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3,051 to 3,100 of 3,102 << first < prev | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | next > last >>

Undead burned and flight to the tower, check. I'll update at lunch.


OK, so you can take the keelboats and leave them at the island. Is everyone in the Flight going below? Are you leaving guards? Taking your supplies inside?


LN Female Human Warrior 1/Monk (Unchained) 3 | HP: 42/42 | AC: 16 (15 Tch 13 Ff) | CMB: +8, CMD: 25 | F: +8 R: +6, W: +5 | Init: +2 | Perc: +9, SM: +6 | Speed 40ft | Stunning fist: 3/3 | Ki: 3/3 |SP: 4/4 |Active conditions:

I was thinking:

Keelboats docked on island

Supplies on keelboats (we're going to have to move both to the cliffs eventually, why bother unloading everything?)

Leave guards on keelboats

Let the Flight have free reign over the tower/town to scavenge, loot, gather or rest as they please while Shadeholme's Advanced Murder Squad (SAMS) pokes around the depths below.

We might want to tell them to leave the magic item creation area alone until we understand it better.

I have to say, this is the first time I've ever brought a whole town to loot a dungeon. Every adventurer wishes they could loot the chairs and tables, but now we can!


NG Female Human (Tooyah) Incanter 3/Expert 1 | HP 5/29 | AC 16 [T 12 FF 14] | CMB +0 | CMD 12 | F: +3 R: +4 W: +8 | Init: +2 | Perception +8, SM +8 | Spell Points 16/day | Active Conditions: none

Sounds good!


Okies. You may not want to let the townsfolk loot the library or the "magic item room." Just sayin'.

Some PC actions to think about, while things are being looted.

You can of course craft/train/whatever.

Deciphering the writing in the tower or deciphering the gist of the library (subject matter, aggregate knowledge, that sort of thing) will take 8 hours of work, each, and a linguistics check. Fulton can work on a room, or aid another. The Darhom book he's been translating will provide a +2 bonus to a check.

You may want to search some areas a little more closely than you have so far.

The "magic item room" can also be studied. For that, you'll need four hours, and a spellcraft or arcana check.

One check can be made per room. Others can aid.


LG Male Human (Tkoyah) Expert/Inquisitor 3 | HP: 32/32 | AC: 14 (10 Tch, 14 Ff) | CMB: +4, CMD: 14 | F: +7, R: +2, W: +10 | Init: +10 | Perc: +9, SM: +10 | Speed 40ft | Agile Feet: 6/7 | Spells: 3/7 self 4/4 staff | Judgement 1/1 | Active Conditions None

Oios will want any room remotely sensitive to be quarantined and searched only by vetted folks. I think we've got a fairly good idea of what those are.

How plausible is it to cart away the whole library?

Oios will want to very closely scrutinize the study to try and see what was taken.


Oios wrote:
How plausible is it to cart away the whole library?

Very plausible. It will just take up space, in packs or on ships.


LE? Male Suriname Incanter 3 Warrior 1 stats | HP:(27)29/29| AC: 20 | CMB: +5(8), CMD: 17(20) | F: +6, R: +4, W: +3 | Init: +2 | Perc: -1, SM: -1 | Speed 30ft | Spell Points: Nature 0/0 Enh 2/14 | Enh Ability: 7/7 | Channel 2/7 | Components 114CL | Active conditions: +4 Str. +3 dam.

I have a theory that there is a tunnel out to under the falls.
If we can ameliorate the food problem for a bit, this means we might be able to scout around a little at the foot of the falls. I dare say there'll be things we wish we have.
I don't see a way to get the boats down; but with then engineering they have stranger things have happened.


Remember, food isn't an issue until you go over the falls. So the only "timer" you have currently going is the chance that the Frozen will come for you.

However, their survey team is dead or captured, and it stands to reason that they've got more pressing issues to deal with, like consolidating power, stamping out any pockets of resistance, etc.

You'll want to think about how your people are travelling south. Rafts shouldn't take long to build, flatboats a little longer, if you want to use the main river channel.

Nat:
Your people use canoes and gondolas for traversing their swamplands. You know that the keelboats will have trouble in shallower water. Gondolas will take about the same time to build as a flatboat, are better for hauling people, less good for taking stuff.

You can also go "overland" through the swamp. You can get started quicker, but the going will be slower overall, as you'll have to use the boats to ferry walkers when the water gets too deep.


LN Female Human Warrior 1/Monk (Unchained) 3 | HP: 42/42 | AC: 16 (15 Tch 13 Ff) | CMB: +8, CMD: 25 | F: +8 R: +6, W: +5 | Init: +2 | Perc: +9, SM: +6 | Speed 40ft | Stunning fist: 3/3 | Ki: 3/3 |SP: 4/4 |Active conditions:

I think we're going to be all right hanging out at the tower for a while. We have the mist to hide us, and their scouting party is dead.

Will think about the travel situation later, unless Imix (hopefully) beats me to it.

In the meantime, Istiel could go on a day-long solo scouting trip in a canoe to see what the next few hours out look like. Four hours out, fours hours back, so she doesn't have to risk camping alone. Unless she runs into something easily punchable she'll turn around if there's trouble. It might be able problem coming back given how powerful the current would be right at the falls, though?

Don't want to split the party unless everyone else really thinks it's needed though.


It won't be a problem getting to the boat landing. It is far enough from the falls that while hard work, people can come and go without fear of capsizing.

As for splitting the party, this is a good place to do it. There's lots of little strands to follow.

Scouting is a good idea. I need to refresh myself with the scouting rules, but there's no reason why you couldn't begin exploring the "hex" around the dwarf city.


LN Female Human Warrior 1/Monk (Unchained) 3 | HP: 42/42 | AC: 16 (15 Tch 13 Ff) | CMB: +8, CMD: 25 | F: +8 R: +6, W: +5 | Init: +2 | Perc: +9, SM: +6 | Speed 40ft | Stunning fist: 3/3 | Ki: 3/3 |SP: 4/4 |Active conditions:

That's a good point, there's a lot to explore, especially in the dwarf city itself.

We could each take an area to investigate?

Istiel could explore the hex of the falls, everyone else could pick something (library, tower scrawlings, magic item making area, whatever else BP mentioned)


LG Male Human (Tkoyah) Expert/Inquisitor 3 | HP: 32/32 | AC: 14 (10 Tch, 14 Ff) | CMB: +4, CMD: 14 | F: +7, R: +2, W: +10 | Init: +10 | Perc: +9, SM: +10 | Speed 40ft | Agile Feet: 6/7 | Spells: 3/7 self 4/4 staff | Judgement 1/1 | Active Conditions None

My sense of space and geography are turrrible (just ask my wife) so I'll leave it to others to figure out how to navigate away.

I'm getting a bit confused too in terms of areas of interest. There's the magic item room, the study, and the library. So there are three? Or two?


1 person marked this as a favorite.
Oios wrote:

My sense of space and geography are turrrible (just ask my wife) so I'll leave it to others to figure out how to navigate away.

Me too! I once got lost in my own neighborhood for what seemed like days (OK, I was a kid, so it was probably a couple of hours). It was August and hot. I drank water out of a birdbath.

The study/library are the same area. I haven't been consistent with nomenclature.

study:
The next room contains a study; a couple of fine chairs, upholstered with blood red cushions, are flanked by two finely carved wooden end tables. Atop each table sits a small hooded lantern; light peaks out from under the hoods of each. The room is filled to the brim with books, mostly bound in leather and with pages of vellum, written in the strange script of the Darhom. A large chest sits in one corner; its contents scattered nearby, as if the opener was looking for something in a hurry. Lying on the floor, scattered gems, jewelry, and round circles, like your goldstones, only made of metal - Darhom money.

The "magic item room" is the area with the chain.

Magic Item Room:
You walk for a few hundred feet before the tunnel opens up into a large natural cavern, slick with moisture and glowing with a soft green, light emanating from luminescent moss covering the walls. In the center of the room, a small pool lies, the water within it churning and bubbling, steam rising from the pool's surface. The water within the pool must be very hot for steam to be coming from it, for the cavern itself is uncomfortably so; you begin sweating as soon as you enter. A single rod, made of the same metal on your axes, runs just overhead, from one side of the cavern to another, ramrod straight. Below it, running through loops from the rod, a metal chain, itself in a loop. One metal basket hangs from the chain.

Along the floor, in a spiral pattern, more runes, carved in the same unsteady hand as the writing in the tower above this complex from which you descended. Far above you, a shaft, like a chimney, extends up into the darkness.

The entry tower has a lot of writings in it as well.

Entry Tower:
The tower is square, and well-built, but that should be obvious - it has teetered on the edge of a cliff for many centuries, after all. It is not, however, intact. The sky stares down at you as you regroup, the roof of the tower long ago having collapsed, as have the floors between the sky and you. Strangely, the room you are in is cleared of any rubble; the floor is smooth stone, with a stairwell along the far wall leading down into the darkness. The whole effect is rather more that of an abandoned grain silo than a defensive structure.

You actually entered the tower through a large window, rather than a doorway that had at one time lost its door. Given the lack of rubble, a quick peak outside confirms your suspicions. The island you sit upon was likely created by the piling of rubble from the tower and dirt around the base of the tower, many years ago. The actual entrance to the tower likely sits below you.

The most important - and intriguing - thing about the tower, is the writing, covering nearly every square inch of the inside walls. The runic script is familiar, especially to Drazan, who has studied it in his book. It is fine calligraphy, chiseled into the walls with precision, and still largely visible all these centuries later. Every now and then, the runes are punctuated with hieroglyphics, finely wrought images of the Darohm peoples, no doubt accentuating the text in places of importance.

Over the runes and hieroglyphics there is an additional layer of writing, also in the Darohm script, carved into the stone. This one is less precise, patently imperfect. It scrawls across the first writing with little regard to order or direction, snaking and changing direction and flow. Annotated to the second set of runes are hieroglyphics, though these are crudely drawn, little better than the stick-figure art of Takayan children.

The workmanship of this second layer of runes is shoddy, as if the author was not trained in the arts of caligraphy or stonecutting. But where the original text is finely crafted and thus has weathered in most places the years well, this second set of writing has weathered the years because of persistence. It is apparent someone - or something - has been working the carvings over many years, updating them, maintaining them.

Ayida-Wedu's light peaks over the walls of the tower, casting long shadows on the walls. The day dies soon, the air is humid, the sound of the falls a roar all around.

There's other stuff you can be doing as well. Crafting, training, etc. Scouting. Talking with NPCs. Putting NPCs to work, if they like you or understand the importance of what you want them to do. Etc.


Istiel wrote:
Will think about the travel situation later, unless Imix (hopefully) beats me to it.

In thinking more about this, I don't think there's any need to break everything down to the micro level. We can say that if you decide to put everyone of able body on it, enough rafts can be built in 10 days to handle the remaining population, enough gondolas/canoes or flatboats can be built in 1 month.

Basically, rafts can only be poled at a very slow rate in stagnant water, or go downstream with a current. They are fragile and easily tipped. They can be portaged. Most sailor checks will be at a higher DC. They hold more people than gondolas/canoes but less than flatboats.

Gondolas/canoes can go upstream and can be portaged. They are less fragile than rafts but more fragile than flatboats. They can hold less people than flatboats, so will need more people to pilot.

Flatboats can go upstream slowly, be poled on stagnant water, or go with the current. They can hold large amounts of people, so you will need less people to pilot. The are not easily tipped and are able to withstand wear and tear. They cannot be portaged. Very shallow water cannot be traversed in a loaded-down flatboat. Some profession sailor checks will be at a higher DC.

Your keelboats can travel the main river and large channels, but otherwise are not able to travel in smaller channels. They can be repurposed into flatboats.

So, to make the decision less cumbersome, do you want to transport most of your people on rafts, canoes, gondolas, or flatboats? Do you want to repurpose your keelboats into other boats, to take advantage of the shallower draft of the other boats?


LN Female Human Warrior 1/Monk (Unchained) 3 | HP: 42/42 | AC: 16 (15 Tch 13 Ff) | CMB: +8, CMD: 25 | F: +8 R: +6, W: +5 | Init: +2 | Perc: +9, SM: +6 | Speed 40ft | Stunning fist: 3/3 | Ki: 3/3 |SP: 4/4 |Active conditions:

Btw, incredible descriptions BP. I wish Istiel had anything to do with those rooms so I could learn more about them!

Wow thanks for doing all the thinking for us! Well, unless we're going to devise some engineering system to lower the keelboats down, we should just cannibalize them and make other boats.

It would be REALLY cool to have a bunch of people traveling on canoes... but we should probably go with the majority on flatboats with some canoes for scouting.. I think we can risk hanging out here on the island while the work is completed.

It's a shame the flatboats can't be portaged, but eh... we're river peoples anyway.


LG Male Human (Tkoyah) Expert/Inquisitor 3 | HP: 32/32 | AC: 14 (10 Tch, 14 Ff) | CMB: +4, CMD: 14 | F: +7, R: +2, W: +10 | Init: +10 | Perc: +9, SM: +10 | Speed 40ft | Agile Feet: 6/7 | Spells: 3/7 self 4/4 staff | Judgement 1/1 | Active Conditions None

Yeah this is a wonderfully realized world to say the least.

Oios is pretty good with Linguistics and Arcana. With Aid Another rules it seems like all the investigators should work on one room and then another? Two or three days of work should be enough for the Flight to regroup and prepare to go off map as well as strip useful stuff from the ruins.

GM how do you feel about all the investigators making rolls per room and the one who rolls the highest becomes the 'lead' for that room, with the others turn into Aid Anothers? Would suck for an assigned leader to roll a 1 while the others roll really high.

We've got Fulton, Oios, and Imix at the least. How about Nat? And does Telowo have anything to add here?

I'm thinking after the investigators complete their investigation on a room they mark things to be taken and allow the salvagers to come in and strip the room.


Thanks for the kind words.

Oios, I think your ideas are fantastic. Yes, definitely team up on a room, and yes, take the highest PC roll as the lead roll. NPCs will always role to aid, however, when working with a PC in a team, unless they have a relevant skill that the team is otherwise lacking (same reason why they go on a 1 in combat - they're not the heroes).

So, Drazan is doing military stuff, checking in on loved ones, and hunting, Istiel is scouting, Oios (and Fulton, and I assume Imix, though I'll wait until I hear from the player) are doing linguistics work. Nat?

Telowo can add some knowledge rolls in the magic item room.

Other potential areas of interest:
* the room with the alchemical supplies (relevant skills: arcana, alchemy, herbalism),
* the barracks, shieldroom, etc. (relevant skills: soldier, wisdom check),
* the bone pit (relevant skills: local, nature, heal)
* the boat landing (relevant skills: perception, sailor)

These are just off the top of my head. You want to roll a perception check or craft (brewing) check in the tavern, for example, go for it!


LN Female Human Warrior 1/Monk (Unchained) 3 | HP: 42/42 | AC: 16 (15 Tch 13 Ff) | CMB: +8, CMD: 25 | F: +8 R: +6, W: +5 | Init: +2 | Perc: +9, SM: +6 | Speed 40ft | Stunning fist: 3/3 | Ki: 3/3 |SP: 4/4 |Active conditions:

Suuha is "supposed" to be/always has been a better Herbalist than Istiel is, so you could get him to help with the alchemical supplies room. I have no idea what he's up to though, because Istiel is a terrible friend and I don't know why he puts up with her b@#~*~&@.

Istiel can check out the docks once she's done scouting if you al ldon't get to it beforehand. I guess it would make sense, she'll be spending some time there.


^ Hahaha. Suuha will be spending some supplies at the alchemical supplies room.


LE? Male Suriname Incanter 3 Warrior 1 stats | HP:(27)29/29| AC: 20 | CMB: +5(8), CMD: 17(20) | F: +6, R: +4, W: +3 | Init: +2 | Perc: -1, SM: -1 | Speed 30ft | Spell Points: Nature 0/0 Enh 2/14 | Enh Ability: 7/7 | Channel 2/7 | Components 114CL | Active conditions: +4 Str. +3 dam.

Sorry, I've been a bit sick, so out of it. This was not a post I felt I could phone in... though it's still not great.

If Oios orders Imix to work with others he will, but he's been cold almost every day since this started and he just found a sauna filled with mysterious writing called the 'magic item room', so he'll pout.
Best bet might be to do that first ;)


LG Male Human (Tkoyah) Expert/Inquisitor 3 | HP: 32/32 | AC: 14 (10 Tch, 14 Ff) | CMB: +4, CMD: 14 | F: +7, R: +2, W: +10 | Init: +10 | Perc: +9, SM: +10 | Speed 40ft | Agile Feet: 6/7 | Spells: 3/7 self 4/4 staff | Judgement 1/1 | Active Conditions None

Not quite ready to post yet. How's the following for breakdown:

Villagers allowed to set up camp for a week long stay and get comfortable, and give rest to the sick, wounded, and elderly.

Soldiers are posted as lookouts otherwise allowed to recoup in the barracks area.

The Treasurer NPC to make a quick and rough record of what's in the area before the villagers or soldiers are allowed to scavenge from them.

For the areas of interest I'm thinking Two PCs and an NPC aiding is good enough?

* study
8 hours of linguistics by Imix and Oios with Fulton aid

* magic item room
4 hours spellcraft/arcana by Imix and Oios with Telowo aid

* entry tower
8 hours linguistics by Imix and Oios with Fulton aid

* the room with the alchemical supplies (relevant skills: arcana, alchemy, herbalism),
Isitel and Oios with midwife aid

* the barracks, shieldroom, etc. (relevant skills: soldier, wisdom check),
Drazan with Isitel with soldier NPC aid

* the bone pit (relevant skills: local, nature, heal)
Nat and Oios with midwife aid

* the boat landing (relevant skills: perception, sailor)
Oios with perception and the the fisherwoman NPC that Oios saved from being executed.


CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 2 Pic Theme | HP: 48/48| AC: 13 (12 Tch, 11Ff) | CMB: +8, CMD: 20 | F: +10, R: +3, W: +6 | Init: +8 | Perc: +9 (lowlight) | Speed 50ft | RAGE!!! 4/9 | Spell Points: 4/6 | Agile Feet 3/3 | Judgement 0/1 | Active conditions: Prot +3AC, +4 ST/CO, +2 wil, -2AC ... continues

With a that time, Drazan can take 20 for all his checks instead of rolling right?


LG Male Human (Tkoyah) Expert/Inquisitor 3 | HP: 32/32 | AC: 14 (10 Tch, 14 Ff) | CMB: +4, CMD: 14 | F: +7, R: +2, W: +10 | Init: +10 | Perc: +9, SM: +10 | Speed 40ft | Agile Feet: 6/7 | Spells: 3/7 self 4/4 staff | Judgement 1/1 | Active Conditions None

I think maybe we can take 20 on all our perception checks? Maybe not for other rolls though. GM?


I would say yes on the perception checks.

The other skill checks I had envisioned a successful check giving you the gist of some area. You'd have the option of undertaking additional skill checks if you'd like to uncover more, but but for timeliness' sake, that may not be the best idea.

For example, a successful 8 hour check will give the gist of what the writing in the tower entails, a successful 4 hour check in the smithy will give you the basic idea of how a forge works, etc.

You would then be able to make more checks to figure more out. So, a successful craft check on the forge, for example, would mean that you spent four hours tinkering with it, and figured out the purpose of the tools. The next craft check would mean you figured out the basics of the workings of the forge, and so on, until you had completed enough checks to have an operational forge.

As I said, that's pretty time-consuming though. It would probably be easiest for bookkeeping purposes if you could take 20 on every room for each check. I'll need to work out how long each room takes to get everything from it. They'll all be a little different in how many secrets they have to give up.

So, you could have Fulton work on the tower, Imix on the spiral room, Oios on the library, all taking 20, and basically have everything figured out in 20 days (the spiral room in 10). With the other rooms, things would be figured out in less time.

Sorry to muddle the waters more. I hadn't taken taking 20 into account, but if your PCs are willing to spend the time, it is probably the best route in terms of time management out of character.

Y'all want to take 20s?


Weirdly, I'm not finding any stats for a canoe in PF. How does 15 foot movement sound? 3' per second doesn't seem unreasonable. That would mean it would take 4 days to explore a marsh hex.

The hex around the tower can be explored in 3 days, since some of it is land.


LG Male Human (Tkoyah) Expert/Inquisitor 3 | HP: 32/32 | AC: 14 (10 Tch, 14 Ff) | CMB: +4, CMD: 14 | F: +7, R: +2, W: +10 | Init: +10 | Perc: +9, SM: +10 | Speed 40ft | Agile Feet: 6/7 | Spells: 3/7 self 4/4 staff | Judgement 1/1 | Active Conditions None

I guess the question is do we want to spend three weeks in the tower. I'm alright with that personally. There doesn't seem to be any real time pressure to go beyond the edge of the world and this will be the only chance to not only gain knowledge from this place but also prevent the Flame from getting it.


LE? Male Suriname Incanter 3 Warrior 1 stats | HP:(27)29/29| AC: 20 | CMB: +5(8), CMD: 17(20) | F: +6, R: +4, W: +3 | Init: +2 | Perc: -1, SM: -1 | Speed 30ft | Spell Points: Nature 0/0 Enh 2/14 | Enh Ability: 7/7 | Channel 2/7 | Components 114CL | Active conditions: +4 Str. +3 dam.

I'm okay with it. I suspect Linguistics might also be needed on the spiral room.

I do want to suggest that rather than just rest and recover (which is likely to have people wanting to live here rather than abandon yet another home), we add the following.

The injured are allowed to recover.

Those needed to get the boats down do that.

Istiel, a navigator, a herbalist, and some scouts scout out the swamp. We want to know what lives down there, what the dangers are and ideally find one of these sentient beast people we have heard about.

Other able bodied split up into two sorts of teams; hunters and fortifiers.

For the first week we concentrate on taking every ounce of food we can from the surrounding area. We start out, and work in while the truce still holds.

Meanwhile after a few days of all-out hunting, and with the injured hopefully on the mend, we start switching teams to fortifiers.

The initial fortifiers look at making this place even more defensible, and keep watch. As part of this they look at making or adapting weapons and armour.

After the end of the truce we pull back. Hunt and gather only within sight of the tower. All able bodied build weapons or train. My preferences is bows (or crossbows, if we luck out and there are plans) or if necessary slings.

We use the time this gives us to ransack the place completely. I want to take those books with us, if we can waterproof them. Barrels of wax, perhaps?


CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 2 Pic Theme | HP: 48/48| AC: 13 (12 Tch, 11Ff) | CMB: +8, CMD: 20 | F: +10, R: +3, W: +6 | Init: +8 | Perc: +9 (lowlight) | Speed 50ft | RAGE!!! 4/9 | Spell Points: 4/6 | Agile Feet 3/3 | Judgement 0/1 | Active conditions: Prot +3AC, +4 ST/CO, +2 wil, -2AC ... continues

If taking the books is the main concern and the waterproofing is for shielding against the waterfall, Drazan offers to aid Imix by flying the books down to a temporary, safe location if it helps.

With the additional week Drazan will want to work with Fulton to take as many notes and drawings of this place as well.


LE? Male Suriname Incanter 3 Warrior 1 stats | HP:(27)29/29| AC: 20 | CMB: +5(8), CMD: 17(20) | F: +6, R: +4, W: +3 | Init: +2 | Perc: -1, SM: -1 | Speed 30ft | Spell Points: Nature 0/0 Enh 2/14 | Enh Ability: 7/7 | Channel 2/7 | Components 114CL | Active conditions: +4 Str. +3 dam.

More the swamp - figure they're going to get a dunking at some point.


LN Female Human Warrior 1/Monk (Unchained) 3 | HP: 42/42 | AC: 16 (15 Tch 13 Ff) | CMB: +8, CMD: 25 | F: +8 R: +6, W: +5 | Init: +2 | Perc: +9, SM: +6 | Speed 40ft | Stunning fist: 3/3 | Ki: 3/3 |SP: 4/4 |Active conditions:

Imix, I have the feeling we'll need people working on converting our keelboats into flatboats mostly. It's up to BP how long that will take, but if building rafts takes 10 days then I'm assuming taking apart keelboats, transporting the pieces and supplies to the docks, making flatboats, and getting ready to leave is going to take all our peoplepower/time outside of those that are specialists/looking at rooms/gathering food.

I'm fine with Istiel scouting the surrounding marsh, it's what she wants to do anyway, but it's dangerous for her to go beyond this hex by herself even if she's an absolute badass. IF everyone thinks it's worth the risk I don't mind doing it, she's made it through worse.

In any case I'm fine with the taking 20's, though I think Istiel is better served scouting/patroling than doing skill checks. After the 3 days it takes to scout the current hex she could either go one further OR patrol the surrounding forest/waterways looking for Frozen patrols.


Yes, most of your common laborers will need to be put towards making boats/transporting boats.

So, you're going with a flotilla of flatboats then?

I'll get week one up today. Or at least parts of it. There's lots there!


LN Female Human Warrior 1/Monk (Unchained) 3 | HP: 42/42 | AC: 16 (15 Tch 13 Ff) | CMB: +8, CMD: 25 | F: +8 R: +6, W: +5 | Init: +2 | Perc: +9, SM: +6 | Speed 40ft | Stunning fist: 3/3 | Ki: 3/3 |SP: 4/4 |Active conditions:

Yeah, is everyone okay with flatboats? I suggested it but didn't see any other discussion on the matter.

I agree handling this by the week is the best way! Seems we have a basic plan hashed out, let's see what happens!


Took the day off work, the baby was calm, the weather is nasty (well, nasty for south Texas - it still like 45 degrees out). I was able to get Shadeholme's existing teams entered into the spreadsheet. It should be useful here in a bit.

I'm intending to intersperse this section with a little RP with some of your NPCs, but if you'd all prefer, we can do an infodump with the results and move on.


LE? Male Suriname Incanter 3 Warrior 1 stats | HP:(27)29/29| AC: 20 | CMB: +5(8), CMD: 17(20) | F: +6, R: +4, W: +3 | Init: +2 | Perc: -1, SM: -1 | Speed 30ft | Spell Points: Nature 0/0 Enh 2/14 | Enh Ability: 7/7 | Channel 2/7 | Components 114CL | Active conditions: +4 Str. +3 dam.

Gosh dang GMBP, you're a machine! Great posts - I don't want to just rush an answer.

When you described those little icons I swore in my head.

@Istiel: sorry if I wasn't clear - yeah, stay in the hex. I'm hoping you can bring samples of stuff back (like the water, and maybe the insects) so we can get people to study them. Nice to know what's poisonous in the swamp before fifty people eat it.
Survey, more than Scout, perhaps?


NG Female Human (Tooyah) Incanter 3/Expert 1 | HP 5/29 | AC 16 [T 12 FF 14] | CMB +0 | CMD 12 | F: +3 R: +4 W: +8 | Init: +2 | Perception +8, SM +8 | Spell Points 16/day | Active Conditions: none

Sorry, work has been ridiculous since I got back from my trip. Thanks for the bot, GMBP, will take a look at the post and get something up asap.


Sure thing, glad you're back and work has calmed down!


NG Female Human (Tooyah) Incanter 3/Expert 1 | HP 5/29 | AC 16 [T 12 FF 14] | CMB +0 | CMD 12 | F: +3 R: +4 W: +8 | Init: +2 | Perception +8, SM +8 | Spell Points 16/day | Active Conditions: none

I wouldn't say it's calmed down, but at least I'm no longer in imminent danger of killing anyone with a sharpened memo.


LN Female Human Warrior 1/Monk (Unchained) 3 | HP: 42/42 | AC: 16 (15 Tch 13 Ff) | CMB: +8, CMD: 25 | F: +8 R: +6, W: +5 | Init: +2 | Perc: +9, SM: +6 | Speed 40ft | Stunning fist: 3/3 | Ki: 3/3 |SP: 4/4 |Active conditions:

Damn, BP, you certainly spoil us. Incredible posts. If you make a book out of all this just remember to send your old buddy Galorit some tubs of gold leaf truffles or whatever rich people eat.

For the record I don't actually like truffles or gold leaf, but the gesture would still be nice.

I was wondering when Istiel's disease would surface. When there wasn't any immediate effect for that fort saving throw she failed, I braced for the worst. Purity of Body isn't until level 5 monk nooooo.


Istiel wrote:
I was wondering when Istiel's disease would surface. When there wasn't any immediate effect for that fort saving throw she failed, I braced for the worst. Purity of Body isn't until level 5 monk nooooo.

Well, that's because I forgot. You all should be diseased by now. But since I forgot, I was planning to keep forgetting.

Suuha is just concerned for your general well-being, that's all.

As for the truffles, don't worry about not liking them. When I'm rich, I'll eat your truffles. Because that's what rich people do.*

* OK, this card carrying member of the DSA may just be a little annoyed at this tax plan/wealth redistribution going through Congress. Ignore the fussiness and carry on.


Nat Oqueva wrote:
I wouldn't say it's calmed down, but at least I'm no longer in imminent danger of killing anyone with a sharpened memo.

Good to hear! I like Nat too much for Nat's player to end up in jail!


NG Female Human (Tooyah) Incanter 3/Expert 1 | HP 5/29 | AC 16 [T 12 FF 14] | CMB +0 | CMD 12 | F: +3 R: +4 W: +8 | Init: +2 | Perception +8, SM +8 | Spell Points 16/day | Active Conditions: none

Oh, not to worry - civil servants don't go to jail. We get put on gardening leave.

Istiel: Nat has the cure disease SoP talent, but that obviously requires Istiel to ask for assistance.


LN Female Human Warrior 1/Monk (Unchained) 3 | HP: 42/42 | AC: 16 (15 Tch 13 Ff) | CMB: +8, CMD: 25 | F: +8 R: +6, W: +5 | Init: +2 | Perc: +9, SM: +6 | Speed 40ft | Stunning fist: 3/3 | Ki: 3/3 |SP: 4/4 |Active conditions:

I just lost a huge post due to my own incompetence... damn it, I was proud of it too. The dangers of writing on your phone, folks.

Forgive me if it takes me a bit to whip up the gumption to rewrite it.

BP: You're not the only one grumpy...

Nat: Yeah, that's gonna be a problem.


Nat Oqueva wrote:
Oh, not to worry - civil servants don't go to jail. We get put on gardening leave.

Oooh, that sounds nice!

Istiel wrote:

I just lost a huge post due to my own incompetence... damn it, I was proud of it too. The dangers of writing on your phone, folks.

Forgive me if it takes me a bit to whip up the gumption to rewrite it.

Gah, sorry! Take your time.

Oios wrote:

Learning a new language was not just a matter of syntax and grammar. It was a matter of learning a new form of thought. Tkoyah wasn't just words, it was a way of thinking of the world that was formal and structured. Tooyah was not just sounds but pragmatism personified. Tsinyah was musical and sometimes eschewed clarity in favour of grace. The language of the Frozen reflected a blunt and harsh view of a bleak reality.

Darholm was very different again. It seemed to be a language of high concepts. Almost higher than language can grapple with and it made for a tongue that needed a very lateral way of thought that was foreign to Oios.

This is a really nice bit of world detail, Oios!


Busy weekend here, I'll get some posts up tomorrow.


Sorry, this week is shaping up to be difficult. I hope to get moving again tomorrow.


LN Female Human Warrior 1/Monk (Unchained) 3 | HP: 42/42 | AC: 16 (15 Tch 13 Ff) | CMB: +8, CMD: 25 | F: +8 R: +6, W: +5 | Init: +2 | Perc: +9, SM: +6 | Speed 40ft | Stunning fist: 3/3 | Ki: 3/3 |SP: 4/4 |Active conditions:

No problem BP, I'm really busy as well.

I have to say I'm really excited about the model canoe if it does what I think it does!. That is a super useful magical item for us!


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LG Male Human (Tkoyah) Expert/Inquisitor 3 | HP: 32/32 | AC: 14 (10 Tch, 14 Ff) | CMB: +4, CMD: 14 | F: +7, R: +2, W: +10 | Init: +10 | Perc: +9, SM: +10 | Speed 40ft | Agile Feet: 6/7 | Spells: 3/7 self 4/4 staff | Judgement 1/1 | Active Conditions None

Huh, Oios threw it away. He's got no time for toys.


LN Female Human Warrior 1/Monk (Unchained) 3 | HP: 42/42 | AC: 16 (15 Tch 13 Ff) | CMB: +8, CMD: 25 | F: +8 R: +6, W: +5 | Init: +2 | Perc: +9, SM: +6 | Speed 40ft | Stunning fist: 3/3 | Ki: 3/3 |SP: 4/4 |Active conditions:

Hah!

Super busy. Will post tomorrow.


LG Male Human (Tkoyah) Expert/Inquisitor 3 | HP: 32/32 | AC: 14 (10 Tch, 14 Ff) | CMB: +4, CMD: 14 | F: +7, R: +2, W: +10 | Init: +10 | Perc: +9, SM: +10 | Speed 40ft | Agile Feet: 6/7 | Spells: 3/7 self 4/4 staff | Judgement 1/1 | Active Conditions None

Oios didn't roll well on the canoe in any case. Anybody else is free to have a go at it. Oios would show it around.

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