(3b) - Legend of the Elder Souls - Group B (Inactive)

Game Master mdt

Maps

Forest Encounter

Forest Clearing

Local Area Map

Demonreach

Shalevarin

Group's Ship

Links

Hell Village

Current Map


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hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

I'd like to learn the language, will have to reposition a skill point into linguistics.. not really looking for any equipment, more interested in learning more about the raptors and the phaitai, their history separately and together... (to add to knowledge dungeoneering or local, though will spend the sp when I go up lvls, just justifying that yanno?... ) - she's curious is all. Will study the layout of the town, and try to learn more about their politics, society, etc. Who's who among the raptors, etc.


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Harry will spend some time observing the trades around town to see if he can pick up and useful techniques. Don't know that he will spend time on the language.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling can swap out lip reading for Raptor?(Undercommon)

He would like to understand the following:
The People political/socio/economic structure
Do they know of the church of the trinity? if so what?
Do they have a religion of their own? if so, what is the basics?
Their war with the phaitai. Due to both sides being food sources, is it a war they wage to win, or to equilibrium?

Most importantly we need maps for the underground cave system and city/towns/settlements. Along with details about native dangers, natural or unnatural...animal vegetable or mineral.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Anyone still there?


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

I am...was waiting for your reply to sterling


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

What reply? Did I miss something? I thought I covered the Discussion questions in the wall of text in the gameplay.

The last thing I posted was last week, about the underground wall, and nobody has posted anything in response to that.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

sorry - maybe I missed something...


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

I've always wanted to furnish a portable hole like a small studio apt.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

I added Tab party pool to hell village spreadsheet. I will be adding party items and treasure to it (along with conversion to gp)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Jade : 200 gp (about a pound)
Silvershot Quartz : 500 gp (about a pound)
Amethyst : 450 gp (about a pound)

60 lbs of Jade, 120 lbs of silver laced quartz, and 9 lbs of amythest.

Jade: 12,000gp
Quartz: 60,000 gp
Amethyst: 4,050 gp

NOTE : You will be unable to unload all this in one place. It can be used as raw materials for enchanting. The gems are not cut or polished, obviously, so most people aren't going to take them as payment.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Hell village updated with picture links for reference.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Just a quick update on my status:

My father in law is having triple bypass surgery on Tuesday. I will be on the road traveling on Monday, at the hospital on Tues. and perhaps home by Thurs or Fri. depending on his recovery. During that time, I will be posting but times and frequency may be weird or spotty. My apologies in advance.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

good luck to your family


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

@everyone

How do you feel about pirating the cargo ship?

@MTD

How close are we to 5th level?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Fairly close.

The ship would require a large crew, it's not a small ship. There's a good 2 dozen crew on it.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Understood, I was thinking more like Somali pirates. Keeping the crew alive and working, unless they try something completely stupid.

maybe even marking them.


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Don't suppose Harry is all that averse to it. They are all compliant with a pretty unpleasant regime, and Harry's not good aligned anyway.


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

I will be offline until Sunday night. Bot me as needed.


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Not a fan of piracy unless it were a ship belonging to the church itself.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

knocking on rantharius' wall bearing a cargo ship of sugar cane, could help us get in


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

best way to avoid the priest and militia is to stay on the ship


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

As everyone rides on the ship, go ahead and level up.

Also, I'm waiting for you guys to tell me you're ready to move forward.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

what kind of viagra infused gruel are the serving?

I'm fine with moving forward


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Leveled up Harry. He looks a bit different now since I actually have him correct because I have the gestalt option for Hero Lab in use which means I don't screw things up doing it by hand.

Picked up weapons specialization longbow and weapon training bows. That's about as exciting as it gets for fighters.

I'm also ready to move along. Our goal in getting on the ship was to get a low profile so we could get to our destination with minimal danger.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Basically, if you guys hit a major story point, you level. If the other table hits a major story point, you level. I'm keeping the two tables at the same level because then I can re-use villains back and forth in order to save my headaches. So leveling may be spotty (longer periods with nothing or sudden quick bumps), but should even out over time.

They just killed their first enemy avatar, and everyone leveled up. Doing it this way makes running two tables easier on me.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

done leveling... ready to move on...


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Do weapons and armor change with level?


Can I choose Ghost Wolf as my Summoner spell. It's a spell with an orc racial compenent


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

done leveling

two feat (magus bonus feat, and 5th lvl feat)

Superior Summoning
Prerequisites: Augment Summoning, caster level 3rd.
Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Summon Neutral Monster
Prerequisite(s): Chaotic neutral, lawful neutral, or neutral alignment.
Benefit(s): When casting a summon monster spell, you gain access to the list of neutral creatures at right. You may also summon creatures from the standard summon monster list and apply the counterpoised creature simple template to applicable creatures instead of the celestial or fiendish template. Creatures you summon from the list and creatures you summon with the counterpoised template gain a +2 resistance bonus on Will saves.

list


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

I still need to pick a feat and a bonus feat. Not sure where to go with these so suggestions are welcome.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Well, Merciful Spell metamagic feat opens up alot of combat opportunity, and would fall in line with being NG

I noticed, you being a warrior with 14 Con and 1 tier of archmage, would give you 46 HP


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Making a posting in all games I'm running and playing in.

For those who have noticed that the last 3-4 weeks I've been spotty and somewhat irritable, I apologize. There's a lot of work things going on, and also some RL things going on. As of this morning, the surgeons confirmed my wife needs a fairly serious operation, which is now scheduled for the end of the month.

I will continue to be here, but, especially toward the end of May, I'm likely to be very very spotty and cranky. Sorry in advance. Please bear with me.

If things get to the point where I need to place things on hold, I'll let you know, but I don't think it'll get there (assuming nothing bad happens).


Sorry to hear that. Good luck to you and your family


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Sorry to hear about your health troubles in the family - I hope all goes well with the surgery and recovery after... Take whatever time you need... we will understand.


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Good luck with everything. Hope all goes well.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Post in all games :

Wife's surgery got moved back a day (scheduling issues in OR). Surgery was completed last night, went smoothly, doctor very pleased with himself. :) Wife awake and says even with the pain from the surgery it's a night and day difference in how she felt before, so good news on that front. I'm afraid I'll be busy again today, but hopefully will be able to get all games caught up and going again by end of week.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

so awesome to hear that all went well.. I'm happy for your wife (and you too)! Take whatever time you need... recovery can be stressful too...


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ships :

Basic ships are going to use either a Keelboat or Junk stats. Keelboat can handle 50 tons of cargo, requires 8 crew. Junk can handle 100 tons, but requires 10 crew.

Keelboat version of a ketch will be 13,000gp
Junk version will be 15,000gp.

These are from the ultimate combat and skull and shackles AP.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

let me take a stab at conversion

Base keelboat:

DESCRIPTION

Source: Ultimate Combat

Colossal Water vehicle
Squares 40 (20 ft. by 50 ft.); Cost 13,000 gp

DEFENSE

AC 2; Hardness 5
hp 600 (299)
Base Save +4

OFFENSE

Maximum Speed 60 ft. (current) or 30 ft. (muscle); Acceleration 15 ft. (muscle) or 30 ft. (current)
Attack ram 8d8
CMB +8; CMD 18

DRIVE

Propulsion current (air; 20 squares of sails, hp 100), current (water), or muscle (pushed; 8 Medium rowers)
Driving Check Diplomacy or Intimidate while rowed, or Profession (sailor) or Knowledge (nature) +10 to the DC when sail is used
Forward Facing ship’s forward
Driving Device rudder
Driving Space the two middle rear squares of the keelboat
Crew 8

LOAD

Decks 1
Cargo Up to 50 tons or 100 soldiers.

Ketch Conversion

Colossal Water vehicle
Squares 20 (13 ft. by 33 ft.); Cost 13,000 gp

DEFENSE

AC 2; Hardness 5
hp 300 (149)
Base Save +4

OFFENSE

Maximum Speed 60 ft. (current) or 30 ft. (muscle); Acceleration 15 ft. (muscle) or 30 ft. (current)
Attack ram 4d8
CMB +8; CMD 18

DRIVE

Propulsion current (air; 10 squares of sails, hp 50), current (water), or muscle (pushed; 4 Medium rowers)
Driving Check Diplomacy or Intimidate while rowed, or Profession (sailor) or Knowledge (nature) +10 to the DC when sail is used
Forward Facing ship’s forward
Driving Device rudder
Driving Space the two middle rear squares of the keelboat
Crew 4

LOAD

Decks 1
Cargo Up to 20 tons or 40 soldiers.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

other customization

Broad Rudder

Benefit: A wide rudder makes a ship more nimble, granting a +1 bonus on all sailing checks.

Requirements
Craft (ships) DC 16; Cost: 500 gp

Narrow Hull

The ship has been intentionally designed with a more slender hull, enabling it to slip through smaller spaces.

Benefit: The ship's beam (width) is decreased by 20%, and cargo capacity is reduced by 10%. However, the ship gains a +2 bonus on all sailing checks. This improvement must be installed at the time of the ship's construction and cannot be added later.

Requirements
Craft (ships) DC 22; Cost: 15% of base ship cost

Sturdy Hull

The ship's body has had additional supports and layers of wood added to it, making it thicker and more resilient.

Benefit: The hull's hardness is increased by 2, but the ship's cargo capacity is reduced by 10%.

Requirements
Craft (ships) DC 16; Cost: 10% of base ship cost

Ketch Conversion

Large Water vehicle
Squares 20 (10 ft. by 33 ft.); Cost 16,750 gp

DEFENSE

AC 2; Hardness 7
hp 300 (149)
Base Save +4

OFFENSE

Maximum Speed 60 ft. (current) or 30 ft. (muscle); Acceleration 15 ft. (muscle) or 30 ft. (current)
Attack ram 4d8
CMB +8; CMD 18

DRIVE
Sailing check bonus +3
Propulsion current (air; 10 squares of sails, hp 50), current (water), or muscle (pushed; 4 Medium rowers)
Driving Check Diplomacy or Intimidate while rowed, or Profession (sailor) or Knowledge (nature) +10 to the DC when sail is used
Forward Facing ship’s forward
Driving Device rudder
Driving Space the two middle rear squares of the keelboat
Crew 4

LOAD

Decks 1
Cargo Up to 16 tons or 32 soldiers.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

How are you reducing the crew requirements in half though? You can't just subtract crew without some modification to accomodate that. An ocean vessel needs a lot of crew for a reason.

While I know people sail ships around today with one crew, you have to realize that they also have a lot of modern gadgets to allow it. Motors to raise and lower the sails, backup engines, radios in case they need help, GPS navigation.... All things you won't have.

If you can find something in the rules to reduce the crew, I'm fine with that, but if not, you'll have to take major penalties, or hire crew and not tell them what you're doing...


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

I said in game

something for a crew of four to sail the ocean

you said in game...that would be a Ketch.

you said in discussion...

Basic ships are going to use either a Keelboat or Junk stats. Keelboat can handle 50 tons of cargo, requires 8 crew. Junk can handle 100 tons, but requires 10 crew.

Keelboat version of a ketch will be 13,000gp
Junk version will be 15,000gp.

I looked up the size of a normal ketch...it's about half the dimensions of keelboat in the book. I adjusted everything accordingly.

Let's make this simple. We need a boat with a crew of 4 to sail the ocean. so how do we make that happen. I took my stab at it


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

you know we COULD always hire additional crew and just not tell them our actual plans...


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

So you're cool with murdering the poor hapless B@stards when we reach our destination?

We can't have witnesses


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

When we reach our destination, they are kinda stuck there too... and so what if they go report us if they CAN even get back ...


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Well, let's think like the hired sailors

We get to apostate island full of demon worshipers. to save their very souls, they must try and sail back if we allow. (losing a costly vessel in the process)

That in itself is a likely death sentence without a navigator, as we have heard. So in this instance alone we are murdering them.

however for the sake of argument, lets say they make it back. They start to spin a tale of 4 nutcases who learn to navigate only to make it to demon worshiper island.

The church will learn this sooner rather than later. They will realize that all the troops they sent to the demon wall are, in fact, the wrong place, because the demons have bought a boat to sail to apostate island. They prepare for war coming from the island, and all our work goes up in smoke.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Well, we don't let them take our boat... we could find some folks who aren't happy with the church you know and might be just as happy to be elsewhere and out from under church control.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13
Luna R. wrote:
Well, we don't let them take our boat... we could find some folks who aren't happy with the church you know and might be just as happy to be elsewhere and out from under church control.

Asking for such sailors, would be dangerous at best, and tip our hand at worst.

If we take them and don't give them the boat, odds are they will attack.

It's just better to have a crew of four. or get comfortable with knowing they will all likely be killed by us.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

We'll have the whole length of the voyage to turn them to our way of thinking... maybe even make them loyal to us?


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Yeah, it worked so well with the apostate, when I tried to help them fight the church. Right now...after months and months, they are indifferent...well all except the lawkeeper who still hates us.

And they are the rescue dogs of this world. i'm sure it will go much easier with the sailors, my Pollyanna.

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