Jelani's Colonization:Aspis Rising (Inactive)

Game Master Brian Minhinnick


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M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Penance is a fan of surviving, going home, and getting drunk.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Sounds great for an ending. Devram will be happy to get back home.

Sorry to see this game ending, though I'm finding myself with less time to play, so one less game will help. I enjoyed all the interaction and playing Devram, but I was reminded how difficult it can be to play a straight martial without any access to magic or magic effects.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20
DM Jelani wrote:
Oh, this isn't the final fight. This is just one of Loremtantibus's kids.

Wow.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Level 7 - Paladin

HP +7

1 2nd level spell gained

Skills: Freebie points into Craft Carpentry and Profession Soldier, Perception, Survival, Intimidate
Feat: Furious Focus


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Fighter 6

HP +8 = d10 +1 Con +1 Favored Class
BAB +1
Saves +1
Bravery +1 = +2
Bonus feat = Weapon Focus (Revolver)
Skills = 2 +1 craft & +1 profession
1 Craft (ships)
1 Perception
1 Profession (explorer)
1 Ride


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Iliante is at full with Penance's LOH. He was down 26 from the acid. Down 12 after Penance's channeling.

thanks


You know that you're level 7, right Iliante?


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

He's go a level dip of gunslinger, so I think he meant he's at level 6 of fighter, but level 7 overall. I could be wrong.


Ah, makes sense.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Yep. fighter 6 / gunslinger 1

Return to Fire Mountain. Cue the music.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

I am guessing Emerion levels up too. Will do shortly.

Btw the campaign does not show up as active for me. Is it still set to inactive?

Oh yeah before I forget Emerion crafted three items, two of which were for our two recently killed comrades. When you guys make it back to the mountain who is going to take them. They are a Cloak of Resistance +1 and Amulet of Natural Armor +1.


It's active, I just removed you from the roster after I said you were out. Since you posted in gameplay it should pop back up, otherwise, I'm not sure what's wrong with it.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Who has some oil of magicness that we found? My gun will need it if we face that dragon, I think.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Level: Fighter 5

HP: 6-2+1(FC) = 5
BAB +1
Skills: Prof (Architect), Craft (Carpentry), Diplomacy, Sense Motive (3 ranks)
Feat: Dodge

Class Abilities: Disarming strike - When performing a successful disarm with an Aldori Dueling Sword, deal normal weapon damage (without Str bonus) to the opponent.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Are we leveled up for this chase/lasty stand, or what? You usually needs us to rest before PINGing to the next level, I don't see a lot of rest in our near future.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Emerion is leveled up.

Anyone claiming the items?


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

We don't even know if we're going to survive to get back to you and the items, Nim. One thing at a time.


Getting enough XP levels you up immediately. You just don't get new spells gained until you rest. So you've got the HPs, saves, BAB, class features and spell slots of your new level, etc. The spell slots are just empty until you rest.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Telemakos - Summoner 7

+1 BaB
+6 hp
+3 skill points: Linguistics (Tian, Orc), Knowledge [arcana], Spellcraft; freebies into Handle Animal and Profession
+1 Feat: Eldritch Heritage (Arcane) to get Arcane Bond - a familiar. I think I’ll get this after this battle if we survive and if the adventure continues, right?
+ several spells and spell slots which I’ll choose if needed after this battle.

Arasmes:
+1 HD, +7 hp
+1 BaB
+1 to all saves
+5 skill points: Fly, Perception, Intimidate, Survival, Stealth
+1 evolution point: Resistance (Acid); yeah, ‘Ras felt that breath too...

RPG Superstar 2015 Top 16

Sorry, busy week, but I will post for sure later today.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Useful items:

Corridan has 2 potions of CLW

Shinjuko has a +1 cloak of resistance and a 1st pearl of power


Self promotion for my new game.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

You must all live!

Good luck. xD


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

I'm fine with the night watches Penance proposed.

I picked Heroism and Communal Resist Energy for my 3rd level spells - I'm alreayd a buffing machine, let's keep going that way. That acid breath now scares me a little less.

Heroism may be swapped with Fly if you guys (Devram and Penance) prefer. You'd be the targets of either anyway.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

For our OOC discussion of WTF to do...

Our best diplomat should lead with that the hobgoblins are right to respect the dragon.

Try to get them to allow us to bury our dead.

Be prepared to be kicked out of the mountain for breaking the deal to kill the dragon and departing at the first opportunity.

Say something like our Aspis managers would want our first hand accounts, and we would advise them to send much more firepower.

My first thoughts...


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

I'm down with what Iliante said, although us getting kicked out means... IDK where we go. Back to the beach, and deal with harassment by sharkguys, maybe? Assuming the Khaan is even willing to let us leave peaceably.

It'd be a lot easier to sneak out if we were just the PCs, but we have a big cast of NPCs too. Of course, we CAN abandon them, though Penance in-character wouldn't be too happy about that... but we certainly can't get them all back to the beach without the Khaan knowing. So we either give them up as lost anyway, along with all our BP, or we convince the Khaan to let us leave. Saying that we have to go report and will come back with more stuff to fight the dragon may well be our best tactic.

Anyway, really I'm just +1-ing what Iliante said. Sorry I don't have anything more original.


Lie to them and tell them you need 20 more days to create an item necessary for killing the dragon?


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

+1 Jelani


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Since we need to lie to them anyway to then scamper back, how insane would it be to try and grab a jar or five of magic oil? We do have a track to follow now, it would lend credibility to our bluff with the Khaan and would give us something to sell when we go back...


I kinda flubbed on that. I had intended the crazy dreams to be the price of carrying the oil, but I think you guys used it before you actually rested...or I just forgot. Either way, carrying the oil is not without a price. It is however, still valuable.


You could also just kill all the hobgoblins. There are only ~25 of them left, and you guys have gotten much stronger since you faced them last. Wait until they are sleeping and then -drags finger across throat-

I mean the Khaan is pretty badass, but the others...


The way I see this game ending is either twenty days pass and you manage to get the Bounty through the mists, or you all (or some of you) die.

I don't know what you're going to do, so I can't put an exact ending on it. But I'll run it to it's conclusion, just so you know where I stand.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Sorry for the silence. Not sure what to add here. I doubt Devram would want to just cut and run. We all made our characters to support going on a wild expedition like this forever, basically.

But I'm up for however this goes.


Okay, well....I still need someone to actually post something in character that I can move forward on. I don't care what you tell the Khaan, but I need to know what you're telling the hobgoblins, and what you're telling the troops.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

...well, the big issue that I see with just stalling 20 days (with whatever excuse we come up with) is that we still need to march a ton of NPCs back through the jungle, to the beach, which took us a day and a half the first time. We'd be doing it without guides this time, so it could well be slower.

That's a period of great vulnerability for us if we are NOT doing it with the Khaan's permission/blessing. Yes, as PCs we can handle ourselves, most likely; the sailor NPCs who we... y'know... kinda need to actually sail the longboat... are going to be a string of slow-moving ducks, perfect targets to be picked off by angry Khaan warriors who have jungle mobility with their mounts. So simply lying to the Khaan to buy time for us until the 20 days is up means that, at some point, we still have to take at least the sailors with us, and the Khaan will want to know why the sailors are going with us, which means our lie has to plausibly cover that. If the Khaan wants to screw with our passage back to the boat as we shepherd along 40-50 relative noncombatants, that's very easy for him to do, so I'd much rather have the Khaan's permission then try to lie to him up until the point where we cut and run-- because we can't cut-and-run fast, not with the sailors, and we need the sailors to flee using a boat that we can't operate with four people.

As far as the 'killing them all' route goes, I admit it's not really the option I'd prefer, either IC or OOC? If they refuse to let us leave and attack us, then of course we can defend ourselves and fight as needed, but taking a preemptive "hey, we want to leave and we won't even try to explain why, let's just kill them all, leaving the rest of the population totally defenseless against the wrath we stirred up, because they MIGHT not let us go" is an act I'd find on the far side of douchey. That said, Penance is not an LG paladin, so if the party wants to go that route, *shrug* I won't be the one to ruin that plan.

I'm okay with an option where we explain to the Khaan/hobs that we have a resupply ship coming, and that we need the things on the ship to let us kill the dragon, etc. Also, we need our sailors and the bulk of our men with us to help unload things and bring them back! So, assuming the Khaan goes along with that, we go to the beach to 'do that'. Once we get to the beach, we load everyone possible into the longboat and get the hell out. Even if the Khaan sends some men along to keep an eye on us, it'd probably be a small group that we could deal with much easier than trying to wage war against the remaining 25 warriors.

As for what we tell the troops: I say we tell them we're waiting for the next supply ship, which is true, and hint that those who want to go home may get the chance to go home (as a tactic to quell any dissension/morale problems in the ranks caused by our losing two bronze agents), but not outright tell them we are leaving fully, lest that get back to the hobs in gossip or something.

re: Posting IC-- yeah, I think we just need to actually know what our plan is because as soon as one of us speaks IC, that's sort of a binding plan on the rest of the group as to what we are telling the hobs/Khaan.

Sorry, I don't want to bog it down too much in this sort of plan-hashing-out, and I'm sorry I've been slow the last few days too. Ultimately I can go along with whatever the group wants to do, up to and including fighting the Khaan's dudes, but I think there's a solution that has less outright combat and still gets us and the bulk of our NPCs out.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Sorry sense this is not on my active games section (don't know why it is not) I overlook it a little. Anyways my two cents is the following.

We take them with us. >:)

I mean really why not, they are hobgoblins. Pretty mercenary and practical by nature. They will die out as things stand. The dragon will mess with them until none are left or they fight us and get wiped out. Emerion will not be in favor of leaving with the Khaan dogging us. I am sure the Khaan will do what's best for his people and we have a chance of talking him into it if we word it right. Plus it's good for us too, we get more forces and guides as well as not returning completely empty handed to the consortium. We got us some specially trained warriors indebted to us with a lot to bring in skills besides their service.

What do you guys think?


The longship can hold 100 people. You have 65 soldiers+crew, 1 Hagebak, 5 Agents. That leaves 29 spots. That means you could bring the warriors and a couple women, or some of the women, or some of the warriors and some of the women. Obviously, the hobgoblins probably won't be willing to completely abandon their women/young. But some might want to come.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Didn't we lose a good bit to the hobs, jungle, and assorted monster attacks?


Yes, you had way more to begin with, but also ferried them to shore with several trips. Then still had to leave some with the other ship. The remaining totals are on the campaign info tab, along with the other stuff.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Penance, I'm happy for you to take the lead in the negotiations.

Iliante is grieving his sensei's death and has decided to swim away if he survives and everything goes down the hole.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Hmmn, offering that we can get some of them off the island, but that they'll have to leave others behind to face the probably-angry-dragon, seems like it has the potential to just cause more trouble, LOL.

At this point I'm assuming we are NOT telling the Khaan the dragon is probably coming-- he may well be annoyed enough at us for the whole "we need to take a couple weeks now to make a magic weapon"/whatever, but if I was the Khaan and these outsiders said that they had woken up the dragon's children and it might be really pissed off now and coming after them, then... yeah, I'd be more than just annoyed.

Anyway, cheers Iliante, I'm happy to do the Talking, but I know it's also one of Nim's big strong points, so if he wants to take it, I'm okay with that too. It would make sense in story that he's been among the hobgoblins for the last week, learning their customs, etc, and would be the best to talk to them.

I'm crashing now, but if we've made no IC progress when I wake up later today, I can probably throw up a post.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

We have twenty days. If we get ahead with Khaan then we could build a second vessel so all his people could come. Does not even need to be sail able, we could tow them to meet up outside the mist with the other ship.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Excellent! Since this is something you are great at, I will let you make the in-character argument to the Khaan that they should abandon their lands and flee the dragon with us, and that we're gonna build a big boat. Suitably epic conclusion. :)


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Way to throw me under the bus. xP

I will make a post later today after work. I expect some aid anothers for this whole thing, prepared for combat too in case things go real south. Call me paranoid. ;)


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Hey now, you were the one arguing for it. I agreed with your plan! Was that not what you wanted? :P

In all seriousness: I know Emerion's a party face type character with a high Diplomacy/etc. You haven't gotten to do anything actually on-screen in several levels because you've been crafting. You've suggested a plan; I'm trying to give you the chance to get to do something cool in thread. If you didn't think it was a plan worth arguing for, or too risky, or whatever, then... well, it's not too late to change it, but at this point, I just want to keep things moving rather than keep arguing things like the merits of building an extra boat to try and evacuate a whole tribe of hobogblins who may or may nor want to go.

So. I'm saying 'go ahead' with it. I'll throw in an Aid, and yeah, I'll be combat ready, because I personally think the DC on this one is gonna be pretty high, but so it goes.

eta On the crafted items: I'll take that nat armor +1 if nobody else wants it. As a paladin I have decent saves, so I'll let someone else take the cloak.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Posted, hopefully I get some mods for that speech. xD


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Well I think we have covered everything concerning our escape with the hobs coming along. Let me know if I missed anything.

Also if no one minds Emerion is going to make some more scrolls. Feel free to request any if you can use them. xP


Iliante needs Magic Weapon cast on his revolver (and rifle).

Do we have time and cash for Iliante to attempt to put together his masterwork rifle?


The crafting situation hasn't really changed. There aren't really raw materials available to create most items.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Iliante has Craft (ships) +10 FWIW

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