Upon Ivory Sand: Castaways of the Amber Isle (Inactive)

Game Master PirateDevon

5 strangers awaken on a mysterious island. What fate lies in store for them?


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Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

I have no idea. I've kinda run out of ideas, honestly.


I'll make an assumption and see if this moves things forward...

Zika approaches the wood and takes it in her hands. Similar to when Shattertooth took it up, one section begins to burn with images although this time there are clouds and lightning, wind whorls and runes that seem softer in their writing that appear in a quarter of the wood. Imagine pie wedges so now half the circle is full but its two opposed quarters.

Dark notches mark the quarters of the wood, almost as though it would be cut apart, though the notches are not deep enough to break the wood apart easily.


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

I guess we just keep touching the tree? Shattertooth was really starting to hope this was all just a fever dream or something...


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Glom-Glom eyes the hob defiantly;

"First Ratty-Rat touch... Then Glom-Glom... leave best to last hehehehe!"


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Narissth picks himself back up off the ground. Finding himself only battered and bruised, but not really injured, he goes over to the tree and touches it once more.

Fort: 1d20 + 4 ⇒ (11) + 4 = 15

And probably get blasted back again.


Despite the sense that something might happen Narissth is left unscathed and instead the wood circle arrives on the stone circle.

Peception DC 15 everyone but the Rat:
The fur on the ratfolk's ears is much blacker than before and even in the bright sun mild streaks of orange, yellow and red are visible at the tips...

Sorry this part is a little slower in execution in pbp, I'm making adjustments so once we are part this bit the pace should increase.


Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Zika cocks her head at Shattertooth's observation about being marked, and nods after she sees what happens to Narissth. "Same happen Zika?" she asks, comparing the Hobgoblin's and Ratkin's altered features.

Kn Arcana: 1d20 + 8 ⇒ (20) + 8 = 28

Noticing the wooden disc has vanished from her hands and reappeared elsewhere, she defiantly walks back and seizes it. Crouching down in the sand while waiting for the others, Zika eyes the disc, trying to discern what it might actually be.

Intelligence: 1d20 + 2 ⇒ (20) + 2 = 22

She points to each quadrant of the disc one at a time. "Land Big Goblin. Wind Zika. Fire rat." She cocks her head at the other goblin. "Touch wood. Make Water on disc. Complete shape."

No big deal, just going to blow all of my good rolls.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Narissth shakes his head:
Don't say "Make Water." He will drop his rags and relieve himself again.


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

If he does that I'm going to do my best impression of that log... Shattertooth growls


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Glom-Glom eyes the others with interest;

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

"Hoo-hoo. Many changes... Nice ears ratty-rat!"

At the instructions and grumblings, the feral goblin scuttles over to the wood (tree?) and gestures over it theatrically...

"Om-nom-nom! Buzukilito hah-ha! Neepanappa Glom-Glom!"

Gibberish:

Utter nonsense ;)

...before grabbing the tree with a screaming laugh!


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Glom-Glom - you need to roll a Fort save when you touch the tree.


Enh I'll do it.

Glom Glom Fort Save: 1d20 + 4 ⇒ (19) + 4 = 23

Glom-Glom seems unaffected from the touch. Like with the others the wooden circle appears on the dias ready for Glom-Glom.

Like the rest of the group Glom's appearance changes, his teeth taking on a light sheen of pearlessence, soft spots of blue and white mixing together...

If Dow doesn't post to the contrary by tomorrow morning I will assume Glom-Glom picks up the circle and play that out tomrorrow.


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Apologies guys slammed at work, so headspace isn't what it should be...

Glom-Glom strides confidently to the dias and raises the wooden circle high;

"Heheh! Glom-Glom is Water? No wet!?"


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Narissth looks at the others, suddenly realizing that he must have had something similar, likely red for fire, as has affected the goblins.

Fire. Air. Water. Earth. The four basic elements. What do you think it means?


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

That coming here wasn't an accident.


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Glom-Glom looks at the big hob with wide eyes, then starts chuckling hysterically;

"Oh-ho-ho! Silly Mister Hob... Nothing washes up by chance! Lady Lastbreath sent us all yes-yes!"


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Narissth scratches his scalp while looking at his goblinoid companions and their various colors.
But what does it mean? There must be logic. Some reason we are here. I agree that this was not an accident, but rather appears to be from some plan. The question is what is the plan, and who, or what, set it into action.


The conversation continues for a few beats, the circle filling in with more of the runic language and images after a few more seconds the circle snaps into four pieces. Glom-Glom, almost by instinct, catches his wedge which then promptly changes into a dull grey key with a lustrous blue gem in the "bow" (or head) of the key. The other wedges fall into the sand...


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

More mysteries and secrets... Shattertooth grumbles as he scoops up his section.


Zika looks curiously Narissth. "Big plan. Not easy. Cause shipwrecks. Must be gods make plan."

Sniffing the wedge with the air engravings in it, Zika cautiously picks it up, more than slightly expecting it to change as Glom-Glom's did. "What next?" She asks, looking across the sand towards the trees. "Forest dangers. Sand dangers. Night bring more dangers."


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Throwing caution to the wind, Narissth picks up the reddish piece.
Very strange.

He hold the piece tentatively expecting something to happen, although pretty clueless as to what.


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Glom-Glom grins with his pearly teeth as the wedge becomes key;

"Magicks! BIG MAGICKS! Oh-ho-ho... flotsam we are! Big Plan!"

At Zika's words he eyes the forest then the sands with a sneer and growl;

"Dangersssss..."


The wariness proves appropriate as each wedge transforms to a key with identical dimensions and style save for the gems which are white (Zika), Orange (Narissth) and Green (Shattertooth).

It takes little to notice that after the last key turns the tree, once on it side, stands tall as though it has always grown from the ground. Its wide roots part in the center and deep into the sand it is easy to see finely crafted wooden steps heading down and into the darkness in a tight spiral.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Narissth looks down at the steps:
Perhaps the forest is not our only option.


The crow caws at Narissth, Options


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Hoping one of the crazy goblins will go down first, Narissth moves over and examines the new set of steps, wary of the unexpected considering all the strange things that have happened to this point.

Shall we see where this goes? He asks while looking at Glom and Shattertooth.


Zika peers down the stairs, but looks up when the crow actually speaks. She cocks her head at the bird, thinking that it must possess the spirit of a god. With narrowed eyes, she begins to move slowly down the stairs. After a few steps, she turns back with a grin full of sharp teeth. "Come, boys." She urges.


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Glom-Glom bows his head reverently at the crow before scrambling down the stairs with a yowl.


Party full of darkvision for the win...

Zika leads the way and twists around steps that travel through 15' of hewed stone (that seems to be right "under" the sand) before opening up to a larger space. The stairs are in a tight coil though they are well made and are almost five feet in width seemingly craved into a large piece of timber (or one massive root of the tree?) straight down. After the initial 15' the group can see that the stairs continue down to a stone floor (about 50' down) but no one can see walls or anything else. (As your vision only goes 60')

Given that, I will let you tell me if you descend to the floor all the way before doing anything else. Not seeing anything and being on open stairs would terrify me personally but maybe this rag tag group of dark dwellers are fine to hit the bottom, so let me know.


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Crawling on all fours Glom-Glom will scuttle down the stairs until he encounters something edible or the ground... whichever comes first.


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Shattertooth is not bothered in the slightest by the environment. He follows the crazy one.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Narissth follows behind the tallest, and least animalistic, of the goblins wondering how long it will before the crazy goblin gets himself killed.


I honestly thought I posted. Pretty sure this isn't some weird website thing, just me being an ass. Sorry.

Glom Glom takes the lead, pushing a bit past Zika and scurrying farther down the stairs looking for "something edible". Nothing presents itself and Glom Glom reaches the floor, which promptly lights up as the goblin sets foot off the steps.

Moving along the floor soft blue light fills the various cracks and crevices of the hewn stone floor, images and symbols revealing themselves to be larger versions of the same imagery of the stone circle that formed the groups keys. The images shift and move until finally the light moves off the floor and onto a series of iron wall sconces that hold soft flickering blue flame. [There is one about every 15' or so]

The room is a large square, roughly 300 feet wide in each direction. Each wall is interrupted by a 50' wide alcove. Within each alcove are a stone slab bench and a stone chest. Each chest has a gem embedded in the lid which matches the keys. Otherwise the large room is empty save for the NW corner which has a small stone pedestal. All of the stone in this room looks like smoothly hewn granite. Seems are very hard to see and the finish on the stones is almost glossy Think almost polished concrete though the floors are a bit rougher and less smooth.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Nah its very likely this site - I've posted a few times in games and they've just been eaten!


Zika's ears curl in apprehension as she approaches the bottom of the stairs, and she's happy when Glom-Glom takes the lead. The lights that come on do little to alleviate her worries, as she sees the size of the room, and the chests that match the keys each of them is holding.

She scans the ceiling, looking to see if the bird followed them (did it?), before returning her attention to the corner, and noticing the pedestal. "Big house." she says, softly, not wanting her voice to echo too loudly through the chamber. "Someone big plan. Much time." Curling her ears further inward, she looks to the others, especially Narissth. "Zika still think gods. But why gods bring rat? Gods favour goblins."


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Because the rat is smarter than you. Shattertooth replies as he steps down onto the floor. He slowly walks over to "his" chest and carefully examines it for traps.
Take 20 for a 26, if he finds no traps, he'll try the key


The bird appears does not appear to have followed the group down.

Shattertooth approaches the southern alcove, seeing the chest there bears his stone. Checking the stone chest over thoroughly the hobgoblin is convinced that the container is safe and pushes his key into the "lock" (though the lock appears to be simply a key shaped hole in the stone.)

There is a slight flicker of air and the lid to the chest disappears. Within the chest is a stick of charcoal, a roll of parchment (blank) tied with a small leather cord, a waterskin and a dagger (without sheath) that appears to be dull and pitted with rust.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Unsure what to make of this, Narissth looks about. He is about to make a comment, but decides that restraint is wise since he is clearly outnumbered. When Shattertooth speaks in his defense, he glances over at the taller hobgoblin realizing that clearly despite having some common ancestry, the hobgoblin and the goblins are not aligned.

It is strange. I have seen large chambers under the city, but never one this large, or polished.

He then takes and heads over toward the fire emblemed chest where he places his key to see what happens.


Narissth pushes his key into the chest that sits to the west and is greeted by an identical pile of objects as the hobgoblin. And it will be the same for the others just to be transparent.


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Glom-Glom stares intently at his water emblemed chest as its contents are revealed when his key is engaged.

The feral goblin sniffs, then licks the charcoal before grabbing his knife with a grin;

"Rusty blade better than no blade... Water makes rust..."

Glom-Glom bows his head in reverence;

"Gifts! Gifts from Lady Lastbreath! Yes-yes!"


Glaring at the larger Hobgoblin but being too nervous to say anything in response, Zika waits as the others in turn use their keys on the chests. Narrowing her eyes, she follows suit.

She first picks up the charcoal and parchment, unsure of what to do with them. "Goblins not write." She says, with confusion. Looking to Glom-Glom for confirmation, she holds them up. "Why gods give tools make writing?"


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Narissth looks at the charcoal and the paper wondering. He takes the dagger and slips in through his belt while contemplating what this means.

After examining the items, he carefully unties the leather cord and unwraps the parchment. He also carefully examines the chest wondering whether there are any hidden chambers in it where something else might be hidden.


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Mysteries upon mysteries. mutters Shattertooth as he stores the items in his pockets.
He goes to examine the strange altar next.


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Glom-Glom eyes the parchment being waved at him with a hint of fearful confusion... before eyes narrow and an evil grin spreads;

"Sacrifice! We destroy the writings yes-yes! Eat, rip ,tear, bury!"


Intelligence: 1d20 + 2 ⇒ (14) + 2 = 16

Zika starts to comply but then thinks for a moment before shaking her head. "Wait... Gods see all. May has purpose later." She tucks the materials into her bag, and walks closer to where Shattertooth is investigating the altar, though still keeping a reasonable distance. "What is?" She calls out. "Dangerous? Magicks?"


My EXTREME apologies for being absent the last few days. Crazy inter-family drama saw me having to go to the middle of nowhere for the Thanskgiving holiday and I got unexpectedly cut off from the universe. Very sorry.

The altar is mostly just a raised stone pedestal, featuring little in the way or ornamentation. There is however two slightly half moon like indentations in the flat plane of the stone pedestal top. Barely a few grains of sand in distance separate the two indentations.

Wis DC 15:
The ornate skull "half" that was discovered earlier would be roughly the right shape/size for the indentations.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Wis: 1d20 + 1 ⇒ (4) + 1 = 5


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

wis: 1d20 + 1 ⇒ (1) + 1 = 2

Shattertooth shrugs. Looks harmless enough. Kinda pointless though.


Allrighty then...moving on?


Wisdom: 1d20 - 1 ⇒ (6) - 1 = 5

"Zika hope more here. Rusted dagger not same sword Zika used to. No spells, too." She folds her ears back. "We go?"

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Welcome one and all. Once Black Dow has his character hammered out he will join us.

For the record, though it should be clear soon enough the elemental axis ended this way:

Shattertooth - Earth
Squeeze Bits - Water
Zika - Air
Narissth - Fire

Take a moment to review your sheets and make sure nothing is missing. I will make a note soon about some QoL adjustments I am hoping folks will make to their profiles so info is easy to reference...


1 person marked this as a favorite.
Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Dotting.

Now I know this is mostly Goblinson Crusoe territory I'll look to make something suitable :)

Mucho thanks to Devon for the Machiavellian opportunity lol.

I'm the 5th wheel so if there's anything you guys reckon the group need whistle and I'll try to dance along.


More like invasion of the tiny people. If you make a 5th small creature Dow it will be Choon having to shepherd a bunch of pint sized mischief.


So lets see...

kineticist/rogue
brawler/rogue
magus/swashbuckler (good on ya Yorick whoe needs skills anyway?)
rogue/alchemist

So the group is missing real casters and muscle. A Barbarian/Cleric could go far :p But the skill monkey portion of our show seems to be well in hand.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Dotting! Squeeze of water ;)

Lol at Goblinson Crusoe!

Three rogues!!!


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

The rogues indeed. Who woulda thunk it?

I'll have the stats in my header this evening.
I agree that a meat shield would go far, though I certainly won't be lacking in HP. On the other hand, my HP gets burnt up.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Okay will look at meat shield/divine options... have some notions :0

Btw I'm in Bonnie Scotland (GMT +1) so its almost lights out time for me.

Will muse in my sleep but might be the weekend before I unveil any concepts.

(very tempted to go Gob - Feral Gnasher/Cleric or Oracle or Druid of some description...)

Edit: Barbarian (Feral Gnasher)/Oracle of the Apocalypse could be very fun...


Black Dow wrote:


Edit: Barbarian (Feral Gnasher)/Oracle of the Apocalypse could be very fun...

That does sound good...and like a pain, lol.


OH HELLO ROGUE PARTY.

Black Dow wrote:
Goblinson Crusoe

I lol'd very hard.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Hey, we are not all goblins.

As an FYI. When people Dot threads, you can type in your dot, and then immediately delete the post. The system registers your post, so it adds the campaign to your Campaigns thread, but the deleted post does not clog up the thread with a pile of dots.

Also, we are not all small . . . unless we want to turn Shattertooth into Shatteredknees.


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

That's right. I tower above you all, yet slink and stealth just as well.


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Placeholder for Black Dow's wee maniac...

Current direction (unless swayed otherwise): Barbarian (Feral Gnasher)/Oracle (of the Apocalypse)

It was the best of times... It was the end of times... ;)

“Sure we are all made by some secret Power, who formed the earth and sea, the air and sky. ” ― Daniel Defoe, Robinson Crusoe


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Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Nice, Dow. I like it.

Also, sneakiest party ever. Just sayin. Suprise rounds are going to hurt.


Nah everything you fight will be immune to surprise...I mean...yes....they will hurt ;p

Yeah this will be interesting for sure. This group may not "oohh and aahh" at some things on the island like other groups, we will see. Narissth and Zika will maybe care, lol.

I'll try to get the intro posts up later today though I might be coming down with something. BD might not be there right at first but the 5th element will make an entrance appropriate to his character....


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

If I were to throw a level of barbarian in here somewhere would all my hit dice become d12's retroactively?


So as of right now you are locked into your classes...presuming you find the method to expand to allow multi-classing? It would depend...normally in a gestalt it would be be the best at any level not the best over all levels but...well...lets just say that it is a possibility. Whether that is part of the effect of a feat after 6 or something else I won't comment on at this time...


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Ok. I was wondering because HP and having a ton of it is kinda important to how I work. :)


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Might have to scale back your feat picks and select Toughness??


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Might have to scale back your feat picks and select Toughness to grab some extra HP??


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Next level, maybe. I'm good with where I am now.


*Caw* *Caw*

*CAW* *CAW*


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

That bloody crow's gonna get it...


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Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Gives a whole new meaning to the eating crow.


He very well may get it....or you very well may eat him, just on of the many wonderful experiences of the island.

For the record that caw cawing was supposed to be in the gameplay, heh.


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Great stuff thus far.

Glom-Glom is coming along. Now a Juju Oracle heheh.

Hope to join the beach party soon...ish.


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Was unexpectedly without internet for the post day. Getting caught up.


Dow I know you are off shore but when you are back let me know, Glom Glom can arrive whenever you are ready


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Glom-Glom ready boss. Itching to gnaw and chew...


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Shattertooth - we are outnumbered, RUN!!!!! Don't look back, just RUN!!!!


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Ahh it'll be fine. I do want Glom's hp though. Is barbarian the only d12 class?


Pretty sure Barb's are the only d12. Everyone else is 10 or lower...

Wait how did Glom Glom get 56 HP?

Glom Glom should be level 2 not 4?


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

I think the only other d12 class is Dragon Disciple


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Correct me if I'm wrong but gestalt grabs the best of both worlds? d12 is my top dog hp - level 4 x 12HP = 48+4+2 favoured class for levels 1 & 2?

If we're going more multi-class - HP split by class then it would be 24 +druids 16 +4 +2 = 46.

Am cool either way - if I've misread nae worries.

Glom-Glom's elements??

Fire (Zarongel)
Water (Zogmugot)
Earth (Venkelvore)

Burning Mud!

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

Aye you get the d12 but only have two levels. That's 24 plus 4+2 = 30.


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Ahhh okay. My bad.

Reboot...


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Are the hp 1/2+1 or max? I thought it was 1/2+1, which for d12 would be 12+7=19 for level 2.


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

I took max.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Must have missed that. The build does list it as Max HD per level. Will update my sheet.


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

To the max!


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

And so Glom-Glom finally arrives.

Appreciate the patience one and all (esp. GM Dev) - as you can see he's a wee feral nutter who has delusions of being a barghest...


Male Goblin "The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Squeeze Bits creases me up. So damn funny. Just saying :)


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Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Thanks, my friend. You're very kind! This entire group is a blast. Very fun adventure so far, but still waaay on the beginning. It's very promising :)

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

Sorry folks in having some issues at home. I should be back on by tomorrow and back to full presence. Apologies.


So Yorick/Zika hasn't posted since Oct 9, I've sent off a pm and will look at replacing him/her if I don't hear back by Friday.

I know tha I have been a little spotty but I want to get our rate back up because in my experience it is a healthy rate that keeps a game alive. If there are things I can do to help that happen, let me know. I have tried to be transparent about my schedule blips but I can and will work on it more to keep the game alive.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Hey guys! I'm sorry, but I'm stepping out of the game. With a baby on the way here, my already limited time will now be terrible, so I'm reducing my online activities overall. I wish you all fun! Take care, and thanks GM again for the opportunity :)


Thanks for the heads up, sorry to see you go.


Since the elemental alignments haven't come into play yet my question for folks is do we work with the 4 we have or should I recruit to fill water?


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

If you do not think that it is going to be too hard with 1 less player . I think that we have everything covered. Squeeze Bits was rogue/brawler. We have a barbarian, several rogues and others melee capabilities.


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:
Narissth wrote:
If you do not think that it is going to be too hard with 1 less player . I think that we have everything covered. Squeeze Bits was rogue/brawler. We have a barbarian, several rogues and others melee capabilities.

This


Honestly they only thing it would do is force Glom-Glom into water...but you know...blood...water...it sorta fits?

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