GM KoKyu's Jade Regent

Game Master KoKyu

A journey of a thousand miles begins with killing a few Trolls.
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~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Is this assuming it has been a few days since the lighthouse? I believe I dropped Whispering Shrike off the day that happened? In that case Rennyn has also had time to repair the katana?

I think it best to pool a little common coin together to buy some shared kit. Tents, various "kits" etc. 100 gp each should probably cover it. I can work up the list of shared purchases given a little time.


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

Kenan is fine if Draeven takes the spectacles.


~Human Evoker (lvl 4)~ Perc +7 Init +1 AC 19 (15+4 mage armor) HP 25 Fort +2 Ref +2 Will +4 CMB +2 CMD 17

I agree it makes sense to have the point man have good perception. Also, it is funny to imagine Draeven wearing spectacles.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Now that everyone has checked in...I'd mentioned near the beginning of the AP, some trepidation with the caravan rules. My opinion holds and we're going to skip using them. This leaves a bit of a problem, how did you get to Brinewall? I have a few choices:
A) I'd gathered enough goodies to throw a few encounters along the way, however those pose the same risk as the Old Light - getting us off track, not to mention taking up a lot of time. This means glazing over the actual traveling portion of the AP, fast forwarding all the way to Brinewall and your GM posting something to fill the void.
B) Letting me pick one or two of these side encounters and running with them.
C) OR, rather than your GM telling you what happens along the way, we could turn the tables and let each of you post something to contribute to the story. While I don't expect the 2000+ words I'd posted earlier, a quick five word sentence won't cut it either. Haiku? Still not long enough. Inspiration is simple, you are caravanning, ie. doing a lot of camping and perhaps visiting a few towns along the way. You can consider this a training phase or a small individual encounter which takes you away for an evening or two. I'm sure you might have some sort of expectations for what may happen along the way as well, this is a chance to fulfill them!

No matter which option is chosen, the group will have progressed to 3rd level by the time it reaches Brinewall. Personally, I'm leaning towards A or C as these are the faster choices and let us continue with the real meat of the AP sooner. Well?


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link
Jeryn Taekiir wrote:
I agree it makes sense to have the point man have good perception. Also, it is funny to imagine Draeven wearing spectacles.

Except Draeven's glasses are cool yellow tinted sharp shooter glasses not some hipster Buddy Holly glasses.

And the hulking green ranger dares anyone to make fun of his eyewear. ;)


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

I vote A.

And I'm not sure I want to take the time putting together a mundane items list. Are we really going to need to worry if we have a tent and pots and pans etc?

I'll pay for some horses and buy some other mundane personal adventuring gear (ropes, grappling hooks etc) but I'm not gung ho to do the rest.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Adventuring gear is all you need worry about - Ameiko is sponsoring the rest.
And I had envisioned glasses reminiscent of John Dever's stylish pair ;) They are antiques after all and not the sort of thing easily found at Cabela's.


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

Kenan is lvl 3


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Working on levelling characters atm. Will post in game thread as soon as I have more time.

I am thinking of reworking Draeven to separate him and Kenan in terms of party roles. He was originally built as Kenan's replacement, but now that Kenan is back, I don't want to be stepping all over Kenan's toes. Probably drop trapper archetype at the very least, and likely bigger changes as well.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

@ All players:
When you have finished your builds, feel free to 'create' part of the world and enhance/clarify your PC's personalities with a quick summary in the Game play of how you see them advancing to the next phase of their careers as I have started with Kenan (Kenan, feel free to elaborate/add what you want). If you want to use some of the NPCs and have questions about them, don't hesitate to ask. Perhaps I can flesh them out better if I see how you would like to get along with them :)


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

I am almost done re-configuring Draeven. He is now a Slayer (sniper). I think Kenan will be taking over point and will be our trap and lock guy.

Do you wish the magical spectacles Pierre?

Are we accumulating Hero Points? Should we have 3 at 3rd if we haven't spent any?


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Submitted for approval:

Draeven
Male half-orc slayer (sniper) 3 (Pathfinder RPG Advanced Class Guide 53, 120)
LN Medium humanoid (human, orc)
Hero Points 1
Init +3; Senses darkvision 90 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 31 (3d10+9)
Fort +5, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee greataxe +7 (1d12+6/×3) or
. . mwk bardiche +8 (1d10+6/19-20)
Ranged composite longbow +5 (1d8+4/×3) or
. . throwing axe +5 (1d6+4)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Base Atk +3; CMB +7; CMD 19
Feats Deadly Aim, Power Attack
Traits ambush training, bastard, foreign-tongued: shalelu/goblin
Skills Acrobatics +5 (+1 to jump), Climb +10, Heal +5, Intimidate +7, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Perception +7, Profession (trapper) +5, Ride +3, Sense Motive +8, Stealth +5, Survival +7, Swim +5; Racial Modifiers +2 Intimidate
Languages Common, Elven, Giant, Goblin, Orc
SQ accuracy, deadly sniper +3, hero points, loner, orc blood
Combat Gear +1 animal-bane arrows (50), potion of cure light wounds, potion of cure moderate wounds, scroll of water walk (CL 7th); Other Gear mwk studded leather, arrows (40), composite longbow (+4 Str), greataxe, mwk bardiche[APG], throwing axe (2), ring of climbing, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], orc trail rations[UE] (5), pot, waterskin, 888 gp, 55 sp, 2 cp
--------------------
Special Abilities
--------------------
Accuracy (Ex) Halve range penalties with bows, crossbows, and firearms.
Darkvision (90 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Sniper +3 (Ex) Ignore 30' limit and bonus damage for sneak attacks vs. unaware targets in first range inc.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Loner -1 to AC and attack when adjacent to ally or using aid another.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.

Notable changes: alignment to LN (from CN), Deity changed to Erastil, Wis to 12, Cha to 8, Knowledge (nature) lost, rapid shot lost, trapfinding lost, track lost, favoured enemies lost (but I still hate goblins) :), sneak attack gained along with archery/sniping abilities gained.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Rennyn of House Thysrial
Male elf paladin 3
LG Medium humanoid (elf)
Hero Points 1
Init +4; Senses darkvision 60 ft.; Perception +9
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 25 (3d10+3)
Fort +6, Ref +6, Will +6
Immune disease, fear
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron elven curve blade +7 (1d10+4/18-20) or
. . mwk cold iron katana +3 (1d8+3/18-20) or
. . whispering strike +3 (1d6+4/18-20)
Ranged composite longbow +5 (1d8+3/×3)
Special Attacks smite evil 1/day (+3 attack and AC, +3 damage)
Spell-Like Abilities (CL 3rd; concentration +6)
. . 1/day—comprehend languages, detect magic, detect poison, dream, read magic
Paladin Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 10, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 18
Feats Cleave, Power Attack
Traits best friend, seeker, treerazer's bane, warrior of old
Skills Craft (armor) +3, Craft (weapons) +7, Diplomacy +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Heal +4, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +9, Ride +4, Sense Motive +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized); Racial Modifiers +2 Perception
Languages Celestial, Common, Elven
SQ dreamspeaker, hero points, lay on hands 4/day (1d6), mercy (shaken), overprotective, pride, variant channeling (bravery/valor variant channeling[UM])
Combat Gear +1 animal-bane arrows (50), potion of cure light wounds; Other Gear lamellar (leather) armor[UC], whispering strike[UC], arrows (20), composite longbow (+3 Str), mwk cold iron elven curve blade, mwk cold iron katana[UC], masterwork artisan's tools, smoked goggles[APG], 836 gp, 55 sp, 2 cp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bravery/Valor Variant Channeling (+1 Sacred) Additional save vs. fear/AC bonus, or standard channel
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Thanks for the update :)
It seems then that we are waiting for Fenra and Jeryn to check in before pressing on to Brinewall proper... or are we? Feel free to post your actions on the Game play thread!


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Still deciding on stuff for level three. Will try to get it figured out here shortly.


~Human Evoker (lvl 4)~ Perc +7 Init +1 AC 19 (15+4 mage armor) HP 25 Fort +2 Ref +2 Will +4 CMB +2 CMD 17

Would a different specialty be an option at all? If not that's cool but after having some experience with an evoker, it isn't as "throw-fireballs-everywhere-and-incinerate-hordes-of-foes" as I thought it would be. Granted that might be because of starting right off the bat and maybe they scale really awesome later but I'm thinking maybe something to buff allies might be more useful? Something to cast bulls strength etc? Like I said if not, no worries - he will figure out fireballs someday


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

You're right, wizards tend to take some time to get going. However, there are plenty of buff spells out there (mostly from the transmutation school) and Jeryn is perfectly capable of casting them. Jeryn just has to have them in his spell book :) Keep this in mind as you choose new spells to add into your spell book. Although a variety of spells is a good thing to have in your arsenal, they still need to be used. Don't be afraid to stray from your go-to move of ye-old-force bolt. Also, oKOyA has dabbled in the arcane mysteries and has plenty of helpful advice.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

The map is only so big :P Adjusted as best I could, you may start your attack run but be sure to fire for effect as I'm sure the trees provide cover.
Am scratching my head about the inits as I copied and pasted those then deleted the junk in between name and init result. I'll fix that in my next post.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

So which Init are we using? The rolls?


For the sake of completion/accuracy re: the encounter distance, the real values would be different with penalties added (+2 to DC for each 10' rather than +1). Halved in fact. So the Corbs will not even notice the party until 70' while the party is aware of them at 100' (reduced from 110' or 125' by the max forest range). This would technically mean that we would have a (surprise) round to act before the Corbs are even aware of us.

So when the Corbs get to 100' from the party Draeven hears something(s) walking in the woods towards the party. He whispers out a warning to the others and the surprise round starts with only the party acting.

In the next round, the inits are used to resolve things as usual with the Corbs moving on their turn and getting with the 70' range. Subsequent rounds follow as normal.

As for cover, concealment and difficult terrain I would suggest partial cover and difficult movement (x2) for anyone in a square with "foliage" in it. No cover and no movement penalty for open or "grassy" squares. If any trees are large enough to provide better cover, or undergrowth to provide concealment they should be specified.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Have I been keeping you up? :) Sounds good though, we'll go with that! Everyone is still up.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

I was going to point this out previously but forgot... but I really hate haunts.

[rant]For the most part they make no sense. You are telling me in a world where the afterlife is a known thing and proven to exist. Where gods are real. Where demons, dragons and all manner of undead walk the world everyday, my character is "scared" that the woods might be "haunted". What?! Are you serious? We have already fought and defeated what would be pants s+*+tingly scary stuff in real life and nary a concern was given by our characters. But now because we are in some spooky woods my character is supposed to be afraid? Good grief. Some random will save, and my character is spooked? Fight real walking undead? No problem. Walk in a "haunted" forest? Scared. Right. :P[/rant]


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

I realize this, which is why Draeven and the others are not currently suffering any ill effects. But if you can find some other reason to explain why no one has bothered to come to Brinewall in over 60 years, then by all means :)
Stories of haunts and a cursed village are all you have to go on heading up here. Experiencing this 'haunting' brings these stories to life and gives them a fraction of credit.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

"not currently" you say.

And there is no explanation for the illogical and patently absurd. Unless Brinewall is completely devoid of all life, especially of the intelligent and sentient species variety, the premise is false as well. The "haunts" can't be the reason that no one has visited Brinewall in 60 years because that would require someone to visit Brinewall and experience the haunts in the first place. Besides, a single will save and apparently you aren't affected by the haunts. Not much of a deterrent.

The haunts aren't adding to my enjoyment...


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Worse? The NPCs were becoming argumentative and were distracting the PCs from actually playing.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

There are other options besides you just killing off the NPCs.

Of course with no one other than you and I even posting in this game for over a month I'm not sure it even matters.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei
Rennyn wrote:
There are other options besides you just killing off the NPCs.

I'm not so sure. There is no reason for them to be involved in the AP other than for the PCs to curry favors from (getting minor boons and potions) and fill positions in the caravan (driver, guard, cook, healer). As we are using neither the caravan rules, nor the 'kissing up' portions of the AP, the NPCs become either third wheels/sidekicks or the ones doing all the heavy lifting. How much fun is that?

The PCs are back in the driver's seat now.
Rennyn wrote:
Of course with no one other than you and I even posting in this game for over a month I'm not sure it even matters.

Agreed. The lack of posting is killing this.


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

I think what is being said, is that the NPC should be good accessory players to the story, not the main draw. Like any good movie you do not your stars out preformed by the supporting actors. There is a middle ground between the NPC's seeming to make all the decisions and going off into the night and getting killed and being mere potion dispensers. They can suggest courses of actions without willfully disregarding the decisions of the party or taking the thunder (ie satisfaction of solving the problems) away from the NPC's. An example of this is the party wanting to camp in one location and being told no and suddenly being in another. Another obvious example is the feeling that the NPC's are telling the PC's what to do. Which again makes them feel more secondary to the NPC's.

They can offer advice to problems, they can interact with the players in positive and negative ways that build the narrative without over reaching or pushing the PC's to the side.

As far as posting I see no reason to post when there is no decision for my character to make. As an example the decision to camp at the tower was not Kenan's nor was it likely that the monk archer who has never been part of a caravan is going to start telling others how to lay out the camp. If you want me to type a long post about how I prepare my evening meal, relieve myself, practice and meditate I can but it makes for boring storytelling.

I will be the first to admit that I have not interacted with the NPC's that much. However, I have often found it difficult to relate to the NPC's when nothing is really said to my character. Kenan is also having difficulty understanding why he might even be part of the group of NPC's other than to help his friends because they are often condescending and even rude to the PC's. (At least that is the tone I get from them).


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei
Kenan wrote:
Kenan is also having difficulty understanding why he might even be part of the group of NPC's other than to help his friends because they are often condescending and even rude to the PC's. (At least that is the tone I get from them)

That would have been good to know a lot earlier :P I don't want to be a condescending GM and I'd rather quit than continue with that impression. If that is the way the NPCs are coming across then the less I say as an NPC the better.


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

NO that is not the case. That is the exact reason I did not say something earlier because I do not want you to stop playing the NPC's. No DM is perfect and it is a learning experience whenever you do it. I also believe that this distance dming is harder then tabletop because although there is more role play and speeches etc there is always the risk with any typed media that things could be misconstrued.

Role back to the camp undo Shalelu's big adventure and lets continue on. You are doing well on many points Chris. I have DM'd off and on for 30 years and would not say that I was perfect. Even when I dm for our group I would take constructive criticism from the players. How else do we get better?

So shall we continue?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei
GM KoKyu wrote:

@ All players:

....feel free to 'create' part of the world and enhance/clarify your PC's personalities....If you want to use some of the NPCs and have questions about them, don't hesitate to ask. Perhaps I can flesh them out better if I see how you would like to get along with them :)

I'm all for feedback and that is exactly what I'd like to see more of in the discussion thread, but it has been lacking.

By all means we can continue! As far as everyone is concerned, Sandru is struggling with a creature at the moment and Shalelu has disappeared for the night.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

The issue with the "tone" you have set with the NPCs is that they are the ones in the driver's seat. They have, since first introductions, treated us as inferiors. They are the ones making the decisions, and counter manding everything we propose. Shalelu looked down on us the moment she appeared. Ameiko informed us that she had already decided to travel to Brinewall, with or without us, even after Rennyn told her that was our plan. After a PC suggested moving the caravan to the lighthouse, and a second PC agreed, Shalelu disagreed. I make a character with the pride flaw and seemingly every NPC he talks to goes out of their way to insult him. "Koya looks down her nose at the paladin..." Even his "best friend" Ameiko does it on a regular basis. :P

So far, the AP to me feels like our characters are the secondary characters. We don't dictate anything. We don't make decisions. We just react and follow along. Go here. Do this. "Go explore the lighthouse" "Why? I don't want to." [lighthouse explodes] "Gonna go now?" "Do I have a choice?"

The NPCs should be supporting characters. Providing us with assistance. Not solving everything. Or knowing everything.

I need a little more motivation than just "cause the story says so".

By all means, drop some bread crumbs. Or trick us into thinking it is our idea to do stuff. Just don't make the railroad so obvious. We should want to do the things required of the AP, not be forced into it. :P

My thoughts anyhow.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

What can I say, your GM's got a talent for using NPCs :P

Feel free to suggest someplace where we can back up the entire thread.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Prior to Shalelu going off to commit suicide please.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Or perhaps before Koya insults Rennyn.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

I'll see what I can do.
Speaking of insults, can Rennyn please give the NPCs a chance to reconcile before he takes -20 on relationships? I'm not posting these things to intentionally make an insult. Rennyn hasn't been spat on, been shown crude gestures or had his family lineage drawn into question :P And granted, my idea of an insult isn't the same as Rennyn's. But as Kenan pointed out, my tone is not relayed across the thread either. So there were a few times when I was scratching my head trying to figure out what the NPC had said wrong. Then when I did narrow it down, it was impossible to give an apology because Rennyn had already walked out the door and disappeared. Yes, the NPCs should know what triggers Rennyn, but in reality, I don't. So rather than having the NPCs chase Rennyn down to grovel, throw them a look, clear his throat, give the NPCs/me a chance to realize what they've done before disappearing. That would be helpful :)


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

The insults aren't all that mysterious. "Looks down her nose at the paladin" is pretty obvious. Compounding it with statements like "Well isn't he the sensitive sort". There are no "triggers" to decode. :P


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link
GM KoKyu wrote:
It is out of pure interest that I look forward to his post and explanation/fresh angle. :)

Anyone looking at a half submerged ship would have some idea as to roughly how long it had been like so. State of the ship's rigging, sail and mooring rope. Amount of bird crap present. Presence and/or amount of sea life on/around the ship. Number and size of sea plants growing within/on the ship's interior and exterior. Does the busted wood look freshly broken or weathered? Just to name a few ways off the top of my head.

My analogy would be finding a car parked in a field. Using similar indicators I'm quite certain you or I could tell the difference between one parked for a few hours vs a few days vs a few months vs a few years or more. You might not be accurate to anything beyond that, and you might be wrong for some reason, but either way you would have some idea.

It would be weird if you ask me if one didn't have any idea just by looking at it. :P

You put a bunch of spoilers for various skills, just not one for the obvious choice in my opinion, that being perception. :P

The ship is an open viking type longship, partially submerged with Draeven standing on the (presumably at least somewhat) higher ground looking down at it from 40' or so. He should be able to see quite a bit I would think.

(And obvious ambush is obvious. I realize that you want someone to move closer to investigate the ship so that you can spring the hidden monster(s) lurking in the water/ship/under the dock/wherever.)

The problem is, Draeven and Rennyn aren't interested in exploring every nook and cranny looking for wealth. They are investigating the mysterious eradication of Brinewall some 60 years ago. If the longship looks like it might be from that era, they might look more closely at it for potential clues. If it looks more recent, then they are less interested in it other than as an indicator that someone else may be about and to be cautious.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

I do want to play, sorry for the absence. I think I am caught up now and should be posting daily.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Is there a good reason both Ameiko and Shalelu should accompany us. If you want to keep the hi-jacking of the NPCs to a minimum maybe only have Ameiko go. Just my suggestion to keep things less stressful.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

The group is in control. Ameiko and Shalelu are just along for the ride.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

I am back and ready to continue whenever you are Chris.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Can you punt Archidamus and DM oKOyA from the active players please Chris?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

I sense a lack of motivation. Besides revealing the entire map of the castle, is there anything I have forgotten to add? Some question left unanswered? I seem to be driving with two feet and being heavy on the brake...


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

I like the ooc blue...Just waiting on Kenan to post his actions, he is within range and may*evil laugh* bring an end to the encounter.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Maybe I will start using green then. I like green. (:


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

It would be really nice if we could get the posting rate up. Especially during combats. Everyone should know that they are likely needing to post at least every other day when in combat, if not every day. Out of combat, if you post infrequently, you really only miss out yourself. During combat you hold everyone up.

It isn't fair to expect Chris to run the PCs as well as the NPCs and monsters.


Not feeling well. Hopefully back on track tomorrow.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Happy Thanksgiving guys! and thanks for putting up with my unorthodox/crazy style of play for as long as you have :))


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Right back at you! :)

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