Part 1 The Hassashar Trade Route (Thunderscape PbP) (Inactive)

Game Master BinkyBo

>combat map rd1<


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1 point of bleed damage per round until a DC15 heal check is successfully made.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft
DM Bloodgargler wrote:
1 point of bleed damage per round until a DC15 heal check is successfully made.

Yes. But the price is per 1 round, not for 10?


Ahh I thought you meant 1 round as in combat round as opposed to ammunition round.
I will give it some more thought, but here is what I am thinking...

The weight is wrong for 1 round of ammo
20g/ round is more in line with pathfinder pricing
20g/ 10 rounds seems closer in line with Thunderscape ammo, however it is the only special ammo without some form of drawback.

Therefore, at least for now... 20g/round of ammo for wounding ammo... each round is 0.2 pounds.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Sounds good.


Viluki OK? Feel free to PM me if you'd prefer to work out crew particulars.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

VIluki hasn't made a post for 10 days or more - either as the GM in another PbP, or a fellow prospective player in another PbP Discussion.

Not sure what you want to do DM Bloodgargler - I'm ok with waiting a few days longer, but if he's still missing I'd be happy to see more recruitment or submit another character myself.


Yep... I've been both busy, and reluctant to DMPC so soon... especially since there are things I would've liked to like to confirm with him before first combat.

I will reopen recruitment... The Tavern and Cabin establishment up ahead is a good place to hire. We'll pick up one or two depending on whether or not Viluki gets back soon.


F Drow or 3/4 Drow 1/4 human which according to PF=Drow Arbiter 2

Would it be cool if Jimara joins?


Yep. My last post in gameplay mentions there is a group of three, and two sitting alone (in the dining area of the tavern)
I was hoping Jimara could be one of those.

And Welcome! Thanks for joining!


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Welcome Jimara!


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

And welcome to the Game itself Jimara!


F Drow or 3/4 Drow 1/4 human which according to PF=Drow Arbiter 2

Thank you!!! Ommka


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Busy today, will try to post in the next 10 hours…


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

@DM - my Strength buff is a Move Action to use. Is it possible to use it as apart of a full round attack or, if not, a Charge?

Energy Surge, Strength participle wrote:
* Leverage pressure and torsion gaining a +4 morale bonus to his attack rolls or Strength checks to break inanimate objects, and ignores the first 5 points of hardness when breaking objects. This is a move action.


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

bump


Sorry... just got back from a cabin trip. I hadn't mentioned it because I'd never had WiFi problems there - until this time.

Ommka - Not part of a full-rd attack. I'd assume you could Energy Surge, then charge (but only up to your movement rather than up to double).
+ you would not be able to draw a weapon as part of the move/move-equivalent without the Quick Draw feat.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

@DMB - Gotcha, that makes sense...


Ommka - this is where I got that... (last paragraph is the relevant part)

Movement During a Charge

You must move before your attack, not after. You must move at least 10
feet (2 squares) and may move up to double your speed directly toward
the designated opponent. If you move a distance equal to your speed or
less, you can also draw a weapon during a charge attack if your base
attack bonus is at least +1.

You must have a clear path toward the opponent, and nothing can hinder
your movement (such as difficult terrain or obstacles). You must move
to the closest space from which you can attack the opponent. If this
space is occupied or otherwise blocked, you can't charge. If any line
from your starting space to the ending space passes through a square
that blocks movement, slows movement, or contains a creature (even an
ally), you can't charge. Helpless creatures don't stop a charge.

If you don't have line of sight to the opponent at the start of your
turn, you can't charge that opponent.

You can't take a 5-foot step in the same round as a charge.

If you are able to take only a standard action on your turn,
you can still charge, but you are only allowed to move up to your
speed (instead of up to double your speed) and you cannot draw a weapon
unless you possess the Quick Draw feat. You can't use this option
unless you are restricted to taking only a standard action on your turn.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

But I am not "only able to make a standard action…"

It's ok, I took my action as you can see… :)


Away from desktop right now. I'll update and post map later today.


Guys, it's been a while since I've been able to dedicate the time to the game that it warrants. I'm currently swamped at work and don't foresee a break in the next couple of months. As such, it's best that I leave the game and perhaps give someone else an opportunity to play and contribute. Deal with my PC as it best suits the game. Thanks and sorry for any inconvenience this may have caused.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Ack! Sorry to see you go Yatin. I for one I appreciate the headsup.

@DM - want to recruit another? Or get someone of us that are palying to pull double duty?

Right now we have:

Jimara
Korbinian
Ommka


If anyone cares to "pull double duty", you're welcome to. Otherwise (and maybe regardless) I will recruit this weekend.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

I've seen double duty/two characters work well to increase activity in Gameplay as well.

Put me down for a human Fallen, but I think you should also do a recruitment.


M Humanborn

Heads up,

My posts will be sparing for the next day. I will be flying on a trip. The trip will be mostly leisure, but I will be working via phone/laptop. As such, I will still have time to post.

If you are one of those folks that has estimated the approximate times I am typically online, I will be on at different times. Five hour time zone difference will have me signing off five hours early, but also a drastically reduced work schedule will have me begin posting much earlier.


M Humanborn

beeeeeeermp


M Humanborn
Tenro wrote:
beeeeeeermp


Sorry.. I will update tomorrow after work - with a post to wrap up this area, and put us back on the road.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

Thanks DMB!


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

I am having some trouble finding worthwhile feats for a Mechamage. There seem to be precious few in the core book, and I don't have any other Thunderscape books.

Would it be possible, since Mechamage is the Thunderscape Wizard analog, to take an Arcane Discovery in place of a feat, as a Wizard can? Mechamage is an alternate class of Wizard, as it is, so i figured i'd ask. Also he uses the wizard spell list (modified for some more spells but loses three schools)


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

DMB - I sent you a PM regarding another character for the game...

Level up completed. Change log:

* +2 energy reserve

* + 10 hp (half d10 + 1 = 6, + 3 Con, + 1 FCB)

* Feat: Cleave

* Four skill ranks: Perception, Acrobatics, Stealth, Survival

* Prophecy ability - minor prophecy chosen: • Doombringer: Enemies affected by your fatebender aura are wracked with portents of their own inevitable demise. The saving throw DC of your auras is increased by 2.

This minor prophecy is detailed in the supplement Law and Destiny - let me know if this is a problem.


Korbinian - Gotcha... that should be fine.

Ommka - Yes.. I'd forgotten. Go ahead. The sooner you can send me fluff, the better.. for setting up entry into the group.
Using supplements I don't own should be fine... especially if it's mechanically simple like that.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

@DMB - sent you PM with flavor options...


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

You still here Jimara?

Sorry for the delay DMB - should have character done in 12 hours... I sent you a PM...


No prob. I'll get gameplay going tonight, and bump recruitment with a bit more info.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

I'll send Jimara a PM...


M Humanborn

board isnt letting me post in gameplay. was having this trouble with another game as well, seemed to be a periodic thing. here's a copy in case i cant get back to roll again:

Korbinian 0 seconds ago |
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6) Malgrim

perception: 1d20 + 6 ⇒ (18) + 6 = 24


Male Rapacian Fallen 3; HP 29/29; AC 17/ T 12/ FF 16; Fort +4, Ref +2, Will +4; CMB +4, CMD 15; Per +6, Init + 1; Speed 30 ft

So.....is this one also dead?


Having a bit of trouble with this one. It's difficult to do an unknown setting... and my ideas are usually too big.
I am basically making up the setting because I don't know it well/I'm not find much info. Therefore you really don't know the setting which reduces involvement and creative thinking... which leads to me railroading you through my weird mind.

If you're up to it, I propose fast-forwarding to the mission, then it will lead to an actual Thunderscape module. I can do recruitment at that time.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

I'm up for it...


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

Sounds good.

What level are we fast forwarding to?

Not sure if i am really feeling the mechamage.


F Drow or 3/4 Drow 1/4 human which according to PF=Drow Arbiter 2

six of one half dozen of the other.


same level for now... level up after this encounter.

I'm thinking I will steer this to midway through the first module of the Lost Lexicon. 3rd level should be a good level for where I'm thinking we'd start it.

There are few Aden campaign setting modules to choose from, any reluctant or opposed to the Lost Lexicon.. lemme know.


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

i dont know any of the modules so they're all fine with me.

what classes do we have in the party now? i would probably like to change classes if that is alright. i have lost interest in mechamage since we started this game.


Male Rapacian Fallen 3; HP 29/29; AC 17/ T 12/ FF 16; Fort +4, Ref +2, Will +4; CMB +4, CMD 15; Per +6, Init + 1; Speed 30 ft

Drow Arbiter
Ossin Wildmeld (hybrid golemoid/seer)
Rapacian Fallen (seduction) [currently 3rd level by mistake, but I might just leave him there if that's ok DMB]

By all means go Golemoid or Steamwright Ten. ;)


Korb - Yes that's fine. Lemme know when you have something in mind, and I/we can work on an entry while you finish.


M Humanborn
Saurtaskha Sisk wrote:

By all means go Golemoid or Steamwright Ten. ;)

Dang, those are the two i typically do. Not sure which i wanna do... what level are we boosting to?


Male Rapacian Fallen 3; HP 29/29; AC 17/ T 12/ FF 16; Fort +4, Ref +2, Will +4; CMB +4, CMD 15; Per +6, Init + 1; Speed 30 ft

DMB said level three, like three posts up.

DM Bloddgargler wrote:
I'm thinking I will steer this to midway through the first module of the Lost Lexicon. 3rd level should be a good level for where I'm thinking we'd start it.

Unless he's talking level of a dungeon.

;P


M Humanborn

FYI, i'm currently primarily posting from my cell phone, dealing with crappy Hawaii hotel wi-fi (it's like they expect me to go outside or something) for four days until i fly to a different hotel with unknown wi-fi potency for an unknown number of days.

So, while i will be posting, they will be slightly more infrequent and most typically brief.

Copy/pasted to all games.


Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft

So DM Bloodgargler is still running bunch of PbP's - but this ground to a complete standstill. I guess I'll ask DMB to move this to inactive...

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