Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Adriel pulls her out and closes the door.
The mould is not attacking us and the ship is not seaworthy with it's presence. Let's take what we can from the chartroom and leave. The sooner the better, how can we know Darius has not already left?

Adriel had no intention of burning the vessel if it could be avoided. But he needed to get these fools off and safely. He was the best fighter on the ship so nobody was dying on his watch.


Evil GM

RD 7

Team one:

Henk -
Astri -
Adriel -

-----------
Team Two

Darius -
Sath -
Bri -
Sawbones

RD 7 Map


Evil GM

The handle animal checks will not work. No need to waste rounds trying to that route.

Rd 7: Henk

"yeah...the charts and maps...good idea Astri." He moves into the room Adriel had emerged from.

Astri and Adriel can act.

Team Darius:

what are you doing?


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

My action relies purely on Sath. If he keeps casting after having said he was gonna try and "kill" the ship, after I said stop, I'm gonna try and intervene because I don't wanna be on a sinking ship...


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:

The handle animal checks will not work. No need to waste rounds trying to that route.

Rd 7: Henk

"yeah...the charts and maps...good idea Astri." He moves into the room Adriel had emerged from.

Astri and Adriel can act.

Team Darius:

what are you doing?

Seeing that the possessed ship is not prepared to listen to reason, David will just go check out what's in the remaining room R:13.


Evil GM

I understand. Since that action sort of came at the end of me concentrating on the game I'll let Sath recon that if he/she wants to to avoid possibly losing the spell. I want to get the action moving again, so I'm looking for quick posting. Hint hint hint


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

On board with that, Cap.


Evil GM

Capt Cray walks sternly towards the last door on the left hand side or the cooridor.

Capt. Cray:

you know this it the quest room on the ship.

The Capt aka Dirk boldly walk to the door.

The door to this chamber has been smashed off its hinges and now lays half in the room. These simple quarters contain a small bunk and a cracked wooden writing table. A leather cloak hangs on a peg on one wall.

Capt Cray/Dirk:

You want that leather cloak on the peg is magical, and anyone who tells them otherwise is a filthy liar who wants the precious garment for themselves.

Standing there in the room is skeleton waiting to crush it's foe.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:

Capt Cray walks sternly towards the last door on the left hand side or the cooridor.

** spoiler omitted **

Standing there in the room is skeleton waiting to crush it's foe.

David's Response:

David will cast "Detect Magic" to confirm things - unless the skeleton is an actual "animated" skeleton as opposed to just a corpse; in which he'll destroy the skeleton with one amazing critical hit, then he'll cast Detect Magic...

Either way, his weapons are ready. What specifically happens when he gets there via the "Skeleton"?


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Team 1, Round 7

Pleased that Henk appeared to be listening to reason, the half-elf slips past Adriel and the large man into the chart room. Two hovering balls of light follow her. They stick close so she can see in the fog, with one hovering over Adriel and Henk each.

The half-elf briefly sets her sword on top of a table and pulls her haversack from her shoulder, opening the main pouch. "Roll up all the charts and maps you can, and we'll put them in my bag. I'll gather the instruments, but if I miss any throw them in the bag as well. We can go through it all later."

Move Action: Move to N1.

Standard Action:Perception or Sailor to find important navigational equipment.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Here is a Profession: Sailor check if that is more applicable.

Profession Sailor: 1d20 + 4 ⇒ (14) + 4 = 18


M H Sweet talking scoundrel

"Does this mean no bunk time?" He winks at Bri.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Thalios Dondrel, NPC wrote:
"Does this mean no bunk time?" He winks at Bri.

"No, you sodding bugger - it means I want to know what's behind the bloody door now!" David calls out.


Evil GM

Team Henk

A large table takes up the center of this room. Several sheaves of parchment depicting nautical charts and maps are strewn atop it, along with instruments for tracking course and heading. Lockers sit set into the aft wall of the chamber. The charts here are disheveled, and Captain Cray tore


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Bri spares a glance at Dondrel. "What?! No, now is not the bunk time for anyone. Least of all with you. We are stuck below deck on a cursed ship and the only thing I want right now is to get the hell off of it."

Embrianna looks around. "Alright, now lets go find another way back up to the deck. Once we are out we can discuss what to do next."

Bri will be looking for a way to get to the other side of the ship, opening up doors if she needs to.

that a closed or open door around 11,N?


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Embrianna wrote:
that a closed or open door around 11,N?

It's closed now, but David had opened it earlier; then he shut it quickly...


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

eh, you're crazy, who knows why you shut it back. Bri will still open it, though of course she will look in before actually going through the door. Though that is because this ship likes to collapse things and she wants to make sure there is a floor still on the other side.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Embrianna wrote:
eh, you're crazy, who knows why you shut it back. Bri will still open it, though of course she will look in before actually going through the door. Though that is because this ship likes to collapse things and she wants to make sure there is a floor still on the other side.

On the plus side it seems like you may be able to make a straight shot for Team 2 and link up with them and with our powers combined, the ship should be no trouble at all :)


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

WE are Team 2, lol.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Darius Rotarion wrote:
WE are Team 2, lol.

Eh, what do I know - I'm crazy... ;)


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Adriel moves in with the other 2, keeping his sword out and holding his charge he simply grabs what maps he can with his free hand and holds them out for Astrianna to pack in her bag. If she questions his lack of help he'll answer, Holding a spell in my sword, if we are attacked, they get quite a hit...

Am I still supposed to be paranoid effected, what about Thrasher..


Evil GM

Dirk/Cray the skeleton is moving towards you as soon as the door is pushed open.

The skeleton is wearing bits of leather armor and wielding a long sword, he steps 5 ft closer and attacks the capt in the doorway.

longsword: 1d20 + 4 ⇒ (8) + 4 = 12;dam: 1d8 + 1 ⇒ (7) + 1 = 8

Updated map

Dirk and the skeleton are in initiative. dirk go ahead and attack, tell the others or whatever you want.


Evil GM
Adriel Mistleaf wrote:

Adriel moves in with the other 2, keeping his sword out and holding his charge he simply grabs what maps he can with his free hand and holds them out for Astrianna to pack in her bag. If she questions his lack of help he'll answer, Holding a spell in my sword, if we are attacked, they get quite a hit...

Am I still supposed to be paranoid effected, what about Thrasher..

Astri, Adriel, and Thrasher are all paranoid. Not crazy like Dirk though.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
baldwin the merciful wrote:

Team Henk

A large table takes up the center of this room. Several sheaves of parchment depicting nautical charts and maps are strewn atop it, along with instruments for tracking course and heading. Lockers sit set into the aft wall of the chamber. The charts here are disheveled, and Captain Cray tore

Just curious what the Captain tore? Anything else we know about the room?


Evil GM
Astrianna Sparacello wrote:
baldwin the merciful wrote:

Team Henk

A large table takes up the center of this room. Several sheaves of parchment depicting nautical charts and maps are strewn atop it, along with instruments for tracking course and heading. Lockers sit set into the aft wall of the chamber. The charts here are disheveled, and Captain Cray tore

Just curious what the Captain tore? Anything else we know about the room?

Me too! I have to check it out when I get home.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

As the door swings open, David sees a skeleton moving toward him.

As his eyes take in what he sees, he determines that – for now – using “Detect Magic” may not be completely necessary.

A walking skeleton? Hmm… It’s quite possible that this creature may be magical… he muses.

Since I’m in the doorway, I assume I get a “Full Attack Action”, as my action last round was to Move to the end of the hallway and kick open the door via my Standard Action? My weapons are currently drawn, though, from earlier.

As the skeleton advances, he strikes it with his magical rapier and again with his Cold Iron dagger…

Using Archeologist’s Luck as a Swift Action with Rapier
1d20 + 8 + 1 - 2 ⇒ (14) + 8 + 1 - 2 = 21

If it hits –
1d6 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7

Using Archeologist’s Luck as a Swift Action with Cold Iron Dagger
1d20 + 7 + 1 - 2 ⇒ (17) + 7 + 1 - 2 = 23

If it hits –
1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

EDIT: Well, that's pretty good times. I hope that the skeleton doesn't have a massive AC, though, but we shall see...


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Now I gotta wait for Baldwin to post to figure out if the skeleton is real or not.....


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Embrianna wrote:
Now I gotta wait for Baldwin to post to figure out if the skeleton is real or not.....

Indeed! I may be simply be engaged in a combat with my own sanity...


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Considering it walked toward you and attacked you, I bet it's safe to assume that it is indeed an undead variety and not the "Made in China" variety.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Darius Rotarion wrote:
Considering it walked toward you and attacked you, I bet it's safe to assume that it is indeed an undead variety and not the "Made in China" variety.

True, but what if the skeleton isn't even there? So far we have had a ship "eat" people, doors/hatches opening and closing and a crazy naked guy running around - and a host of other stuff. It could simply be an illusion springing from insanity is all...


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Have fun with your fighting guys, Astrianna is too busy filling her haversack with anything that isn't nailed down. Going to hand Henk a crowbar and have him pop open those lockers, hope they have some goodies in them.


Evil GM
Astrianna Sparacello wrote:
baldwin the merciful wrote:

Team Henk

A large table takes up the center of this room. Several sheaves of parchment depicting nautical charts and maps are strewn atop it, along with instruments for tracking course and heading. Lockers sit set into the aft wall of the chamber. The charts here are disheveled, and Captain Cray tore

Just curious what the Captain tore? Anything else we know about the room?

The charts here are disheveled, and Captain Cray tore several of them to bits after the paranoia took hold, hoping to damn the crew to sail the Razor endlessly if their mutiny against him succeeded. I didn't initially intend for you to have as much information as I posted, but it's alright.

Anyone in the Chart room making a DC 20 Knowledge (geography) or Profession (sailor) can read the following spoiler.

Charts:
You are able to piece them together and discern
the ship’s travels up until they went adrift. The charts show that they washed up in Ho’oka’la.

If you figure out the charts with the DC posted above, then and anyone who a DC 15 Knowledge (history).

History:
You knows the place is a ceremonial burial ground and place of refuge thought to be cursed by dark forces since it was abandoned by the Tulita years ago. They also know the place is where idols to dark gods lay forgotten, and recognize the idol above as one of the totems left there.


Evil GM

Team Darius:

Capt Cray (Dirk) the skeleton is real and both of your attacks hit but each does minimal damage to the skeleton. Even without applying the second swift action.

Swift Actions:

A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.

The others on Team Darius hear the distinctive sound of steal clinking. although you do not see what is happening. What are the rest of you going to do?


Evil GM

RD 7

Team one:

Henk - moves into the chart room
Astri - starts to retrieve maps, studying some
Adriel - moves in the room, holds maps out to Astri

-----------
Team Two

Skeleton - steps to fight Dirk.
Darius -
Sath -
Bri - moves and opens door into hold
Sawbones - battle with skeleton

Waiting on Sath to respond to earlier posts and Darius' action is dependent on that. If we don't have a response by 8 I'll just go with Sath's previously posted action regarding summoning the.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

I have no useful magic for a skeleton right now.

"By the gods Dirk. Will you quit fooling around and either go in or out the damn door? Keeping the doorway blocked does absolutely no good for whatever is going on!"

Bri tries to peer around Dirk to see what he is up to.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Team 1, Round 7

The bard looks up at the ceiling for the moment, squinting. "I thought you said you fell into here Adriel? I don't see a hole."

She sees the torn up maps, and her face darkens. Did Adriel do this? He was lying about the hole- he must have torn up these maps so I couldn't impress the captain with them. Giving him a suspicious look, the bard takes the maps from the Bladedaner.

Astrianna's curiosity takes over her suspicious mind as she looks at the torn up maps, holding her chin for a moment.

Knowledge: Geography: 1d20 + 8 ⇒ (20) + 8 = 28

Knowledge: History: 1d20 + 8 ⇒ (15) + 8 = 23

Getting the dice where it COUNTS. All of the lore shall be mine.

The half-elf mouths a few words and draws a line with her finger before recognition dawns on her face.

She snaps her fingers. "They went ashore in Ho'oka'la! It's a place in the Razor that..." The woman stops, thinking of the beautiful totam on the ship above. "It's a burial ground where idols to the Razor's ancient gods are laid. That totem on the deck is one of those idols. It could be very powerful..."

Baldwin:
Does this change my perception of the totem/desire to protect it?


Evil GM

Astri:
You think it is only natural to protect such a wonderful tribute to the ancient gods.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:

Team Darius:

Capt Cray (Dirk) the skeleton is real and both of your attacks hit but each does minimal damage to the skeleton. Even without applying the second swift action.

There was only 1 Swift Action applied for the round -

GM:

GM: Activating Archeologist’s Luck is a Swift Action which grants a Luck Bonus. The effects last the entire round; this includes all actions in that round because maintaining it (be it that round or the next rounds) is a Free Action.

It doesn’t take 2 Swift Actions to use it for the round; only one, and a Free Action to maintain it for the duration of the round. It only ends when the character chooses to end it, or when/if the character falls unconscious.

Quick follow-up question: when I entered the room you had the Skeleton attack me as if it won initiative.

However, we didn’t roll Initiative, it simply attacked me as if it had a Surprise Round. Although it missed me, I was confused why I didn’t even get the chance to make an Initiative Roll before it attacked me.

It's not a big deal, I'm just confused as to what happened there, is all.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Hearing combat, Darius shoves his way past Sath and Brianna, pausing only long enough to send a steely gaze at Sath and say, "Do NOT finish whatever it is you are casting!"

As he moves down the hall, Darius calls out, "Whatever it is, Hawk, draw it out so we can surround it!"
__________
Move to O12 and if the skeleton comes out, attack it.

Attack: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Damage: 1d10 + 13 ⇒ (9) + 13 = 22


Evil GM

Dirk:

I didn't stop and read the arch luck ability ability. I thought you were using two separate swift actions. No problem.

As far as the movement your movement I do believe that occurred in RD 7, not six. So you opened the door the skeleton was ready and it stepped up and attacked.

As far as the initiative order we already have an initiative order set for the actions on the ship. I don't want to confuse flow by changing into combat initiative rounds. Especially if the other team is not in combat then that will get too confusing and the second group will be left out of action flow.

Post Link

Post movement link in RD 7


Evil GM

Darius moves toward the sound of steel, giving his command to Sath who doesn't listen and casts his spell.

Map Update


Evil GM

RD 8

Team one:

Henk -
Astri -
Adriel -

-----------
Team Two

Skeleton -
Darius -
Sath -
Bri -
Sawbones

RD 8


Evil GM

RD 8: HENK

The scowling man grabs (move) the crowbar and begins to pry open the cabinet(std).


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Team 1, Round 8

Astrianna stuffs the maps she was handed into her haversack, and closes the bag. She opens it up again thinking of her crowbar, and pulls the lever out from the top of the bag with a smile. The bard offers the crowbar to Henk.

"Let's pop those lockers open, Quartermaster. I bet there is some fabulous treasure inside with all the trips this ship made to the Razor." She says excitedly, turning to begin collecting navigational equipment and tossing them in her sack as if she were picking out vegetables at the market. "Could you help Henk pop those lockers Adriel?" The bard says off-hand while inspecting a sextant.

Move Action: Retrieve Crowbar from Haversack and give to Henk

Standard ActionGather up all the navigational equipment and shove it in the Haversack.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:

** spoiler omitted **

Response:

Okay - it's not a big deal, like I said - but if my movement was to go to the door and open it, then the skeleton's movement would be to see me.

Unless the Skeleton was using Stealth to prepare to Surprise me, in which case I'd get a Perception Check against the Stealth Roll (I believe).

Basically what might have happened is my action was to open the door and it's action was to attack.

But this would assume that the Skeleton was part of the combat round order and that I was aware of him - but if I wasn't aware of him, I believe I should have had the chance via Perception before I opened the door to avoid a potential Surprise Attack, isn't that correct?

I think what should have happened (as I understand it, though I may be wrong - I'm just trying to make sure I understand it for the future) is that I have opened the door: when the door was opened both me and the Skeleton saw each other and were surprised. The person who reacted first (or got over their surprise) is the one who won the initiative roll, if we had one, and got to attack. Wouldn't that be correct?

Again, it's really not a big deal at this point, after all, it's only one skeleton and my friends are down the hall, but I'm still trying to get a handle on Initiative is all.


Evil GM

RD 8 Skeleton

The skeleton slices at the captain, it's eyes have hint of redness, it's bones have evident gnaw markings.

longsword: 1d20 + 4 ⇒ (17) + 4 = 21;dam: 1d8 + 1 ⇒ (8) + 1 = 9

"Captain Cray must die!"


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:

RD 8 Skeleton

"Captain Cray must die!"

Response:

GM, if you said you didn't want to re-calculate Initiative because it's "Fixed" wouldn't that meant he skeleton has to go after Darius has had the chance to move this round - and also, after the effects of Sath's spell go off since it's initiative is set to mine?

I'm sorry, I'm just having trouble understanding the actions; I was intentionally waiting for the others to move before I acted, was that not correct?


Evil GM

Dirk:
The skeleton already knew you were there it was ready to attack. The totem/ship has controls everything it's a massive game for the ship. The more I have to explain, the more I have to reveal, which becomes exceedingly difficult in this type of gaming format. It's hard enough to create a haunted/horror situation for suspense.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
David "Dirk" Hawkins wrote:
Don't forget the barometer - they would have needed it to find longitude; if they have it, that's really handy. If they don't, they'd have had to navigate with magic, which means they may have had some time of place for magical navigation items like a shrine or spellbook.

If it's on the table and it's used for navigation it's going in the sack. On that note, I wonder where the prime meridian and GMT 0 is at in Pathfinder. Absalom maybe?


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:
** spoiler omitted **

Response:

Sorry to be a pain, I'm really not trying to be one.

I kind of assumed that maybe the skeleton was connected to the ship in the same way that the ship was able to open/shut doors - but I was confused as to why I didn't have the chance to avoid a Surprise Attack via the Perception Check.

I know that with Uncanny Dodge I wouldn't be "Surprised", but I'm just trying to understand how things work is all.

It's all good, though, I'm just trying to understand how you run the game; so it's cool.

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