DM Talomyr's Serpent's Skull (Inactive)

Game Master Talomyr

You are passengers on a cargo ship called the Jenivere, headed south to Sargava. The voyage promises not only to bring you and your fellow passengers together as you face adversity, but also to set you on a path into the very heart of one of Golarion’s most feared regions in search of wealth, fame, and ancient secrets.


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Grand Lodge

Quick poll.

In situations when we start a combat, I roll initiative for you.

Would you like me to do the same for perception checks like the one you have at the cliff side in order to try and pick up the pace a bit?

Any other suggestions? Feel free to reply here or PM me, which ever you feel more comfortable with.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

I think combat runs more smoothly if you roll stuff like initiative, saves, etc. for us.

Outside of combat, I don't think it's necessarily needed. I'm up for either way, though.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

I think having the GM roll perception, etc. does keep things moving quickly. I am all for it.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

I don't have any problem if the GM rolls Perception, Initiative, or saves.

However, to a different point, when I GM, I often prefer if the players roll their own fate if the situation is important.

Grand Lodge

Ok. I think I will continue to roll initiative for you and will begin rolling saves (in combat) and standard perception checks that I put in spoilers (like the most recent check to hear the dimorphodons).

For a critical (life/death or incapacitation) type save, I will still leave those to you.

Fair enough?

Any other thoughts or requests?


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

I happened to notice the campaign tab has not yet been updated to reflect the current mood for our campers. Any chance of an update plus adding the "Helpful" quest requirements assuming we know them? :D

I ask for this because I am wondering if Sasha's was fulfilled with the dimorphodons...

Next, what are the crafting requirements for anti-venom? Since we have the body of the viper, I figure it might be possible to get its venom to make some...? I profess to have no real life knowledge about this other than it takes venom to make anti-venom.

Finally, do we need to or should we be making continuous Diplomacy checks each day for the camper NPCs?

Grand Lodge

1) I will update the campaign tab this evening when I get home, yes Sasha's quest has been fulfilled.

2) As far as antitoxin goes, I would say use the standard alchemical agent crafting rules in the CRB, using the viper venom as your starting material. One catch is making a successful survival check to safely remove the venom glands.

3) No, you do not have to keep making diplomacy roles. The NPCs will have to continue to make daily morale checks until they reach a certain point.

Grand Lodge

Campaign Tab updated

Grand Lodge

Be thinking about what you would like to do for 2nd level. After the fight in the shipwreck, you will level.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Cool!

Also, shooting a zombie in the head is an instant kill, right? ;P


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Level 2 Summary

  • +8 hit points (1d10+2)
  • BAB +2, CMB +3, CMD 16
  • Fortitude +6, Reflex +5, Will +5 (divine grace and +1/+0/+1 increase from level 2)
  • Lay on hands (1d6, 3/day)
  • New deed (smiting shot)
  • +1 rank to each skill already trained


  • INACTIVE - GAME DIED

    Hana's level up to samurai (sword saint) 2:
    +1 BAB
    +1 CMB
    +1 Fort save

    +7 hit points

    +2 hydrated vitality

    Adventuring Skills:
    +1 Diplomacy
    +1 Intimidate
    +1 Perception
    +1 Sense Motive
    +1 Survival
    +1 Swim

    Background Skills:
    +1 Artistry
    +1 Perform (string instruments)

    Class feature:
    Honor in All Things (Ex)


    human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

    +1 BaB
    +1 CMB, CMD
    +1 Will
    +6 hp (+4+1con+1fco)

    Skills
    +1 Knowledge(arcana), Knowledge(local), Knowledge(nature), Knowledge(planes), Spellcraft, Survival.

    Background Skills
    +1 Knowledge(geography), Knowledge(history)

    adding to known spells: Mudball and Silent Image


    Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

    To druid level 2 and hopefully the ability to remain upright through a whole fight!

    +6hp
    +1 to handlw animal, know/geo, heal, know/nat, perception, spellcraft, survival, climb, swim, craft/traps
    Totem transformation


    Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

    Here is what I have so far in regards to our loot. It should be fairly up to date, unless I missed a consumed potion somewhere along the line. Format probably needs fixing, but at the moment there are links to the posts describing the loot, and the red text describes any consumed or claimed items. There's probably a better way of doing it.

    Grand Lodge

    Looks good to me.


    Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

    Thanks, Dereje!


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    I have been debating if I want to take my 2nd level in Oracle right away or maybe multiclass into Warpriest (or possibly straight Fighter).

    I would like to raise her martial competence in available weapons since we're limited to whatever we find or can make plus just make her a bit tougher overall.

    The drawback being this would slow her higher level spell progression.

    Any thoughts?


    Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

    My gut instinct would be to stick with Oracle until you have 2nd level spells, then switch. If you'd rather diversify now, though I'd go warpriest.

    Grand Lodge

    In a completely unrelated note, Lawdrak, there was a potion of lesser restoration that you all found on the most recent shipwreck.

    Also now that you have leveled you have the opportunity to try and identify the potions that were not successfully identified from the Jenivere.


    INACTIVE - GAME DIED

    @Adara: With the blackened curse, gaining more martial ability is a problem, since you have that huge penalty to weapon attacks. Probably best to pursue spells that will let you do what you want, like Lawdrak said, rather than trying to overcome the huge hurdle of a -4 on weapon attack rolls.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    My thoughts were actually to remove the non-proficient penalty for martial weapons. Warpriest also gives the sacred weapon bonus, so I figured that could move Adara into a more average range.

    I was concerned about delaying my acquisition of CMW, so that is why I did ask for some opinions.

    I will try and have a decision by this evening and get everything statted up.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    Adara - Oracle 2

    Combat:

    • +1½ BAB
    • +1 CMB
    • +1 Will save
    • +7 hit points

    Adventuring Skills:

    • +1 Climb
    • +1 Diplomacy
    • +1 Intimidate
    • +1 Survival
    • +1 Swim

    Background Skills:

    • +1 Craft (weapons)
    • +1 Knowledge (geography)

    Spells:

    • 0 level: Detect Poison

    Racial:

    • +1 round of Elemental Assault


    Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

    I did notice the Lesser Rest. potion, but I am thinking that 1)Lawdrak is not all that as a primary combatant, 2) there's apparently a lot of poisonous critters on this island and 3) this is our only restoration available - I think I'll let Lawdrak heal up naturally, and save the potion for Mizu or Dereje if they should need it.

    Sharpmaw will just have to pick up the slack...

    Grand Lodge

    Hint:

    ID the four potions that previously hadn't been identified.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    Does anyone want to claim the Masterwork studded leather armor, found on the body of the first mate, Alton Devers?

    If not, Adara will take it and she can pass on her regular studded leather to someone else or an NPC.


    INACTIVE - GAME DIED

    I'm good.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    Invalid argument:
    Allow me to begin by saying that I do not intend to start a rules law argument and will concede defeat from the get go as you are most certainly the GM and can choose whatever you'd like.

    That being said, after reviewing the various wordings of grapple, grab, and constrict, I find myself believing the intent is that the ability to constrict is meant to be upon a successful application of a "grapple check"; grapple check being defined as a check to maintain a "grapple," itself being defined as a combat maneuver (or "special attack" if you were), but in and of itself precluded from being considered a grapple check by definition and despite its own name.

    In my interpretation as defined above, the constrict ability would not come into play until the next round after the creature makes a successful grapple check.

    To be quite honest, it feels immensely overpowered to allow the initial attack damage plus a free CM to then allow immediate use of the special damage ability. As it feels like the initial damage is the damage of the action, and visually would represent the crushing damage as inflicted by the newly acquired grapple and is the de facto constrict damage.

    Exhibit A: Rake

    PRD wrote:
    A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.

    While not explicitly worded the same, I feel the comment in constrict's description stating—

    PRD wrote:
    A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check...

    —believes itself to be defining the exact conditions it can be used, and therefore it thinks it doesn't need to be any more clear assuming we understand the definition of "grapple check."

    ...and having said my piece, whatever you rule is perfectly fine.

    EDIT: Argument rendered invalid by an FAQ answer already given.

    Sorry, Sharpmaw; I tried. :(


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    I'm not sure if Dereje (Mahorfeus) said this anywhere on the boards, but he is out of town for a family event. I'm not sure if he will have internet access during this, so he may not be posting for the next few days.

    Grand Lodge

    Thanks for the head's up. I'll go ahead and bot him for this round.


    Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

    Thanks for covering for me. :)

    Sorry I didn't give everyone a heads-up sooner. I figured that I would still have internet access, but things got a little crazier than I anticipated.

    Grand Lodge

    No worries. Heck you even got the kill shot in on the crab ;)


    Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

    Lawdrak will need 24 hours to call a new animal companion, without which he is fairly combat-useless.

    He could stay in camp a day while the rest of the party goes out, or we could lose a day (allowing Dejere to craft ammo). I am OK either way, but I hate to hijack everyone's fun.

    Thoughts?


    human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

    I'm out of town until Sunday. I could stay behind a day if Lawdrak is, or feel free to bot me.


    INACTIVE - GAME DIED

    I've no objections to taking a day to marshal our resources.

    Grand Lodge

    So are we staying in camp for the next day? Those of you who aren't calling new animal companions or making bullets could work with Sasha for the day to gain the initiative bonus that training with her grants.


    INACTIVE - GAME DIED

    That's a fine idea, unless we need some Survival checks or the like for food, water, etc.

    Grand Lodge

    Water isn't really a problem with Jask being able to cast create water. As far as food goes, you guys just brought a 500 lb crab back to camp.


    Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

    I will have a longer color post about the summoning ritual up sometime today.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7
    Gelik wrote:
    Gelik waves a dismissive hand at the young Kellid druid. "Whatever helps you sleep at night I suppose."

    I lol'd.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    I do not understand the Morale rules. There is literally nothing we can do? All that Diplomacy to bring people around, and now random dice rolls make them useless?

    We've brought back what could probably be mountains of food each day alone. Even if it can't be turned into rations that last, our forays have come back with food-for-the-night, weapons, and supplies.

    I am just very confused why none of our PCs' actual actions seem to have any effect on the NPCs so now most of them are at the lowest Morale tier possible all because of successive low rolls. There really aren't any modifiers based on our party's successes?

    I'm sorry if I'm being a downer, but after Sharpmaw basically getting one shot, it's pretty rough to see almost all of the campers fall into the Panicked state without any way of having an actual effect based on our own actions. :(

    Grand Lodge

    I agree, the morale rules suck. That being said, morale in this case only really does two things: places a modifier on diplomacy rolls with the NPC in question (which is a non-issue for you folk) and alters what the NPC would do should there be a combat where they are present.


    INACTIVE - GAME DIED

    I will be camping and out of contact this weekend. Back Monday!


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7
    DM Talomyr wrote:
    Adara is up before Blue tries to take another bite out of Hana. There is a map on Roll20 for this battle.

    I think you meant Dereje here.


    Fixed. Thanks.

    Grand Lodge

    Heading out to dinner with the family. I will update the thread when I get back.


    Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

    Note to self: update that loot list I made. :P


    Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

    Sorry for the late warning, but I'll be out of town until Tuesday for the holidays. I wasn't counting on having no internet, but I accidentally left my laptop charger behind. Please bot me if necessary, and sorry for the inconvenience.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    Don't worry Dereje...it doesn't look we're going to be seeing too much posting as it is. The holidays have a way of doing that. ;-P


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    It looks like the loot list is current? I'm not sure about the potion consumption though...

    Anyone have any possible corrections? I do see some items that need appraisal/identification if any of us or the NPCs has an ability to do so.

    Adara has a +1 in Appraise...not too high, but if no one else has it, she can give it a go on the mwk dagger given to Jask (assuming it's not his own and therefore immune to our looting ;-P) and the unclaimed mwk short sword from Alton if that's needed. I'm assuming that mwk items could just be assumed book price unless there's something about these which warrants special examination to price out.

    Looks like we have some potions and other items we should divvy up. It might be worth it for a couple of us to carry around some shovels, lanterns, and other mundane goodies.

    @DM Talomyr: Are we able to use those fishing nets which I assume may be sized appropriately for a large ship like the Jenivere? If not, what kind of skill check will you allow to maybe alter any of them into smaller nets for personal fishing use or even combat purposes? Adara has Craft (weapon) and Survival if those might be relevant. I'm assuming we could repurpose them for trap use at the absolute worst case, right?

    Any other items that people can see a use for? I feel like the block and tackle + fishing nets could be used for ye ole net-hoisting trap.

    And did we agree to bury the locket with the Ghost Captain's bones? Seems like the safest option to keep him from getting all crazy, but wasn't sure if that would be a communal consensus (in case of greed :P) since we may also be able to optional quest it and try and locate the lady love if we survive the island.

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