Gob Smash One

Game Master Tacticslion

They be goblins, you be food... why are they so weird, dude?

That's what the W.D.G.F.F. (Western Duchy Goblin Fighting Force) first Reconnaissance and Strike Crew, aka "Gob Smash One" (that's you) have been sent to find out, in the barren mana wastes beyond the edge of the Duchy near the border of Geb in an ancient abandoned outpost called Hightower...


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Male Agathion (Leonal) Gestalt Monk-Paladin (with bardic performance!); Mythic (dual): Archmage/Heirophant
Edward Sobel wrote:

Lulu here (I wanted to use my regular alias for this as in is on a serious note)...

ok real quick, i will be online a bit tonight, but i wanted to share what is happening right now and why I may be absent for a bit in the next day or so.

currently my wife is at an inpatient addiction recovery center.she is discharged tomorrow, but the discharge is only to be transferred to another facility in Philadelphia. I will be taking her there and working through all of that process.

things are very stressful but I am working through it slowly. her health is not so great which is the reason for the transfer.

so I just wanted to tell people where things are with me...and I want to apologize in advance if I become "short" (no pun) with people due to all the stress I am working through.

I'm so sorry to hear! As Lady Firedove said, we'll be praying for you and your wife during this time.

Peace to you, and I hope and pray all goes well soon.


Based on reading this, I went ahead and posted some things in the Gameplay. Layla, however, is correct: I was waiting for most people to have a chance to post before updating.

I'll be working on periodic posts, but I also don't want to be too spammy. I'll try to sum things up as I can.

Incidentally, you all may wish to roll your initiatives soon. We won't be using them immediately, but it's nice to have. >:)

Grand Lodge

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Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2

Hello, GM! I have a couple of questions if it's alright. I want to make sure I understand everything that was posted just now in the gameplay thread. (Note that Eris the character doesn't have all this information yet, but I as a player would like to make sure everything is all straight in my head before I go forward).

  • Fact #1: The squad has spotted more than one possible entrance to the tower. Each possible entrance has different pros and cons.

  • Fact #2: The main entrance is being watched by a big, dangerous, well-armed group of goblins. Those goblins have not spotted us yet, but certainly will if we go for the main entrance.

  • Fact #3: At the main entrance is a ramp (leading downwards?). If we can reach that ramp before the goblins attack us, we'll have a good defensive position against any attacks. But that may be tough to pull off.

  • Fact #4: At the bottom of the main entrance ramp, there is a stairwell that leads up to the top of the tower, where there is probably another entrance. But this doesn't help us much, because we would still have to get past the group of ambushers to get to the stairwell.

  • Fact #5: There is second entrance, a small cave, near the base of the tower. The ambushing goblins are not watching this entrance. But if we go that way, the donkeys may be in danger. We would need to find cover for the donkeys, or risk losing them.

    These are the main facts as I understand them. I may have overlooked some details, but I think this is the rough picture of what we're looking at. Does that sound about right to you?


  • All correct except for 3 (the ramp goes up as well) and 4 (because the ramp goes up, it'd be at the top). Otherwise entirely correct. Oh, and you guys can stealth by them! but again your mounts could not. Oh, conundrums.

    Of course, if the storm hits, you don't have to worry about being overheard!

    You guys are basically at the top of a hill looking over at a bigger hill that has a massive natural rock formation on top of it that's been worked by hands and magic to be a treacherous fortress-tower.

    You came down from some mountains that you passed through to get here.


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    Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

    (-_-)

    Whut were I thinkin'...

    Okeys, first off tha' bat.

    *Hugz* Edward Sobel.

    Rilly wishin' ye an' yours all'a very bestest mate.

    Second... make a note guys....Friends should never let friends drink and post. T'is a messy sight.... (-_-)

    Okeys, am awake an' more sober. (:P)

    Re-veiwin' thread an' postin' soon.

    Though, other than sayin' 'Wow' to tha' DM's rules, nothin' ta' rill y add here.

    Very much cheers ta' all.

    Grand Lodge

    Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2

    Thank you! I think I was having a hard time picturing the ramp at the main entrance. Now that I realize the ramp goes both up and down, and that we're viewing the whole tower from an elevated height, it makes a bit more sense. I'll wait for Eris to learn more in-story before having her act, but I feel like I have a stronger handle on the scene now.


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    Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

    @Edward Sobel Good luck to you and your wife. Addiction isn't easy to kick but it is possible so I'm sure she'll get there.

    I'm eager for our first combat so I'm fine with fighting them.

    The forums have vouched for this site. I've seen some of the tools and it's pretty cool. I don't how it would work with all us. You have to make an account but it's totally free. I think it can help us visualize the fights better.


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    Looking into, thanks, Dijiron; it's something I've heard of before, so it's a "maybe". fixed link as yours really seems to just want to link to this thread for some reason. :)


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    Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

    After posting in gameplay, I am posting this quickly before going to an evening class. I wanted to give my sympathies to Edward. It sounds deep what you are dealing with, and for what it's worth, I wish for you all the best, and the strength to endure until things do get better.

    I also just wanted to say that I am glad people have been reading Shaedo's character sheet. I sure have been reading other people's! Some of the details in them are actually useful for RP, when it's something that you would probably notice about the person when you first meet him or her.

    Any others, please feel free to read about Shaedo- she certainly isn't shy, and while she sometimes hides some things about herself, her talents are not among those.

    This is my first PbP as well, and I am having a blast so far. Best of things to all of you!


    You know, I was kind of wondering when someone would get around to rolling a spellcraft. Also if anyone had Knowledge (nature). The plot thickens.

    Oh, and,

    GM Tacticslion wrote:
    fixed link :)

    ... but not proper capitalization, it seems.

    EDIT: Sigh at myself. :/ :D


    Let me be clear: you are informed by the communal information exchange charging, as in out-and-out charging i.e. taking the Charge action, the goblins is a bad idea: you're very likely to break legs and/or necks doing it that way.

    Charging, as in "moving very quickly" up the ramp is fine... but you'll be spotted, unless you're in the edge of the storm (which lacks the sickening blue light from its depths).

    Attacking the goblins is probably a valid, if difficult proposition to engage in, as they've given themselves some excellent defensive positions (though at the expense of offensive positions). EDIT: Though surprising them could work, too.

    Ducking into nearby caves to drop donkeys and go on foot is possible, though you'd be cutting it close to being in the edge of the storm. You'd need to work quickly or be caught in the edge anyway.

    Going into caves to discuss things is possible, but the storm will be on you soon, so you can't stop there for long... unless you just want to wait out the storm in the cave. (Hint: you don't. :D)

    Waiting for the edge of the storm means you've got great concealment, no issues with making noise, and can stealth (with donkeys) to your hearts' content... and probably have an inability to see anything farther than 5-10 ft. in front of you while in said storm (though within caves and overhangs the visibility might be greater).


    Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

    Aye, using the storm and a quick charge seems like tha' best idea. :)

    RPG Superstar 2015 Top 8

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    Take care, Edward. Holding you and your wife in the Light.


    On a slightly related note to someone's unspoken question: any player here may suggest (and roll to do so!) that they use any skill in a non-standard but related way. I won't always say yes (or rather, sometimes I may state that the skill check just doesn't do anything, sadly), but you can always try; point in fact, I love non-standard uses for stuff, and like trying to find ways to reward creativity.

    Note, however, 'creativity' instead of 'complete nonesense' (silliness yes, nonsense no) - using Craft (Bootleg) to, say, Fly, doesn't work - but as long as it at least somewhat relates, even if I don't tell you what, specifically, you get, if the check isn't awful, I'll try to work in some sort of reasonable bonus or substitution for another check.

    So yes, Stone: you can do that, and it may well "help", whatever that means; and yes, Vitreous: you can certainly try to do that, should you like, but you'd need to bear in mind the requirements and limits of the substance itself - otherwise, very clever idea. And either way, I'll look forward to seeing what you come up with.

    Grand Lodge

    Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2

    So over in the gameplay thread, Eris has sounded the charge. Keep in mind she's not really the leader (she just thinks she is, and she's a bit full of herself), so no one really has to follow her.

    As I player, I really wasn't trying to take agency away from you guys, my fellow players! I was just seeing a lot of great ideas, and thought, let's do it! Let's throw the poisoned caltrops! Let's fire the vial launcher! Let's summon ghost sounds to confuse them! Let's just throw all our creativity at the goblins and let the little buggers deal with it.

    Besides, it's just the first encounter. The DM's not going to let us die before we even crack open the dungeon. Is he?

    Is he? *glup*


    Heh. Heh-heh. Heh-heheh. Ah-hahah. AHAHAHAHAHAH! MUWAHAHAHAHAHAHAH! Oh, um... I mean... of course not. Yes. That is exactly what I mean. Totally.


    Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

    Well, if we are foolish enough to try and weather this storm... - but then again, maybe we'll get some mutant super powers if we get *extremely* lucky with the weather rolls! x D
    Anyway, thanks for the caveat Eris.

    To GM: I jumped the gun and gave an initiative roll, so that probably would be it when combat begins.
    However, if it's okay with you, I do not mean to enter combat yet if we have the chance to do somethings before it starts. Either way, I await and respect your call.

    (Prepping my combat theme music. What would be appropriate for this first encounter?? ^_^)


    Actually, I want everyone to roll initiative, unless you want me to roll it for you: I was about to anyway.

    Do feel free to post a bit more, however.

    ... I know I will.

    ...

    ... feel free. To post more. Weather. tee-hee >:)

    EDIT: Initiative so-far:
    20: Dijiron, Shaedo
    18: Eris


    CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

    It may be more efficient if you roll initiative for everyone.

    But while I'm here...

    1d20 + 4 ⇒ (10) + 4 = 14


    Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

    just roll init for everyone it is faster that way


    Okay. Will do in the future.
    EDIT:
    Vote time: should I do the same when I call for general stealth checks as well, or let you guys do that? EDIT: Or any kind of skill check? Or other check? I don't want to take your sense of agency, I just want to streamline the game for all. You guys decide what's easiest and best.

    Also, Dijiron, I've got a roll20 account... and am a complete moron, so it's not going 'smoothly' at present.


    Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

    yes anytime you call for a general roll from all the players you should do it


    Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

    Whatevs the GM thinks best! I don't mind if some rolls get made for me. :)


    Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

    Ok I don't know right now...

    the huge posts, are difficult to read through, I have no clue what is going on.

    last thing I remember we need to get to the tower to get out of the rain. so what the heck is going on without huge dissertations please.

    I think I will have Lulu stay away from the fight and hide unless we are loosing. it may be over before I can figure it out anyway.

    when behind on posts it is a real chore to catch up. I don't know how much longer I can keep up and still enjoy the game...


    No idea if or how this link will work.

    It's not accurate (the circles are currently in the wrong place), and I don't know if you can see it without an account (which is entirely free, but still).

    That said, the short version:

    1) Goblins were ready to ambush; a vote happened to sneak by them, cause chaos, and make sure they're all dead

    2) To do that, you all used the edge of the storm to hide from them and head up the ramp toward Hightower

    3) As you all did so, Vitreous launched a poison fire bomb, and the randomness worked in your favor... this time; "It's Super Effective!"
    (Six goblins died from it hammering their stores of alchemist fire.)

    4) Currently you're higher up on the ramp with Pix and other "squishies" while the "front liners" are guarding you from 17-ish goblins.

    5) Your initiative/stealth/etc is here, so you can get the gist of what's going on. You can ignore the numbers - they're more for my reference than anything else. It's the first three paragraphs.


    Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

    LULU, we're on a ramp heading up to the tower in the rain.
    17 goblins are running up behind us.
    Most of us have turned to fight the goblins.
    You're one of the ones farther up the ramp, away from the goblins, protected by those of us on the front lines.
    Do you use a ranged attack spell against one of them, perhaps?
    Attack! :)


    Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

    got the map no circles just a big overland map that says you are here.

    a far as ranged goes? yeah I take 20 on stealth and wait for the fight to end.

    I got a 15' range spell and a 30' range spell and both require them to not be fighting us. (area effect)

    did we identify a leader type of the goblins?

    Oh and I vote for option 2 instead, can I just do that instead?


    The map... may be fixed? I think I had a lot on GM-Layer.

    EDIT:
    Well, you can try, but you're initiative comes after Vitreous, and he threw a firebomb, so... you're group is kind of committed.

    If you just continue riding up the ramp (where you currently are), you may get to the entrance, which is a kind of cave where the Donkeys can enter. There are few other places that you saw that they could go, though some of your survivalists might be able to point you to a cave to drop your donkey off instead.


    Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7
    GM Tacticslion wrote:

    No idea if or how this link will work.

    It's not accurate (the circles are currently in the wrong place), and I don't know if you can see it without an account (which is entirely free, but still).

    You have to be logged in first before clicking the link. But yeah make the account. It's cool.


    Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

    yeah back to the other options...

    up the ramp and hide, let me know when we won...


    Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

    LULU, I don't think you can take 20 on stealth, but I don't think you'll need to. You made a high enough stealth check, and those gobs will have a hard time seeing you in this rain. If you want to just hide and wait out the battle, you can go on ahead toward the big (closed) door entrance, which has an outcropping of rock above it, which would protect you from the rain.
    We have not been able to notice any leader-type goblin.
    Also, if you really want to have left your donkey behind in a cave somewhere, you can say you did that, but you'll be the only one who left it behind, and you probably would have had a very hard time keeping up with us as we rode quickly up to the tower ... so, I suggest saying the donkey is still with you, but you could dismount from it now if you don't want to be riding anymore.
    Cheers! :)

    EDIT: What you said. :)


    Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

    yeah I did bring the donkey with me...

    its just that Lulu is not a long ranged spellcaster, her spells are melee touch or short range area.

    except for charm person which she would use on the goblin leader. as long as nobody attacks the leader.

    but then again different DM's rule charm person differently.

    so how will it work here.

    some DM's say once initiative is rolled charm person can't be used
    some say that since combat started the enemy gets the +5 on the save
    some say that as long as nobody is actually attacking the target then it goes off just fine.


    Well, let's see.

    Quote:
    If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

    That seems pretty clear that if it realizes you're a threat that it gets a +5 bonus. The "Any act by you or your apparent allies that threatens the charmed person breaks the spell." comes after that - after the spell is already in effect.

    I tend to look at that as attempted attacks - i.e. once someone rolls an attack roll against a given charmed entity (after the Charm is laid), their self-preservation kicks in and they go, "Why are you friends with someone trying to kill me?! You're not really my friend!" because, you know, it looks like you're trying to kill them or led them into a trap or something.

    Basically, the spell is a "social aid" spell (auto-Friendly), with the possibility of making something happen that normally couldn't (charisma check).

    Hope that helps!

    (In general, use that as a kind of rule-of-thumb: read the rules in ways that don't conflict with itself, actually gives you something, but doesn't make you divine master of the universe. Some questions you won't know until you figure them out in-game, but I'll be glad to field most questions about magic or abilities in general.)


    Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

    ok so no charm person unless I have surprise, (well they get a +5 bonus)


    Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

    You could still try, though! With your stealth and initiative, you might possibly still get surprise. (Although we haven't been able to distinguish a leader, so you might want to save that spell until we get inside the tower and are more clearly about to face a big bad.)


    Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

    I'll be out all day, so I am posting Shaedo's action for next round in game play. If that is not kosher, please feel free to ignore.
    And otherwise, if the action picks today, beyond next round, perhaps just have Shaedo continue to support the party in any way she can, with illusions and tricks, bardic performance, healing, or ranged support.
    Anyone may feel free bot her for the day. Whatever is needed most, or is most fun for the party. : 3

    However, I will check back in during the evening, and will be back in full tomorrow afternoon.

    Best of all to you all! ^_^


    Thanks for letting us know, Shaedo!

    Do keep us informed, all, if there are any major delays in posting.

    With eleven players, it's really important for us all to

    Here's our currently stated actions, and those we're waiting on, at present.

    Round 1: submitted
    "Sunny"
    Beylinda
    Eris
    Lulu
    Layla
    Ooze
    Shaedo
    Ceru

    Round 1: waiting
    Stone
    Vitreous
    Dijiron

    Round 2: submitted
    Shaedo (tentative)


    Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

    Am at work all day. So, like Shaedo, feel free to 'Bot' Sunny.

    Very much cheers to all! (^_^)


    Oh, hey, anyone know how I could turn that map on roll20 into an image that I could put into Googledocs to share with those who lack an account?

    Because I don't. :)

    Grand Lodge

    100 meter GM/∞

    Print screen and then paste into ms paint. then save as a jpg

    Depends on what programs you have really, I don't have access right now so I can't advise any better at the moment. roll20 might have a screen shot sharing capability built in.


    Does this work?

    (EDIT: Also, thanks Viskous, that was very helpful, even if I ended up going with a slightly different method!)

    EDIT: Now all we need is Stone! And then (hee-hee-hee)... weather.


    Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

    No worries Suny i did your turn per the DM's instructions :)


    First turn is almost completed...


    Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

    Thank'e Beylinda! (^_^)

    Sorry me times in't minglin' with folks.


    As it's been over 24 hours, I'll 'bot Stone so that everyone can get to making their next posts. Stone, let me know if this sort of thing is okay with you in the future!


    ARG!

    I tried to edit my above post and then, with ten minutes to spare, I submitted and it ate it. I'd previously copied it, but I'd accidentally copied something else small from it.

    Blarg. Anyway, here's my second attempt at a summary.

    Between the caltrops, an excellent first round of attacks, and the strange events of before, you are now down to nine. The remaining nine seem less... easy than the first dozen.

    A Tyrannosaurus Rex was almost summoned, but you spell-chuckers realize that the magic sputtered and failed instead. Deeper into the mists and storms, other creatures are being summoned - they're not exactly close to you, but they're terrifying in their relative power.

    Instead of a T-Rex, though, the storm popped a dozen small-sized centipedes all of whom are staring with single-minded fury at your spellcasters, and seven elementals (two tiny "snow elementals", a small fire elemental, two small and one medium water elemental, and a large earth elemental) who seem extraordinarily focused on beating the living tar out of anything that's not an elemental.

    Meanwhile, Lulu has made it to the relative safety of the "front door" cave, the actual door of which is deep in the cave on the left-hand wall. The rear wall has many, many holes in it, and within those whole reside many, many glittering eyes, attached to many sharp, hungry-looking teeth.

    Enjoy round two!


    I would like to go on record as noting that I've been waiting on several of the things you witnessed this round since this post. Waiting patiently. Like a predator for his meal. (Or a house-cat with a toy.) I warned you about your luck. Let it not be said that I didn't warn you. >:D
    EDIT: Don't worry too much, though. These are not toys to play with through the whole campaign. ... ... ... probably.

    Also, Stone, I'm guessing something came up in real-life. Sorry, man, I know how frustrating that can be! :/ When you can, let me know if you need me or another player to handle Stone for a bit. You can choose. If I made his dialogue incorrect, feel free to tweak that. I'm pretty sure about his actions, though! I hope things are going okay! Thanks!

    EDIT: One more thing: I may be out of communication for about 11 hours starting now. Between Thunderstorms, sleep, and church tomorrow, I've got a pretty full period of time coming. You may continue to post your general actions, however.

    Also, Lulu, I'm mentioning, just in case the tactical situation isn't apparent, that the wall at the deep end of the cave is about fifteen feet wide. The cave itself is about forty feet deep and thirty wide: tight, but doable for everyone and their mounts. The door is about twenty feet into the cave on the left side of the wall: large and yellow-gray metal of some sort. You can see that it's been opened relatively recently in the past, as there are dustmarks on the floor: large, heavy ones.


    One more thing! (Sorry.) Shaedo, you can choose not to take the action that you posted earlier. Also, you're all (roughly) 80 ft from the cave entrance, except, of course, for Lulu. Donkeys make it in two move actions, or fully inside at a run (which is what Lulu did, to my understanding). Everyone else (those not on donkeys) makes it to the entrance or barely inside at a run.


    Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

    Hi all! I'm checking in late before collapsing after a crazy day.

    Quite a first round! In light of recent weather developments, Shaedo may reconsider the use of magic during this storm.
    Thanks GM Tact for allowing me to rethink my possibly unwise course of action!

    Question: How much can one do while still guiding a donkey? Would it be a move action, standard action or something else to tell the donkey to go somewhere? (sorry for not knowing all the details and fineries here!)

    I still have a busy day tomorrow, but I may be able to post tomorrow morning, and if not then, sometime in the afternoon.

    Best of the best to all! ^-^


    Move Action. EDIT: If you get the mount to run, it's a full-round action, just like it would be for you. Effectively, you just kind of pretend that you've replaced your move speed with the mounts' move speed, and go from there.

    Glad to help! :)

    By the way: I love all of you your trickster-ish ideas... it just makes sense that this particular one you might feel like re-thinking.

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