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DM Carpe's Serpents Skull

Game Master Byden

The merchant ship Jenivere has embarked upon a voyage from Magnimar to distant Eleder, in a land of jungles and ancient ruins. Our heroes have been picked up at one of the many ports along the way, and now head for the myth shrouded Mwangi expanse.


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Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Firstly I am delighted to have you all participating, your submissions blew me away and I think this has the potential to be an amazing game. I would appreciate it if you could all check in here and post, your description, the port you boarded at, and if you care to some common knowledge that your character would have revealed about themselves on the voyage. You can also describe how others might have perceived them during the voyage.

You are now free to post in the gameplay thread. Essentially you are waiting for dinner as usual, some of the NPCs - as detailed in the post - are on deck, feel free to interact with them, I'll respond with them tomorrow. I will move things along tomorrow night.

Feel free to ask any questions, and I encourage you to figure out what kind of relationships your characters have both here and in the gameplay thread.


***INACTIVE*** HP 24/24, AC 17/T11/FF16, F: +5/R: +2/W: +4; Init: +1, Perc: +1 Chelaxian Human Life Oracle/3

Dragolan checking in. Thanks for picking me, and I hope the third time will be the charm :-).

The Jenivere has been in port at Pezzack for two days, taking on supplies, repairing weather damage, and seeing to the sale of a few goods carried from Magnimar. Captain Kovack is making ready to set sail with the tide the next morning when a large man arrives to book passage to Sargava. The man is...let's say jovial, shall we? (It's more polite than calling him fat. Even though he doesn't look as though he's missed too many meals in his life.) He looks a lot like a young Brian Blessed playing the Ghost of Christmas Present, though with reasonably fashionable clothing in place of the traditional green robe. He carries a pair of packs, one of which (if anyone is nearby to hear it) clinks noticeably when moved.

Having reached an accommodation with the captain, the man passes over a small pouch and boards. He pauses at the head of the gangway and looks back at the city and the crowds thronging the quay, raising one hand in a half-wave as if of farewell. Perhaps it's a trick of the light, but the shortest of a hooded and cloaked trio passing by might have raised a hand in an answering gesture. The man nods, turning to the ship and carrying his belongings aboard with him. He does not look back again.

Over the course of the next several weeks, he spends much of his time on deck as weather permits. He grumbles occasionally about the quality of the food, but is otherwise relentlessly cheerful...likely helped by the steadily diminishing size of his second pack.

Cheliax

Male Human Inquisitor 1 HP 12/12 | AC 15 FF 13 Touch 12 | Saves +4/+2/+5 | Init + 2 | Percep +6

Carpe, thank for picking me. I had gotten accustomed to rejection in recruitment threads. It looks like you chose a great group out of some outstanding candidates.

As the air warms with the light of dawn Joll makes his way to the Jenevire's berth. He has been awake for two hours already and watched the ship from different vantage points. It is a deeply ingrained habit from his four years in the office of the Harbormaster of Corentyne. Although his enlistment had ended one month ago the guards at the docks let him pass into restricted areas without challenge and conduct himself as if he were still an official with the Harbormaster.

Joll recited the names of the Jenivere's crew silently to himself even though he committed to memory days ago when the ship made port. Captain Kovack struck him as an efficient captain but his attention seemed divided at times between his duties and the Varisian woman, Ieana, when she made her presence known. For the moment this was not a great concern considering that Kovack had made the journey to the Colony and back many times. The man must be a competent captain.

The fact that there was a prisoner on board was of little concern in and of itself. Many ships did the same. But there were two considerations here. The first is that delivering a prisoner to Eleder for trial is constitutes an acceptance of the legitimacy of Sargavan justice. This is unthinkable. The second is the prisoner,Jask Derindi. Joll inquired about his status as a matter of course but was told nothing. He did not need to be told to mind his own business regarding this.


Male Half-Elf HP 7/7, AC-12/T-12/FF-10, F+0/R+2/W+3, Init+2, Per+2

A little unclear here. Are we doing the actual RPing in this thread or the gameplay thread?


First off, glad to be here so thanks!

On to info about Alexite; I'll write this as player discussion. It is my understanding that RPing is to be done on the Gameplay thread. Please correct me otherwise.

Alexite boarded on the last port Senghor, Mwangi Expanse. He introduced himself as a local Sargavan, son of a Colonial family. If anyone knows anything about local politics or info, you would recognize his last name as of being one of the most influential families in Sargava although Alexite does not offer this information.

He seems a simple man who has spent lots of time outdoors. If asked about his work, he volunteers that he works as a guide for wilderness expeditions. He's quick to tell people that not all Sargava is jungle as most people think and that he himself doesn't have a lot of experience in the jungle but rather on the plains of Sargava.

His conversation is polite and tries to find out what people are going to Eleder for. He says he's going to visit family and does NOT volunteer his past military experience.

I actually had another picture in mind and saved on my computer with how my PC looked like but it's going to be hard not to think of him as my avatar so I think I'll edit my sheet to make him look just like that.

That's it for now.


Male Half-Elf HP 7/7, AC-12/T-12/FF-10, F+0/R+2/W+3, Init+2, Per+2

I like the way you think, Alexite. I'm going to follow suit here.

Lydran boarded in Kintargo, so he's been on the ship for a while. Nonetheless, he is clearly foreign to oceanic travel. He's presented himself as a Chelish scholar, and he's certainly knowledgeable in a variety of subjects - particularly ancient history. He spends surprisingly little time, though, pouring through the pages of compact tome always affixed to his belt (those familiar with such things would recognize it as a spellbook).

Instead, he spends most of his time learning whatever he can from the crew and his fellow passengers. In particular, he's eager to hear any sort of practical knowledge that Alexite possesses about Sargava, and has made overtures of cordiality to Ieana, being interested in Sargava's ruins himself.

Though he presents an aloof, sardonic demeanor, Lydran is even-tempered and polite enough; more than willing to engage others in discourse on academia, philosophy, matters arcane, or general banter provided it's sufficiently droll. He curtly rebuffs any in-depth questions about his past, disclosing nothing more than he grew up in Egorian and studied beneath numerous tutors there. His nervousness on the earliest stretch of the journey - the Chelish ports - coupled with his reticence to discuss own history, indicate that he did not leave home in the best of circumstances.

As to the rest of the crew, he cannot stop himself from heckling Gerik when the gnome gets going, often attempting to one-up the fop and generally humiliate him. He finds both Aerys and Ishiro a bit intriguing, because he feels they're hardened surfaces may hint at a greater depth of character. He has been on cool terms with the other passengers, though is noticeably uncomfortable around Joll.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

It isn't entirely clear when the quiet passenger referred to as "Jack" actually boarded the Jenivere. The first time any of the passengers and crew get a look at him is after a commotion in the captain's quarters results in his sudden emergence from within.

His appearance on the ship seems to coincide with its departure from Ollo, though anyone who was paying attention to incoming passengers would note that he did not board there.

Jack seems content to keep to himself. He's never seen entering a bunk, and only rarely does he appear above deck. Rather, he appears to spend most of his time in the ship's cargo hold. He doesn't object to visitations in his sequestered location on the ship, and is courteous to anyone who speaks to him. He doesn't seem inclined to engage in lengthy conversations, however.

Occasionally, he can be seen talking through the door of the brig, but it's unclear whether the conversations he's having are one-sided or not.

Captain Kovack has recently reprimanded him (and a few crew members) for several clandestine dice games being held below deck, and his late night archery practice on the ship's loose crates hasn't gone over well. The majority of the crew seem to regard him with a healthy does of suspicion.

It doesn't help that he frequently disappears for hours at a time.


Male Half-Elf HP 7/7, AC-12/T-12/FF-10, F+0/R+2/W+3, Init+2, Per+2

Been reading the histories of the other PCs, and I've just got to say: Wow! Am I the only one who feels a little out of their league here? Your characters are well-developed and remarkably organic. In any case, really looking forward to playing with you all.


Lydran Entelios wrote:
Been reading the histories of the other PCs, and I've just got to say: Wow! Am I the only one who feels a little out of their league here? Your characters are well-developed and remarkably organic. In any case, really looking forward to playing with you all.

For what it's worth, I did the same thing and had the same 'wow' feeling.

Good job everyone!

Fabian


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

We do indeed RP in the gameplay thread, you can give information about your boarding though and its more than fine to sprinkle in a little flavor as you have been doing :)

I'll send Quita a PM to ensure she realizes shes been selected, though its not been long. And yes I was wowed by all of your backstory efforts, I'm going to have to step up my game in future recruitment threads!

I'll be going over your crunch in greater detail today and tomorrow, though I've glanced over all of it and there don't seem to be any major issues.

Regarding mapping if any of you have an image other than your aliase's avatar you would like me to use please link it here.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I'm going to update my equipment with the weight of each item pretty soon, and I should be posting in the actual gameplay thread some time this evening. (I'm EST/GMT-5 so if any of you are overseas, you might notice that I'm posting quite late at night/early in the morning for you. Sorry about that!)


Male Half-Elf HP 7/7, AC-12/T-12/FF-10, F+0/R+2/W+3, Init+2, Per+2

Well, I'm GMT+8, so I might be posting at unusual times as well.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

FYI I will be giving Quinta the rest of today to respond and then seeking an alternate - which would be a shame though there are a number of great candidates.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Got a PM, Quinta is having Internet issues so she will be seasick for the time being :)


I am glad to hear that she will be with us. Her backstory was my favorite out of all the submissions.


Male Human Slacker 3/ Gamer 4 /Teacher 2

Glad to hear it.

DM CarpeI was wondering if you would still allow a little bit of tweaking on our character sheets? I find myself second-guessing myself on a few things, and would like to, potentially...

Shuffle a few of Lydran's ability scores to make him stronger willed and more perceptive (higher wis), a little less durable (slightly lower Con), and possible drop his Cha

Move around a few skill ranks, possibly dropping Appraise and adding a few ranks in social skills, probably Bluff or Diplomacy to reflect an expertise in negation and contract-crafting

Changing his skill focus feat (a bonus feat as a half-elf) from Skill Focus (History) to Skill Focus (Bluff or Diplomacy)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'll allow you to tweak, but please make any changes by tomorrow :)


***INACTIVE*** HP 24/24, AC 17/T11/FF16, F: +5/R: +2/W: +4; Init: +1, Perc: +1 Chelaxian Human Life Oracle/3

We've got an interesting mix of opinions on Chelish politics in the party. I see some illuminating conversations ahead.


Dragolan Canario wrote:
We've got an interesting mix of opinions on Chelish politics in the party. I see some illuminating conversations ahead.

Yes, and although Alexite is not Chelaxian, you'll hear his opinion as well. :)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Should be fun! I am pretty confident you can make it entertaining without any ooc troubles.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

I have an opportunity to post at my leisure today, courtesy of family, so my first post is up! ^^ Looking forward to playing the game with you all. Now without further ado, Quinta's boarding story.

Corentyn's harbors are patrolled at night. Most harbors are, to stop smugglers carrying goods out past the custom offices without paying due taxes. They are also patrolled to stop people from sneaking onto ships without paying passage or informing the authorities that they are, indeed, leaving.

The slender figure slinking its way past the custom office actually got quite far. None of the officers in the office noticed her - even in Cheliax, there can be chill nights, when a fire and a jug of rum are more attractive prospects than doing your sworn duty for Queen and Country. The furtive figure stuck to the shadows and moved slowly, carefully, listening and looking every which way before creeping from the shadow of one storage building to the next.

Eventually, however, the buildings and shadows ran out, and so did the figure's luck. As it started to creep out of the shadows and towards a ship lying moored, waiting for its departure with the morning tide, it was spotted by a guard who had been enjoying a quiet smoke around the corner. A quick lunge, a grab, and the guard found himself holding a pretty girl by the wrist, her eyes wide with fright.

"Well now," he said, a slow smile spreading on his lips. "Well now. Don't you girls know to wait past the line? The sailors'll come to you on their own feet, girl..."

He stopped talking when he registered the girl's fine clothing, and his brow furrowed in puzzlement. "What are you...?" he started to ask - and then the girl opened her mouth and sang at him, her soft voice carrying on the night breeze and seeming to wrap itself around his head, then thread through his ears and directly into his brain. For a moment, the guard felt drunk. Then he felt a warmth blossom inside of him that he had not felt for years, as a silly smile spread on his lips.

"Hello," the girl said, a tremulous smile on her face.

"Hi," the guard gushed. He released the girl's wrist and patted her hand. "I mean... hi! Can I help you with something?"

As it turned out, he could. He was happy to help the pretty girl sneak into the waiting ship's hold by means of a mooring rope. She hadn't needed to give him the little kiss on the jaw she did, but it was so kind of her to do it anyway. The guard was walking on air until cold realization hit him.

What had he been thinking?! He couldn't even go and drag the girl out of that hold she'd squirrelled herself away in, because he'd need to explain how he knew she was there! He'd lose his job, his life, or maybe 'just' some significant pieces of his anatomy! In the end, he decided to just keep his mouth shut. Young girls ran away for all sorts of reasons, who would miss one more - or ever connect her to him?

Hidden in the Jenivere's hold, Quinta Wist-Thrune curled up on some sacking and closed her eyes. Some of the tension and fear were leaving her young body and she drifted off to sleep...


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

DM Carpe, might Quinta have found out about the prisoner during her nocturnal forays to filch food from the kitchen?

DM:
If so, Quinta will occasionally toss him a bite of the food she has stolen, if she can do so without being caught. If there are guards around the clock, however, she steers clear.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7
Bill Lumberg wrote:
I am glad to hear that she will be with us. Her backstory was my favorite out of all the submissions.

Thank you very much! ^^


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

The above posts raise some interesting questions about the details of what goes on below deck.

Quinta:
Jack boarded the ship as a stowaway in the same port that Quinta did. He also hid in the same part of the ship that she was in up until the current day in-character. Would it be fairly safe to say that he knows about her?


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Quinta sent you a PM, regarding the viability of remaining hidden for months aboard ship and offering a couple of options.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'll be advancing things tonight, you should be more than fine with 5 for the moment and I don't want to loose too much momentum waiting for Quinta. For the moment she can be sidelined reasonably conveniently and hopefully her internet access issues will get sorted quickly enough that she won't miss much.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Sorry the map will be up in ten minutes, should have done that first really :)


Hey DM Carpe,

Very nice map! What's your secret? :)

I make maps and stick them into a .doc file which i distribute for my PBEM. See a sample Map

However, I have to use 2 programs (Paint.net and ACAD) and use a convoluted way to make them (see below). It gets the job done but I am trying to find an easier way.

So care to share?

------------
MAKING MAPS (by Fabian)
- Copy image (print screen or copy) from pdf to paint.net
- Prepare image in paint.net (rotate, cut out, etc)
- Save prepared image as jpg
- Open jpg in viewer, copy
- Paste on ACAD
- In ACAD, scale, add grid, add PCs and NPCs ‘portraits’
- Copy by printscreen
- Paste on Paint.net
- Cut out selected area, copy
- Paste on word
- When situation changes, go to ACAD drawing and make changes and follow to Word


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I basically find a nice map, and then photoshop it into what I need - pretty simple. The base for this one can be found HERE then I save all the player and monster images in one layer so I can move them around at will save that as a PSD and use that so I can move everyone then save the results as a jpeg.

I am pretty sure you could do the same with paint.net, and Wizards website has a great selection of battlemaps. I'll probably end up purchasing a few of the gamesmastery pdfs to throughout the course of the adventure.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Great to have you aboard Quinta, so everyone knows the mechanics are you wake in the order of your fort saves one per round. Other characters can wake you with a standard action and must be adjacent to you to do so. its possible some of you will not wake for the encounter, but you will still get XP - as its sort of the modules fault and not your own :)

I'm not a great fan of this mechanic for the record, especially in PBP, but its only one encounter and I suppose its quite atmospheric *shrugs*.


Male Half-Elf HP 7/7, AC-12/T-12/FF-10, F+0/R+2/W+3, Init+2, Per+2

Just so I can start thinking ahead, can we attempt to get creative with how we wake people? Could I, for example, cast Mage Hand on one of the weapons in the pile then use the blunt end of it to nudge someone awake so they'll be able to arm themselves more easily?


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

I try to get online once every day, but no guarantees...! ^^; I will at least be online again on Thursday, but will make an effort to get on tomorrow again.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Lydran I don't think that's unreasonable, though I would not allow it with sleep from magical means.

I should point out that Cause Fear does actually have the mind effecting descriptor - failed my perception check previously apparently - so from now on they will be immune. There was just one brighter one ;) Though I still maintain you can scare a lobster :)


***INACTIVE*** HP 24/24, AC 17/T11/FF16, F: +5/R: +2/W: +4; Init: +1, Perc: +1 Chelaxian Human Life Oracle/3

With a mental image of a pot of boiling water and some drawn butter, no doubt.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Just take them to Red Lobster, its easier :0


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Can I ask everyone to insert the following stats in their class line - so it shows up like Dragolan and Alexites - HP, saves, AC including touch and flatfooted, and perception and initiative modifiers. If you can also update these as you take damage, etc., during combat it makes my life a great deal easier - I can just scroll up rather than having to open up your sheet every time, etc.

Its also useful for players as you can see who is badly hurt and swiftly recall your current state, etc.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Done.


Male Half-Elf HP 7/7, AC-12/T-12/FF-10, F+0/R+2/W+3, Init+2, Per+2

Rawr.


Hey DM,

Just wanted you to know that you did good when you interpreted my actions. It wasn't what I wanted (I didn't want to get hit) but there was some info I didn't have (like the reach). But at least now I have my falchion and we're going to eat to lobster dinner tonight. :)

BTW, I updated my profile.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Excellent, thanks very much guys :)


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

Will update my profile tomorrow, pressed for time right now. ^^;


Male Half-Elf HP 7/7, AC-12/T-12/FF-10, F+0/R+2/W+3, Init+2, Per+2

Just a head up - my computer is acting kind of screwy. I just restarted it, and ended up having to launch startup repair. Last time this happened, it needed a new hard drive, and that was only 2 or 3 weeks ago, so it would appear that whatever the problem was then, the hard drive wasn't the sole problem. Gonna get it looked it as soon as I can, but if I suddenly disappear for a couple of days, it's because my computer is in the shop (or that it just stopped working entirely...)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Duly noted Lydran, hope its nothing too serious - or expensive!


***INACTIVE*** HP 24/24, AC 17/T11/FF16, F: +5/R: +2/W: +4; Init: +1, Perc: +1 Chelaxian Human Life Oracle/3

I also have a heads-up--posting will be kind of sparse after this for the next day or so; it's end of fiscal year at work, and I have some reports to finish; I also just found out this morning that my son has a chorus concert tonight.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Noted Dragolan :)

The following roll is not to do with this game - I'm just randomly determining the class I'm going to play for a PFS game.

Class: 1d19 ⇒ 3 Cleric it is :( Reroll to see if I like that result better ;) Class: 1d19 ⇒ 19 Hmmm, Witch.


Once we have determined if any of the NPCs are going adventuring with us, we should have a 'campfire meeting' to determine who can do what and how we are going to cover different contingencies in the game. This would make for a very good in character discussion. I remember somebody in the recruitment thread saying that our party was 'squishy' and I aim to prove him wrong. With some smart playing, I think we'll be fine.

Thoughts?


I agree. I was thinking of having everyone detail what they can do in some manner.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I don't have a problem with that. The first night we have to camp out as a group would probably be an ideal time for a 'getting to know you' session.


male

Hey DM,

Are you saying that we have an hour or so to get to the Jenivere? Is this by walking or swimming? What happens after an hour, a harder swim?

Do we see the means by which we were brought to the beach?

Please clarify.

Thanks.

Fabian (aka Alexite)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

There is a path across slippery rocks at the base of the cliff - difficult terrain, but no checks required which is only going to be available at low tide. The Jenivere is swaying on the rocks, but could very well be there for days its hard to tell. You do not see the means by which you were brought to the beach.

It would be possible to swim out to the Jenivere, but very difficult as the seas are very rough and there are lots of rocks. In character you probably realize there is a very good chance you would die in the attempt.

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