing should be guarenteed, though he might get a bit warped.

If interested, grogs are needed to be run in any of the seasons started to date. I don't have any dictates on how to run them (as a group, or individually), but we do need some supporting players in the other seasons.

Silviatos needs grogs that know something about sheep and woods (sheep on the edge of a forest are being killed).
Fiona needs grogs that know about sheep generally.
Oenisphorus needs woodsmen
And you need... I dunno. I'm just along for the ride on your story, most of your season will be improvisational based on what you decided to do and how you decide to approach problems, and which problems you plan to attack first.

Yes, but the minimum amount of time is a season to progress from heavy to medium, then a month from medium to light and then a week for the light wound. It'll be a significant amount of time, and that presumes a cooperative patient. :smiling_imp: