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WotW: A Knot of Thorns The Second Parchment

Game Master Xzaral

Way of the Wicked by Fire Mountain Games

Roll20

Battlemat


1,151 to 1,200 of 2,562 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>

Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

For some reason, it only makes itself look like cheese.


A fair warning (to anyone who hasn't already picked up on it), but PbP's act as an outlet for my love for writing (though i don't consider myself a writer by any extent).

So if you're annoyed by overly-long narrative elements to my posts, i won't be offended if you don't hang on every word. :)


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6
Cain... wrote:

A fair warning (to anyone who hasn't already picked up on it), but PbP's act as an outlet for my love for writing (though i don't consider myself a writer by any extent).

So if you're annoyed by overly-long narrative elements to my posts, i won't be offended if you don't hang on every word. :)

tldr


Oof... then maybe you should just skip that last post I made in the game thread. O.o


Female Aasimar (Musetouched) Fighter 1/Rogue 1 HP: 11/16 AC 17/13/14: F+3, R +5, W+0 (+1 versus Charm/Compulsion), Per:+5, Init: +3

Personally I like the writing.

I'll have something up soon.


Yah, I was half-way through writing that massive post when i realize "ya know, do my teammates even want to read this?"

Oh well... you guys are stuck with me either way.


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

I've run into overly verbose players who couldn't string an interesting sentence together to save their lives.

You aren't one of them.

Tell your character's story and don't second guess yourself. :)


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

I think someone should tell the captain that his crew can move to the other ship and we will take their place on this one and perform their duties.

We just aren't going to split the party.


Lol. I'm with you in theory... unfortunately Cain has no clue how to be a sailor.

IF we can change his mind, I'm all for it. If it's not manageable, I'd suggest the following:

Shulme (healing, support melee), Fargo (Primary melee), Gwyn (scouting/trapbusting), and Xanos (casting/one-handed pushups) in one crew.

Price (healing, flexible combatant), Cain (scouting/trapbusting/melee/ranged) and Jakes (primary melee) in the other.

Thoughts?


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Can anyone in the party sail? Shulme has -1 Profession (sailor)... yep, he can take us anywhere!

(we just don't get to pick where)

Quote:
Oof... then maybe you should just skip that last post I made in the game thread.

Heh.

(Okay... sorry! I am one of those people who occasionally gets an inordinate kick out of himself and his own jokes)

Honestly, though, I like reading your posts.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6
Cain... wrote:
Thoughts?

Well... never split the party!

But if we have to split the party... (and we can probably be a little more open to it with seven characters), make sure that there are characters in each half who are good at supporting the other half at range. Your division seems all right for that purpose... we have Xanos and his ranged spells in one half and Cain with his full BAB and composite longbow in the other.


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

I still think that our raw attributes are probably good enough to fake anything a bunch of mook sailors can do.


Female Aasimar (Musetouched) Fighter 1/Rogue 1 HP: 11/16 AC 17/13/14: F+3, R +5, W+0 (+1 versus Charm/Compulsion), Per:+5, Init: +3

:*

*Under a self-imposed vow of silence*


Wisdom Modifiers:

Cain +3
Gwyn +3
Xanos +1
Shulme -1
Fargo +0
Kalina +0
Price +5

I'm actually not sure how Mark would have the crew make Profession: Sailor checks to determine their success in keeping the ship on course and in good enough condition to continue sailing.

Cain, Gwyn, and Price have a decent shot at contributing, but even Price only has a 50/50 shot of making any DC over 15.

all that taken into account, if we want to make a push for our group staying together, someone with some social savvy should lead the charge. Cain can support, but his only real option for social situations is Intimidate, and even that modifier is only okay.

I'd say Price should make the suggestion, but Stormraven is on vacation currently (I think through this week). This leaves Gwyn to try to change the captain's mind, with Xanos and Shulme as the best supporters.

If splitting the party becomes necessary, does anyone have any other thoughts on the division I proposed?


HP: 38/38 AC 22/14/18: F+6, R +4, W+1*, Per:0, Init: +11

I'm on board (pun intended) with Cain's proposed split, should it come to that...


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

If fine with it to should we have to.


Just remember, there's 13 of them and 8 of you, and the captain just wants an easy divvy of people.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

If we need to split up, Cain's suggestion makes sense. Remember, we have our first leg, meet the bug bears. Then the second leg, get to near fortress, then kill the captain. If we need to, we can reduce the number of sailors during the voyage.


Female Aasimar (Musetouched) Fighter 1/Rogue 1 HP: 11/16 AC 17/13/14: F+3, R +5, W+0 (+1 versus Charm/Compulsion), Per:+5, Init: +3

"I swear to Iomedae, I have no idea how my knife get in his back."


HP: 38/38 AC 22/14/18: F+6, R +4, W+1*, Per:0, Init: +11

Someone in this rogue's gallery must know poisons.....


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

+13 craft alchemy and easy access to necrotic substances?

You ever seen a man crap themselves to death?


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Did you just invent a new kind of undead.


Female Aasimar (Musetouched) Fighter 1/Rogue 1 HP: 11/16 AC 17/13/14: F+3, R +5, W+0 (+1 versus Charm/Compulsion), Per:+5, Init: +3

The Crap Ghoul. Now you get filth and ghoul fever and turn into a crap ghoul if you die from either one of those diseases. Unlike regular ghouls, they smell of a latrine rather than a pile of rotting corpses.


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

I like to think Xanos has more class than that.


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

That being said, making a few dozen of these things out of mosquito corpses and sending them into the king's castle on the night of a banquet would probably suit his sense of poetic justice just fine.


Female Aasimar (Musetouched) Fighter 1/Rogue 1 HP: 11/16 AC 17/13/14: F+3, R +5, W+0 (+1 versus Charm/Compulsion), Per:+5, Init: +3

I think the GM is going to nix that one. :)

Still the idea has merit, can we taint food with ghoul fever?


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

Teon knows how to taint food.


Gwyn, did you make that song up? Or is it from something?


Female Aasimar (Musetouched) Fighter 1/Rogue 1 HP: 11/16 AC 17/13/14: F+3, R +5, W+0 (+1 versus Charm/Compulsion), Per:+5, Init: +3

I made it up.


Hey, very nice! I was trying to figure out if I should recognize it.


Female Aasimar (Musetouched) Fighter 1/Rogue 1 HP: 11/16 AC 17/13/14: F+3, R +5, W+0 (+1 versus Charm/Compulsion), Per:+5, Init: +3

Nope, although you can probably put it to a few different tunes. I just made it up on the spot, kinda like the last one in the 9 chambers of looking for the wrong thing! :)


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Given what we are about to do, I think the tune of the Gilligan's Island theme song is appropriate.


Class: AC: 16|12|14 - For:+4 | Rex:+3 | Wil:+9 - Per:+15 Init:+7

Check the calendar... this is more than a three hour tour. :)

I'm back from vacation. I'll catch up on the thread and post a lil' sumtin-sumtin tonight.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Fargo/Teon can cast message.


So as long as the boats come into within 120 feet of each other for us to communicate, we should be good, right?

Maybe we can ensure Odenkirk does this by offering to communicate for him to the sailors on his other boat? Make our benefit seem like his benefit?


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

No reason to let him know we can talk to each other. He'll keep them close. Sailors have flag, whistle and hand signals to communicate between ships. During the day and when they aren't doing anything illicit, he'll keep close enough to yell back and forth. When he goes into smuggling mode he'll be running quiet and in the dark. The only way of communicating will be faint light signals.

Basically, they put a candle in the back of a long box with a shutter at the front (sort of like an old fashioned camera). When the shutter opens, the only people that can see the light coming from the back of the box are the people it's aimed directly at. You can send signals with something like morse-code by opening and closing the shutter at different intervals.

On clear nights, light signals can go pretty far, but no smuggler would ever travel on a clear night if they can help it.

If he has a choice, he's going to move on a foggy or stormy night, which means the ships will have to be practically on top of each other for the light to carry.

If he separates us, we will just tell him not to. The intimidate and diplomacy scores at our disposal are quite considerable.


King of Talingarde

Seems like division is the way you guys are going. Shall I move us along then?


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Go for it.


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

In character, Xanos is pretty unconcerned about whether the group gets split. I think we've hashed it out enough. Take it away, boss!


Class: AC: 16|12|14 - For:+4 | Rex:+3 | Wil:+9 - Per:+15 Init:+7
Fargo Drinog wrote:
Fargo/Teon can cast message.

Great! We can arrange a time each day to chat privately. Using signals or yelling across the water will simply let the Captain think he knows what we are up to.

Cheliax

Male Humong Propmaster 13 / Meatgrinder 7

(lolled @ the one-handed pushups / poisoning / crap ghoul bits.)


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

We'll be here all week. :)


My thoughts for the coming encounter... allow the captain of the patrol to come on-board (or goad/trick him to, if he seems reluctant), then spring a trap.

Let's see if we can trap the captain on one of our ships... either for an easier kill or to subdue him. Then we see what we can do about the patrol ship. Im thinking sink or fire it somehow while we kill the soldiers on-board (or try to push them overboard into the sea).

EDIT: Don't suppose any casters have any good area CC spells?


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

Stone Call. It's fun.


Is that the player version of "rock falls. npc's die."?


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

Wasn't that used in Labrinth.


HP 49/37, AC 18, CMD 15, Fort +0, Ref +1, Will +5 Per +4 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Vestments 1/1, Slippers 10/10 Current effects: Detect Magic, False Life, Mage Armor, Message, Spider Climb, Shield

Yep.


Class: AC: 16|12|14 - For:+4 | Rex:+3 | Wil:+9 - Per:+15 Init:+7
Teon wrote:
Wasn't that used in Labrinth.

That reminds me of the babe... with the power


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

You could have turned that into a perfectly good set up and let someone run with it.


Class: AC: 16|12|14 - For:+4 | Rex:+3 | Wil:+9 - Per:+15 Init:+7

It still is a good setup. :)

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