The Bonds of Hope (Inactive)

Game Master DireMerc

A group of young heroes are precipitated into an adventure that reveals their true heritage and their destiny.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Fumble: If you roll a natural 1 on your attack roll, make a dexterity check. If you get less than 10 you fumble. If you get more than 10 your attack simply misses very badly. If you roll a natural 20 you get your attack back, roll another attack roll!

Super crits: If you roll a natural 20 on a critical and when you roll another 20 to confirm this is a super crit, increase your weapons modifier by 1. (ex: X2 becomes X3)

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

If she can still hit two or more targets she'll keep using her arcana if not she will hold her action.

Arc: 2d6 + 2 ⇒ (2, 5) + 2 = 9


forgot to post update map
map


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Then change the first roll to acrobatics, since she can get across now, without taking an AoO. She'll take an AoO from the left most guy to get onto the stairs. Anyone other than him that approaches her gets AoO'd (save for 5 foot steps). Anyone who shoots an arrow without first stepping inside her reach gets an AoO. Anyone other than the guy furthest to the right that tries to board gets an AoO.

Flare easily crosses the gap between ships, now that there's space, and then brings her blade down toward her nearest foe. The only melee that can step into her range without taking an AoO.

Attack: 1d20 + 7 ⇒ (5) + 7 = 12

If he manages to hit her as she slips by, she uses lay-on-hands as a swift action Healing: 1d6 ⇒ 3


Male Human Follower Alias

I'm a little unclear as to what it looks like down the corridor where Victor is, but I'll spell out my move anyway and I guess you can interpret it as best as you can GM. If there are "doors" in the corridor then I'll investigate them (quietly), but if there is no sign of any of our friends, I'll have to look somewhere else. Is that where the trapdoor leads? Basically, still looking for the princess, but I couldn't understand your description so by my eyes :)


I would also like a clarification: Does the orcy lady with the greataxe seem like a guard of sorts? Does she have a clear view on the other trapdoor leading further down? We may need to take her out to proceed, or we may want to avoid her(because if I engage her and don't manage to kill her, she may raise an alarm).


boat map

use this map for lower decks orc is next to door to A8 sitting on a box leaning against wall.


Patting on Victors back twice, Janus releases his touch, moving up towards the unsuspecting Orc Woman, then stabs at her with his Rapier after studying her for a moment, causing his invisibility to drop, but ready to continue his assault inmediately.
Rapier Attack: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 1d6 + 7 ⇒ (6) + 7 = 13
Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
On the chance that my init is higher than hers, I simply include the next rounds worth of attacks as well. Attacking from "above"(on the map), next to wall, so Victor can flank from the other side.
Rapier Attack: 1d20 + 8 ⇒ (14) + 8 = 22 1d6 + 7 ⇒ (4) + 7 = 11
Dagger Attack: 1d20 + 7 ⇒ (13) + 7 = 20 1d4 + 6 ⇒ (2) + 6 = 8


Male Human Follower Alias

If shes still up, I'll have Victor take his attack actions, but only if she survived that attack. Damn Janus is scary on attack!


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

And I'm chilling out up top, since rushing across would be crazy. ...Did I miss something where I was supposed to join you guys? o wo;


She survives the initial attack

orc init: 1d20 + 0 ⇒ (9) + 0 = 9

Victor strikes her again and while she is wounded she is still conscious

her hp is about 30%


Male Human Follower Alias

I presume you meant that Janus strikes her again in the above post, unless you pre rolled Victor's attacks and therefore wouldn't need to wait on me for anything :)

Victor appears from stealth and promptly full attacks the orc guard, from a flanking position.

Surprise Round Attack vs flat: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damage: 1d6 + 2d6 ⇒ (2) + (4, 6) = 12

Init: 1d20 + 9 ⇒ (6) + 9 = 15

Attack if I beat init: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 1d6 + 2d6 ⇒ (1) + (6, 5) = 12


Janus yes wrong name.

Victor manages to take her down.

Did everyone act topside?


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

The barbarian is still standing around doing nothing, but otherwise... yup.


I think we did. Also, Cynthia, I think the idea was to rush to Thalion(if he didn't starve meanwhile) and the Princess and free those ASAP so they could neither be used against us, AND get the player back in action...not a big fan of party splits usually.


Indeed seems we lost tormod again. I also want to get this section done soon so thalion can join in (I hope we didn't lose him and he's still around).

The pirate fire another volley of arrows

arrow at Riven: 1d20 + 4 ⇒ (14) + 4 = 181d8 ⇒ 6
arrow at Riven: 1d20 + 4 ⇒ (7) + 4 = 111d8 ⇒ 4

arrow at Flare: 1d20 + 4 ⇒ (19) + 4 = 231d8 ⇒ 1
arrow at Flare: 1d20 + 4 ⇒ (1) + 4 = 51d8 ⇒ 8

Janus and Victor open the door and find Thalion and the pricess tied up in a storage area.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

AoO v Archer 1: 1d20 + 8 ⇒ (14) + 8 = 22
1d10 + 5 ⇒ (9) + 5 = 14
AoO v Archer 2: 1d20 + 8 ⇒ (1) + 8 = 9
Fumble?: 1d20 + 3 ⇒ (15) + 3 = 18
AoO v Archer 3: 1d20 + 8 ⇒ (16) + 8 = 24
1d10 + 5 ⇒ (9) + 5 = 14
AoO v Archer 4: 1d20 + 8 ⇒ (3) + 8 = 11
1d10 + 5 ⇒ (3) + 5 = 8

With each shot, Flare's supernatural reach and reflexes are immediately brought to bear. They had been warned. She continued the motions, her dance shifting upwards in tempo with each fallen foe.

"Perhaps you didn't hear me. Surrender, and we'll stop killing you."

Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d10 + 5 ⇒ (7) + 5 = 12


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Upon seeing a familiar face, the cleric struggles at his restraints anew and calls out helplessly. "By the Erastil! It's good to see you friend. Say, any chance you can get me out of these bonds? This is not the most comfortable position they have me in here."

Realizing belatedly there is a new face in the room, Thalion turns and squints a little to get a better look. "Hmm, you don't look hostile. I take it you're with my friend here?"

"Where is everyone else? It's not just you two, right?"

The burst of conversational energy came and went, and Thalion takes a moment to calm himself and sense his connection with the Old Deadeye, taking stock of what he feels he can draw on in the likely ruckus ahead.


Male Human Follower Alias

"The rest of us are back on our ship, this is more of a stealth mission friend". Victor remarks, as he quickly checks if the princess is ok. "I can cast Invisibility on the two of you, plus myself, but if you act aggressively, the spell will break and we will find ourselves surrounded by enemies. So my advice would be to accept the spell, and then make a break for our own ship...it shouldn't be too difficult, as its the ship getting attacked right about now."


"Nope, not hostile. My name's Janus. Please to finally make your aquaintance, Miss Andrianna!", Janus gives an elaborate bow to the Princess. "However, we are operating on a timer here and we can talk all we want later about the details of our respective presences here...for now, we should see you two back to safety.", he then approaches, and starts releasing the bindings from the two.
Disable Device: 1d20 + 10 ⇒ (11) + 10 = 21 if applicable, otherwise using dagger to cut bindings


Little bit of fast forward. I understand you goal is not to capture the ship so will go with an escape scenario

Flare engages the captain and Tormod fights the first mate. Victor, Janus and Thalion and the princess make it back topside coss over to your ship.

You can pull out if you want or fight it out your choice.


My main goal now was to retrieve Thalion so he doesn't need to wait longer for rejoining. With Flare cleaning up topside, and us not really meeting people downstairs, I think we're already pretty close to taking over the ship, so considering our disposable income is pretty lackluster, I'd tend to finish the fight and take the prize. But I'm open to all options


Flare did a good job taking out the archers on the top deck but that still leave the captain and first mate who re uninjured the two real threats but yes you can most likely take them down if you try.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

If the rest of you want to risk it, I'll help. ^^ I'm fine either way.


Male Human Follower Alias

I dont mind helping, although it will be limited in what I can do since Victor mostly has utility spells.


Then lets do this. Many of the guys already ate damage from fireballs or Riven's Flame Arcs, and the archers got cleared by Flare. Below-Decks we found nobody else and I doubt they are hiding combatants in the bilge during a battle. If it's just the Captain and First Mate, lets finish those, and sell the ship(we did take on extra crew to be able to sail it back to a port) ... heck, if we kill the captain, the first mate may just surrender...not like he could sail the ship anywhere by himself.


So moving on.

Two of the archers survived the attacks from flare but they retreat away from her having lost the will to fight. (provoking yet more attacks)

The two pirates on the lower deck are wounded by burns and retreat to the other side of the ship as well.

Tormod jumps over and attacks the first mate landing a blow.

The First mate engages Tormod striking him twice.

The captain moves to attack Flare.

attack: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 2 ⇒ (3) + 2 = 5

Your go.

Victor, Thalion and Janus are still below deck and will need to double move to get to the upper deck.


And thats what he does, then

"Lets hurry up and see if they need help", Janus states before moving back towards the upper deck.

I think Victor could have made the Princess invisible while I undid their bindings, so Thalion, me and Victor should all be able to double-move up, with the invisible Andrianna following


Sure


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

After some time had passed, Cynthia hurled out another Sleep hex, this time targeting one of the figures closest to where her friends had gone into the ship. The easier their escape route, the better...

Will DC 17 negates.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Trip: 1d20 + 8 ⇒ (16) + 8 = 24
Trip: 1d20 + 8 ⇒ (16) + 8 = 24
Diplomacy (request) (surge): 1d20 + 15 + 1d6 ⇒ (6) + 15 + (5) = 26

"Throw away your weapons, and stay on the ground." Flare calls to the two archers - bardic magic making her voice more significant amongst the combat - as she pulls their legs out from under them and slips into a position to take advantage if they try to stand up.

Attack whoever is still fighting me: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d10 + 5 ⇒ (8) + 5 = 13


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Meanwhile, below deck...

"But, but, but...what about my stuff?" The forlorn cleric stomps his foot in frustration before chasing after Janus and Victor.

DM:
What does Thalion have access to at this point, especially with regards to spells and mythic points.


Just grab something you can use, Thalion ;) If we take over the ship, I'm certain we find your gear somewhere...


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven moves to attack the Captain to help defend Flare.

To Hit: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 1 ⇒ (2) + 1 = 3


updated map

edit: Forgot to add in the move by Riven but otherwise updated.

The Captain will cast defensibly

roll: 1d20 + 12 ⇒ (17) + 12 = 29

Shocking grasp and tried to deliver it on flare.

touch attack(includes +3 for metal armor: 1d20 + 9 ⇒ (7) + 9 = 164d6 ⇒ (3, 2, 2, 5) = 12

The first mate will take a stab at tormod and miss and then successfully disarm him using the whip in his off-hand.

Your go again.


Male Human Follower Alias

Victor fires off a Scorching Ray at the captain.

Attack vs Flat Footed Touch AC: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Damage: 4d6 + 2d6 ⇒ (5, 6, 4, 6) + (4, 4) = 29

Get Rekt


Hm, wanted to fleet charge the captain, but seems I've emerged next to first mate...
Spending a moment to see the First Mates style, Janus then attacks him from behind.If Tormod was disarmed, I don't get flanking boni, right?

Rapier Attack: 1d20 + 8 ⇒ (10) + 8 = 18 Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Dagger Attack: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d4 + 6 ⇒ (3) + 6 = 9


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

LoH: 1d6 ⇒ 5 45/59, 2 LoH remaining.
Gauntlet Attack (Inspired): 1d20 + 8 ⇒ (16) + 8 = 24
Gauntlet Damage (Inspired): 1d4 + 4 ⇒ (3) + 4 = 7

Free action to release grip on Fauchard, Swift Action: LoH self, Punch, Free action to renew grip, 5 foot step left to put both archers into her threat range, in case they 'try to stand up?' (I don't know if her trips last turn worked.)

"Halfway there. Not a fan of the lightning thing, though. I'm gonna have to count magic as a weapon." Flare responds as she offers the man a quick left hook with her spiked gauntlet, before calmly placing her hand on her breast, then regaining her grip.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven stabs at the captain again.

To Hit: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


The captain goes down in a barrage of attacks and the first mate surrenders.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Cynthia nodded slightly, pleased with how things had gone. "I believe it would be best to consolidate control of the ship." she observed. That, and make sure none of the other officers decided to try and make a break for it...


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Thalion follows the group up the ship, just in time to watch Flare deck a person. The familiar sight of her friend lashing out in anger causes the cleric to (nearly) burst out in tears. "Flare! It's so good to see you. I was beginning to doubt we'd..." His words were cut off by the sight of the arcanist in action!

No less impressed at Riven's work on the captain, Thalion begins rushing over to hug her (not so long) lost friend, before thinking better of it and heads over the surrendered first mate.

"Why did you take us? What did you do to my figurine! And the rest of our stuff, too!"


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Flare lofts a brow at Thalion as she allows her magic song to wind down, now that combat seemed to be over. She moves amongst the fallen (unconscious or simply tripped) taking their weapons. "I'm not really capable of stabilizing this many." she offers as she moves all of the weapons off of the castle, then smiles softly as Thalion asks first about his figurine.


"I received extensive medical training during...nevermind, lets save the story's for another time. They were enemies, but I'll not watch them bleed out here."

Trying to stabilize as many of the regular crew as possible. Ours first, if any of the volunteers suffered from arrow, theirs afterwards. I figure they were hands for hire, and saving their lifes will be sufficient payment to sway their loyalties. Thats also why that mercy is not extended to any officers.

Janus swiftly moves along the fallen, taking a moment with each to try and stop bleeding, bringing them in stable positions, and generally providing basic medical assistance.

Heal Take 10+ Free Inspiration: 10 + 10 + 1d6 ⇒ 10 + 10 + (2) = 22
Heal Take 10+ Free Inspiration: 10 + 10 + 1d6 ⇒ 10 + 10 + (4) = 24
Heal Take 10+ Free Inspiration: 10 + 10 + 1d6 ⇒ 10 + 10 + (5) = 25
Heal Take 10+ Free Inspiration: 10 + 10 + 1d6 ⇒ 10 + 10 + (2) = 22
Heal Take 10+ Free Inspiration: 10 + 10 + 1d6 ⇒ 10 + 10 + (5) = 25

Since we brought sufficient crew, I expect we can take over both ships? Retrieve Thalions stuff, and sail both to port? There we can sell either ship and sail on to our destination on the second one(since we already paid for the crew *shrug*)...just as a basic recap of the considerations I remember-


You manage to take control of both ships and are ready to sail on.


Allright so fast forward a bit. You sell the second ship (for 4000g) and ditch the pirate prisoners.

While Andrianna is hesitant to return home she acknowledges that it is probably for the best that she does and apologises for the troubles.

You take her home to her parents and collect yet another reward for her safe return. (500g each)

You contact Lucius and he tells you he is busy at the moment but will join you shortly. He tell you to rest for a few days and that he will come find you in the capital.

You are in the city Almas in Tandor and you are given lodging by Andrianna's family for a time in a guest manor. The city is a peaceful place and for the first time since the exam your in a place of relative safety with no truly pressing issue to deal with. You take some time to purchase some needed goods and to consider your next move.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

If anyone needs crafting done, I'm happy to help. ^^


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"Ditch" is a pretty soft word. It's a lot closer to 'turn the pirates over to local law enforcement and inform them that they had kidnapped a member of local nobility in order to try to sell her to another local noble, who in turn very likely wanted to force her into marriage. All of which sounds ridiculously illegal. Otherwise... /shrug.


Well you were in Cheliax when you caught up to them and there that is all normal day to day affairs lol but here they would get a long prison sentence yes. I left it vague cause I wasn't sure what you wanted to with them, either trow them overboard, maroon them on an island, set them free once on land, or turn to in to authorities that would actually care.

Feel free to get whatever shopping or crafting you want to get done.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven doesn't have anything to buy that I can think of so ready I guess.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Also, how would people like to split the money from the boat? We could split it up as normal, of course, or use it to get something useful for the whole group. ^^

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