<html>
<font face="Courier New, Courier" size=1> <br>
Ht
Alias/Player
Character Name Type
Status/Notes Sex<br>
--
-----------------------------------------------------------------<br>
Rh NPC
Noble
Aren Solest Duke
Normal/Human Ma<br>
Rh
Balrog
Balrog
Warrior Normal/Human Ma<br>
Wh Tom
Crockett
Caladan
Wizard Normal/Human Ma<br>
?? Marcel Liberty
Chion
Sailor Normal/Human Ma<br>
?? Burton Choinski
Cholan
Sailor Normal/Human Ma<br>
Rh Bob Eldred/Nomad
Damon
Sailor Normal/Human Ma<br>
Wh Ryan
Torres
Farseeker Warrior
Normal/Human Ma<br>
Wh Tim Falkenberg
Malradh ben Kasha Merc Normal/Human Ma<br>
Wh NPC
Spy
Suresh Nambler Spy
Normal/Human Ma<br>
Rh Orion (Paul Broman)
Trembyl
Fighter Normal/Human Ma<br>
Rh NPC
Fighter
Triest
Warrior Normal/Human Ma<br>
Wh Franseco B./Bondo
Valgor
Noble Dead /Human Ma<br>
Rh Scott
Adams
Xian
Wizard Normal/Human Ma<br>
Wh Wout
Broere
Unali
Ninja Normal/Human Fe<br>
Wh Alex
Koponen
Z'leyra
Healer Normal/Human Fe<br>
-- Chris
Wells
Ben'dar
Warrior Normal/Human Ma <br>
-- Lyman R. Hampton
Kaylle
Scholar Normal/Faerry Ma<br>
-- Wayne Richardson/Uji
Thig
Sidh MU Normal/Faerry Ma<br>
Rh ------???-----------
Neva
Archer Normal/Elf Fe<br>
Rh Sergi Sallent
Jordi
Unsure Normal/Elf Ma<br>
Rh Npc
Noble
Marta Valnon Noble
Normal/Human Fe<br>
Ally Section - Diplomats/Ex prisoners - 26
Allies<br>
G1 Akat, Zenon
(Goidan), Chandris,
Eri (Kolari)<br>
G1 Vaeth, Tuon
(Donaran), Vaidia,
Anil (Donaran)<br>
G2 *Zablin, Ris
(Zen'dan) Ayddar Nylykerka
(Thaliban)<br>
G2 Nil
Spaar (Ursmaian), Norda
Proi (Lemasan)<br>
G3 Walling, Dex
(Helvan) Zing,
Troyis (Kll'Maun)<br>
G3 Amin, Rajwani
(Lemasan),<br>
Qasir,
Shah (Ro'babzan)<br>
G1 Jevan, Corz
(Bhamotin), Jezek,
Gord (Bhamotin)<br>
G1 Qualres, Diana (Shuikalese),
Oolas, Kirz (Katalan)<br>
G1 Abzyon,
Wi (Choisuan), Xavier,
Rua (Fomorian),<br>
G1 Makki,
Pov (Katalan), Matta,
Kartz (R'hiselkan)<br>
G4 Zenakhis, Trom
(Fomorian), Ackbar, Feli
(Chunrey)<br>
G4 Jozak,
Mer (Robari), Zabel,
Eti (Artadan)<br>
G4 Goins, Sharmon
(Teosian(, Havirmar Havigashu (Vahearian)<br>
<br>
Player
Email
Address
Email Status <br>
-----------------------------------------------------------------<br>
Scott
Adams
pnpgm@softhome.net
Working<br>
Marcel Liberty/Chion
kzinti_maouse@yahoo.com Working <br>
Tim
Falkenberg
Malradh@yahoo.co.uk
Unknown<br>
Wout
Broere
broere@powersandperils.org Working<br>
Burton
Choinski
bchoinski@attbi.com
Working<br>
Sergi
Sallent
igresigres@yahoo.com
Working<br>
Alex
Koponen
akoponen@mosquitonet.com Working<br>
Chris
Wells
ckwells@comcast.net<br>
<br>
Animals: Ventrius/Pogo Thig's dogs, Firesnake of
Caladan's<br>
Tikil (Cholan's Ferret) (in bag)<br>
2 Wagon Horses, Hippogriff<br>
<br>
Powers & Perils Web Page - for some who
might want it:<br>
http://abroere.xs4all.nl/broere/pnp/) or
<a href="http://www.powersandperils.org/" eudora="autourl">www.powersandperils.org</a><br>
<br>
Game Web Site - For updates, files, links,
etc.<br>
<a href="http://users.cybermax.net/~longshot/pbem/index.htm" eudora="autourl">http://users.cybermax.net/~longshot/pbem/index.htm</a><br>
<br>
Public posts/actions to pnpgm@abroere.xs4all.nl
(mailing list)<br>
Private emails (not public actions) to
pnpgm@softhome.net<br>
<br>
2 Game Update #293a in sequence (file #488)<br>
----------------------------------------------------------------<br>
<br>
Admin notes: Due to situation this is a
supplemental update.<br>
----------------------------update-------------------------------<br>
[Recap] - None<br>
[New Stuff - Current Situation]<br>
<br>
GM: Ok. After
thinking of this today getting off work early.<br>
I came to
some conclusions. then I come home and got some<br>
good emails
and comments. Thanks guys. It has helped<br>
sway some
arguments. This is just a supplemental update.<br>
<br>
From Unali: [Re:
Actions]<br>
Unali will not take a healing now, as she feels it is only<br>
a nasty bump to the head.<br>
<br>
When Farseeker makes the 'best fighter' remark, people<br>
looking at her may notice she raises her eyebrows and<br>
shortly has a questioning look at her face. She doesn't<br>
say anything though. She will take the bow and arrow<br>
for now, daggers tucked in the belt close by and take<br>
the location at the back to the side.<br>
GM: Ack on no
healing. Ack on bow/Arrow and daggers secondary.<br>
As to the
comment. Farseeker is coming from his military<br>
training a
bit. The best fighter makes for those who<br>
do the most
damage. Since its been known he could take on<br>
5 guards at
one time and kill them in a few phases he<br>
has a bit o
a ego. He considers you a worthy fighter but<br>
oen who uses
that civilized form of combat (ie subdual).<br>
<br>
From Wout: [Re: Time
Travel]<br>
I don't see
that big issues with paradoxes and time travel.<br>
Time is just
another direction, so let's say it is a narrow<br>
path on
which the character travels at a constant speed<br>
(always
forward). Time travel would take the same character<br>
off the path
and put him back somewhere else on the path.<br>
Same
character, same being, same path.<br>
<br>
So travel
back in time as you like. I would just rule that<br>
anything you
do in the past (travelled back), does not<br>
influence
anything that you know happened there and then<br>
(the first
time round). So I would limit the character that<br>
went back in
time in his actions. You go back to prevent a<br>
king's
murder, bad luck happens and the murderer still (not<br>
once again,
but still) succeeds. You trip over the carpet,<br>
get stopped
by the king's guards, whatever. Maybe, for<br>
cruelty's
sake, see the murder happen in front of your eyes.<br>
<br>
Another
situation I would allow: You learn of the upcoming<br>
murder of a
king, but are unable to reach him in time. You<br>
travel back
in time, get to the king before he is murdered,<br>
and prevent
his murder.<br>
<br>
What the
heck, you could even meet yourself this way. The<br>
problem is
that you have to state well in advance (as a<br>
player) that
you will later travel back in time and go to<br>
the same
place. That makes it possible to play the following:<br>
Player (1)
enters the dungeon and meets himself (2) there.<br>
The
exiting player warns himself to stay away from the<br>
gully
dwarfs. Spends a week in the dungeon and moves back<br>
in time. Now
he exits the dungeon and meets himself just<br>
coming in.
He warns himself on entering to stay away from<br>
the gully
dwarfs.<br>
<br>
In my
opinion this is doable gamewise, but it takes the fun<br>
out of a lot
of situations. If you get out after a week,<br>
you know you
are not killed in the meantime. Any foolish<br>
action
therefore is allowed, as you will not die. Nothing<br>
said about
the week-long torture by horrible gully dwarfs who<br>
did steal
everything but your trousers.<br>
<br>
As aside
note: travelling forward is just plain hard in P&P.<br>
You need at
least EL12 to travel forward a week. Travelling<br>
backwards is
relatively easy.<br>
<br>
As a GM I
would take Chion apart at this instance, have him<br>
exit the
dungeon, teleport away, see if he survives for a<br>
week and can
travel back in time. If all that succeeds, he<br>
then joins
the game again right now as far as all other<br>
players are
concerned, and there is no double timeline to<br>
be kept for
all other players. This can be done in private<br>
email at
high speed.<br>
<br>
Heck, Chion
has been hiding around the corner just a few<br>
minutes ago,
before the hallway fight. Would have had him<br>
leave then,
out of sight, travel back and just pop back in<br>
the same
spot he left 30 seconds earlier in the timeline (or<br>
a week ago
in his own reckoning). No one the wiser, no<br>
problems
with player interaction to be solved. And of course,<br>
he could
have been killed by a stray pack of gargoyles in<br>
that week,
so he was hiding behind the corner and just<br>
disappeared
forever.<br>
<br>
Given the
problems of encounters, the terrain and the need<br>
for food, I
would rate the survival chance of a lone character<br>
low on hit
points close to zero. It definitely is not the<br>
safest way
to regain hit points. Even a single encounter<br>
early in the
week could be lethal and/or leave you completely<br>
without
mana.<br>
<br>
The problems
I see are not with the time travel, but first<br>
with the
risk of teleporting to an unknown location and second<br>
with
surviving alone in Clima for the upcoming week, when<br>
every guard
and priestess is looking for the traitors that<br>
ruined their
perfect plan. And there are gargoyles on the<br>
loose. What
the heck, you could end up with a random<br>
encounter:
Dragon, and he is enraged.<br>
<br>
As a GM, I
would advise against it, but allow it, and play<br>
it out as it
goes. As a Player I would advise against it,<br>
as I rate
Chion's survival chance very low. As a Character,<br>
Unali would
not voice an opinion.<br>
GM: Good points. I
agree survival is 50% to 75% less chance<br>
of survival
doing this than staying with the party. But<br>
he has it in
his mind and wants to go with it. The idea<br>
of starting
the escape at the time of the last combat<br>
in the
hallwayis a good idea too. Good to see another<br>
GM's view of
things. Thanks<br>
<br>
From Sergi: [Re: Time
Travel]<br>
I won't
enter into the rules discussion; I just see a minor<br>
problem. Imagine our buddy travels one week back. He<br>
hides.
He begins to heal, to recover mana, etc... then,<br>
one night,
while he's sleeping, the climans capture him.<br>
And torture
him. And learn everything about us. And then,<br>
they are
waiting for us when we enter the fortress.<br>
Oops!!! it
will be a major headache... it's a big risk...<br>
GM: This is what the
climans would indeed try and do. If<br>
they found
some stranger in their land they would try<br>
that.
I warned him about that in the last update. It<br>
could mean
death to the entire party before they even<br>
enter the
prison. But alas in reality hes going forward<br>
then
backward. So it won't affect the present timelie.<br>
We've
resolved that issue. He'll just be jumping back<br>
in time to
NOW.<br>
<br>
From Jordi: [Re:
Actions]<br>
"Perhaps Princess Sava can cast some invisibility spells and<br>
some
luck spells... this will greatly help us. A protection<br>
versus
chaos spells will also come handly..." - says Jordi,<br>
looking to Sava.<br>
<br>
"Also,
opening the door and entering seems a terrible plan...<br>
we
will have to cross a narrow place, while all the climan<br>
priests throwing spells at us... perhaps the ancient dwellers<br>
of
this place can make a hole in one of the walls? Then, we<br>
will
be able to do a surprise attack, or something similar..."<br>
GM: Ack<br>
<br>
Sava: "I can't do
any such spells. I might be able to arrange<br>
a small
amount of protection though."<br>
<br>
Xian: "There is no
surprise. Its obvious they are expecting us.<br>
They
probably already know our numbers and our strengths."<br>
<br>
Thig: (Evil grin comes
on his face) "I have some naptha we could<br>
blow up the
door area and maybe squeeze two or three in at<br>
atime. Depending on the width of the walls. (he looks
up)<br>
and
the strength of this cave to withstand the blast."<br>
<br>
GM: Any takers for
Thig's plan? <br>
<br>
------------------------------------------------------------<br>
<br>
From Chris: [Re:
OOC]<br>
I'm just
wondering what "ooc" stands for? Thanks,<br>
GM: It is Out of
Character. Invented more or less by Sergi.<br>
It just is a
way to have you comment on things outside<br>
of the
game. Like the time travel discussion. For private<br>
actions you
should tell me it is private and email me<br>
with a
disclaimer like 'private' 'for you only' or such).<br>
Otherwise
I'll assume its public and include it in the update<br>
in some
fashion. Though I may edit out specifics like<br>
spell or
skill ELs or such private information. Since my<br>
email has
problems and sometimes doesn't actually send<br>
folks email
replies randomly I just cover stuff in the<br>
update most
time since I'm not 100% sure the replies will<br>
get to you
guys. :)<br>
<br>
------------------------------------------------------------<br>
<br>
From Chion: [Re:
Actions]<br>
Boy
Scott, you sure like to make things difficult :) How<br>
hard
is it for Chion to avoid combat? Hmmmm.... let's see...<br>
He's a
teleporter who's got a watchful sleep spell... The<br>
first
few days might be rough (2-4 hours of sleep at a<br>
time)...I think we figured out that it would take him<br>
about
three days to get that to where he could sleep for<br>
8
hours with no problems. If any danger comes, rather<br>
than
"assess" it and stand and fight (since his goal is<br>
to
heal) he'd easily cast t-port and be gone. A dragon<br>
would
have a hard time following him at 4 miles...<br>
<br>
As far
as teleporting outside goes: I could swear he<br>
memorized where the plankard in the water was in order<br>
to
teleport back to it if he go into trouble on the ships<br>
WAY
WAY WAY back at the beginning. Maybe I'm wrong, but I<br>
am
pretty sure that was his survival plan back then.<br>
<br>
As far
as paradox are concerned: Not a huge issue in<br>
Chion's mind, since he expects that he'll be up on the<br>
TOP of
the mountain, where it would be harder for the<br>
army/guards to find him and all... and if he is found...<br>
teleport... It's not like he's going anywhere he expects<br>
to be
in a week or two. He's probably got a better chance<br>
to be
struck by lightning...<br>
<br>
As far
as slowing the game down goes: roll all the<br>
encounters, roll all the teleports & watchful sleeps, roll<br>
the
time travel and last teleport, do the math (I can do<br>
it for
you if you wish?), and WHALLLA! Back to NOW in the<br>
game.
For simplicities sake he won't even watch to see<br>
the
ships sail away full of non-climans so he doesn't<br>
predict/presuppose anything in game...<br>
<br>
I
wasn't really trying to make it hard on you or the game...<br>
honest...<br>
<br>
As far
as whether time travel is frought with danger -<br>
Chion
knows, that's part of the fun, after all...<br>
<br>
ps.
maybe he can spend a week examining the object he<br>
has...??? now that might present some danger...<br>
GM: I have to take it
serious as a GM and tend to think of<br>
things on a
realistic basis. Cause and Effect is a big<br>
issue to
time travel. Especially in this situation.<br>
Correct I do
recall you saying things about the plank.<br>
But it was
still dark and the area was not much scouted.<br>
So I'll
contend the plank thing. You could then teleport<br>
there
recalling its rough location. However..see below.<br>
Top of
mountain is not a good place since theres no hiding<br>
places. Thig/Kaylle scouted a bit of that and found none.<br>
The top is
too cliffy. The front (island side not ocean<br>
side) has a
few small boulder areas that are 'nooks' you<br>
could hide
but they are near the bottom areas up to maybe<br>
150 feet max
off teh ground. It would not be good to<br>
camp there
for sake of comfront and for other dangers<br>
(rock
slides, snakes). Let's also not forget there are<br>
prowling
gargoyles. Assuming the alliance remains in<br>
effect after
the players leave. They'll be able to<br>
spot a
person on the mountain easier than the guards.<br>
That's how
Kaylle was captured. Making all the rolls<br>
will
help. Thanks. I know. As to making things hard<br>
I know. I
just have to see the bad side of it at time<br>
and
logistics.<br>
<br>
From Chion: [Re: Time
Travel]<br>
OK. Pretty
please, can you explain that Chion never VOICED<br>
his plan to
go outside and heal and time travel back here.<br>
It was
supposed to be transparent to the game and was sent<br>
via private
e-mail link. And he still thinks its a good plan<br>
and wants to
do it. Thank you.<br>
GM: Included here since
the discussion is out there. I<br>
actually
said this in the last update at the bottom.<br>
As I
explained to Chris my email replies you may never<br>
have
seen. So figured since there was no disclaimer of<br>
it being
private I posted it in the update.<br>
<br>
<br>
Ok. After
thinking this over and mulling out things. Here<br>
is my main
issue. Cause and Effect. This is mor a thought<br>
process outline
for me.<br>
<br>
Chion dies in the
week. Does it affect the party? No.<br>
Since
its the future. If he is captured/tortured<br>
and
the climans learn of Suresh. It will endanger<br>
his
life and his girlfriend (they'll still be on the<br>
island
when the game is over). It could then carry<br>
on to
personal bounties or vendettas against each<br>
character. The Climans would stop at nothing to<br>
wipe
these people off the globe for doing what the<br>
party
is/will do. So this WOULD effect the party<br>
in
that regard.<br>
<br>
Will a healed and
regenerated Chion help in the final battle?<br>
My
opinion is not much. Things will still go on that<br>
will
have to be tackled. A completely brand new 100%<br>
mana
and hit points for the entire party won't affect that.<br>
<br>
The party dies or
is captured in the final battle this<br>
could
have devastating results beyond what the group<br>
could
imagine. No matter how much help Chion will have.<br>
<br>
The party will
fight the final battle while in Timeline 1.<br>
Without chion they may all die and be captured. Chion<br>
however returns to help in Timeline 2. If the party<br>
wins
that then timeline 1 will be gone. However if<br>
the
party fails it could cause issues of the enemy<br>
having
a edge from fate (timeline 1 battle sways by<br>
dice
here and there) while timeline 2 battle sways<br>
a
differnt way. This is how I mention Fate being<br>
a
factor in the game. But this could be work aroundable.<br>
<br>
So chion..with
this said. With the danger known. To<br>
yourself and to
the party you still wish to go on. So<br>
we have a few
issues to resolve. As a GM I would not<br>
be amiss to
warning you the chance of survival is cut in<br>
half going alone
for the week. With that said...<br>
<br>
1) Teleport- You
teleport to the plank. Fine. Then<br>
what? It wasn't that close to the area you snuck<br>
in. Swimming could be dangerous from the sharks.<br>
Then you also have to contend with tides this<br>
time of morning. The plank could be higher or<br>
lower (I'd have to research that). Minor issue<br>
if it weren't for the Sharks. Now let's say<br>
you do get to the plank fine. What then? Do<br>
Theres no where to hide on that side of the mountain.<br>
Being on plank you'd have 100% chance of being seen.<br>
There is no beach or cliff/ledge to hide within<br>
a few miles from the dark scouting you did.<br>
<br>
My opinion your best bet is to walk out the mountain<br>
tot he east side and stay on that side in the general<br>
area.<br>
<br>
Top of the mountain has no hiding areas. You'd<br>
have to deal with gargoyles and patrols. <br>
<br>
2) Camping:
Assuming you do make it. Fine. Theres<br>
issues for camping<br>
<br>
* Food for a week. Your gear isn't here. You'd<br>
need to collect food for the week. Water as well.<br>
<br>
* Camping gear: Would need something like a bedroll<br>
at least otherwise its a week sleeping on rocks.<br>
<br>
* Fire: No campfire possible. You'd be seen 100%<br>
<br>
* Spells like Watchful sleep are good. But they do<br>
sometimes fail. You'd still have chance of encounter<br>
<br>
3)
Encounters: You'd have a basic 25/30% chance (day/night)<br>
change of encounter. Twice a day. Once for the day<br>
and once at night. That's the BASIC encounter. But<br>
since the climans are on high alert they WILL be<br>
beefing up patrols and having their gargoyle friends<br>
do more scouting. This will improve encounter chances.<br>
<br>
But as you say you wish to teleport each time. Fine.<br>
That'll work. But keep in mind it only takes once<br>
and the climans will be alerted of your presence.<br>
Once that occurs the encounter chance increases<br>
even more. They will likely send magic users to<br>
help in the search increasing their chance of finding you.<br>
So it will only take one unlucky encounter and things<br>
could be over.<br>
------------------------------------------------------------------<br>
<br>
<br>
So
chion. Help me here and we'll resolve the time travel.<br>
o Teleport:
Where? Then where?<br>
o Camp:
Where? How far away from mountain. Your chance<br>
of encounter increases the closer you are to the<br>
mountain itself.<br>
o
Food: Wheres the beef?<br>
o Gear:
Camping and survival gear if any?<br>
o
encounters: Do you fight or flee all encounters? Keeping<br>
in mind the above. If flee I'll roll up the encounters<br>
and results. It'll be over quickly.<br>
<br>
I hope that
covers all the bases. I won't resolve the<br>
final battle
until your deal is over. Either way the<br>
timeline 1
events will occur in failure or success and<br>
your
re-entery (on thinking of it) will not affect it<br>
that
much. Though failure may result in MORE encounter<br>
chances on
your part.<br>
<br>
Since your
bound to do this. My personal suggestion:<br>
<br>
o Run to the
bottom. Gather your full gear and some<br>
food. This might take 20-25 minutes. Head outside.<br>
Its early morning so finding a camp site to stay<br>
shouldn't be too hard. No gargoyles out this time<br>
of the day. Patrols THIS day will be down though<br>
there will likely be a inspection or routine visit<br>
to the prison soon which will alert the climans.<br>
Anyways, my suggestion is find a rock outcropping<br>
maybe 2-3 miles away. Hide there the week and come<br>
back later. This is your safest best. Doing the<br>
plank thing, no food and such is risky. But<br>
this is just my opinion as God :)<br>
<br>
Your plan
has merit and I'm starting to see fondness<br>
for
it. Just something I wasn't planning for it. But<br>
don't tempt
me I can be :)<br>
<br>
Also how do
you wish to spend your days? A week on<br>
the island
could be quite maddening. No playboys<br>
on the
island.<br>
<br>
Let me know the
above and we'll move on...<br>
<br>
<br>
<br>
<br>
<br>
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