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DM Jonasty's page

1,697 posts. Alias of Jonasty1031.


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Perfect! Alrighty, well I'll have an update posted in the next day or so and we'll get this show back on the road.


::gasp::gasp::

Ugh finally able to come up for air. Work has been kicking my ass, dealing with year end reviews for my team amongst many other instances of BS. That plus overall physical fatigue has been screwing up my board presence.

So I'm back now, checking in to see if I still have any of you left. Consider this post a roll call of sorts, see if I still have any of you on board after this long a hiatus. Once I have an idea of who all is still around we'll go from there one way or the other.

I apologize again for the massive delay and lack of info, I've just been so drained this past month or so.


::gasp::gasp::

Ugh finally able to come up for air. Work has been kicking my ass, dealing with year end reviews for my team amongst many other instances of BS. That plus overall physical fatigue has been screwing up my board presence.

So I'm back now, checking in to see if I still have any of you left. Consider this post a roll call of sorts, see if I still have any of you on board after this long a hiatus. Once I have an idea of who all is still around we'll go from there one way or the other.

I apologize again for the massive delay and lack of info, I've just been so drained this past month or so.


::gasp::gasp::

Ugh finally able to come up for air. Work has been kicking my ass, dealing with year end reviews for my team amongst many other instances of BS. That plus overall physical fatigue has been screwing up my board presence.

So I'm back now, checking in to see if I still have any of you left. Consider this post a roll call of sorts, see if I still have any of you on board after this long a hiatus. Once I have an idea of who all is still around we'll go from there one way or the other.

I apologize again for the massive delay and lack of info, I've just been so drained this past month or so.


Hey all. Just a heads up, I'm back at work but am fighting off the last sludge of a head cold I got on Christmas. Specifically the coughing, which is making my life miserable and killing my sleep. So a little while longer on the break unfortunately. I apologize and I hope you'll all be patient with me. This game is ain't over yet.


Hey all. Just a heads up, I'm back at work but am fighting off the last sludge of a head cold I got on Christmas. Specifically the coughing, which is making my life miserable and killing my sleep. So a little while longer on the break unfortunately. I apologize and I hope you'll all be patient with me. This game is ain't over yet.


Hey all. Just a heads up, I'm back at work but am fighting off the last sludge of a head cold I got on Christmas. Specifically the coughing, which is making my life miserable and killing my sleep. So a little while longer on the break unfortunately. I apologize and I hope you'll all be patient with me. This game is ain't over yet.


Oh no worries, things happen and confusion pops up. No judgements! :-) As I said in the recruitment, we can teach mechanics and pbp tricks no problem.

At this point, just let me know what you want your Round 2 action to be and we'll go from there.


Searching through the room and the adjoining small rooms, you manage to find a decent haul of medical goods. It seems that the infirmary was spared the bulk of the destruction and the poltergeist has kept the looters out.

Loot:
  • 2 fully stocked healer's kits
  • 3 vials of antitoxin
  • 2 vials of antiplague
  • 3 doses of bloodblock
  • 3 doses of smelling salts
  • 2 vials of soothe syrup
  • 4 potions of cure light wounds

You're all sure that the double doors to the south lead to the long hallway you saw initially. Checking them over, they don't appear to be locked or trapped.


1)As Tully mentioned, you don't have the silk sails yet.
2) You're at 90, they're at 60. Wind is southerly.
3) They fired the balista at you for Round 1 action. Their move brought them into broadside of you, let's say.


As a heads up, obviously with all the holidays coming up things might get a little wonky around here with posting. This is ok and to be expected. If you're able to give us notice that'd be great but I'm not going to assume anyone has dropped the game during this time if their posting is a bit lax. I just ask that everyone be patient with everyone else and we'll work through it.

This being the case, starting the middle of next week (12/20) I'm on vacation from work until the end of the year. I'm not actually going anywhere, being nice and lazy with the wife at home. But as I may have mentioned already, I do the bulk of my regular posting at work so there's the chance that my posting frequency will be a little off for a while. That was already why I was a little slow in updating at the beginning of this week, I was off Mon and Tues. Updates will still happen, they just might not be every hour or so like they are when I'm working lol.

Happy holidays!


As a heads up, obviously with all the holidays coming up things might get a little wonky around here with posting. This is ok and to be expected. If you're able to give us notice that'd be great but I'm not going to assume anyone has dropped the game during this time if their posting is a bit lax. I just ask that everyone be patient with everyone else and we'll work through it.

This being the case, starting the middle of next week (12/20) I'm on vacation from work until the end of the year. I'm not actually going anywhere, being nice and lazy with the wife at home. But as I may have mentioned already, I do the bulk of my regular posting at work so there's the chance that my posting frequency will be a little off for a while. That was already why I was a little slow in updating at the beginning of this week, I was off Mon and Tues. Updates will still happen, they just might not be every hour or so like they are when I'm working lol.

Happy holidays!


As a heads up, obviously with all the holidays coming up things might get a little wonky around here with posting. This is ok and to be expected. If you're able to give us notice that'd be great but I'm not going to assume anyone has dropped the game during this time if their posting is a bit lax. I just ask that everyone be patient with everyone else and we'll work through it.

This being the case, starting the middle of next week (12/20) I'm on vacation from work until the end of the year. I'm not actually going anywhere, being nice and lazy with the wife at home. But as I may have mentioned already, I do the bulk of my regular posting at work so there's the chance that my posting frequency will be a little off for a while. That was already why I was a little slow in updating at the beginning of this week, I was off Mon and Tues. Updates will still happen, they just might not be every hour or so like they are when I'm working lol.

Happy holidays!


You all rush forward to face the undead menace. Jonakar wastes no time in dispatching the dethlock, the undead sorcerer collapsing at his feet.

Crag grows to monstrous size with Esme's spell and flails around him with his boulder helmet, crushing the two filthy creatures beneath him. Gravel attempts to push one of the zombies away but isn't able to move the undead monster.

Cassimmius unleashes a blast of positive energy that singes all the zombies around although it doesn't affect the disgusting animals, one of which lands a glancing scratch on him. Bertholdt unleashes a devastating string of punches and kicks, shattering one of the zombies before him. He's able to dodge the clumsy attempts of one of the zombies to land a blow on him.

Round 2 Status
Esme: HP 54/54, AC 11
Crag: HP 78/78, AC 22
Gravel: HP: 13/13, AC 17
Bert: HP 54/54, AC 17
Cass: HP 69/72, AC 19
Jona: HP 70/70, AC 20
D: 0/19 (Dead)
Z1: HP 23/30
Z2: HP 15/30
Z3: HP 0/30 (Dead)
Z4: HP 23/30
Z5: HP 23/30
Z6: HP 0/30 (Dead)
C1: HP -6/9 (Dying)
C2: HP -7/9 (Dying)

Can't update the map at work right now but the Z numbering goes left to right on the map, so Z6 would be the one farthest to the right, etc.

We're on to Round 2. FYI, the status numbers above already include the damage results from Bert's Round 2 Flurry attack above. So I just need Esme and Jona's Round 2 actions and then I'll update with the zombies.

Esme: I need you to be a little clearer on your proposed actions, specifically keeping track of what round you want to do stuff and what round we're currently on. You posted twice above, once stating you were going to Curse someone and once about casting Web. As we figured out, your Round 1 action was to cast Enlarge on Crag, so I thought your Round 2 action would be to use the Curse as previously stated but then you posted about casting Web. Are you no longer cursing or is the Web for Round 3? Basically I just need to know what exactly your Round 2 action is.


Z Will saves: 1d20 ⇒ 19, 1d20 ⇒ 7, 1d20 ⇒ 18, 1d20 ⇒ 12, 1d20 ⇒ 14, 1d20 ⇒ 5


The ship bears a red flag that has an image of a steel shield with a golden serpent laid across it.

Knowledge local DC 15:
That flag belongs to the Aspis Consortium.


As Alexei's vial shatters on the ground there's a sudden pulse that rocks you all on your feet, like being hit by a gust of wind. A few seconds go by and nothing happens, none of the objects around the room moving. With a nod, Mortimer lowers his crossbow.

We certainly haven't destroyed it forever but we've put it down for a little while.

Huzzah PC's managing to defeat the evil undead! And huzzah the DM for getting the PC's to destroy precious resources to do it lol! ;-)


Another wail pierces the room as Ilya's healing light washes over everything. You all try to still your beating hearts to attempt to pick out where it came from. As you do, a stone rips free from the wall and goes sailing at Ilya.

Attack: 1d20 ⇒ 18, Damage: 1d4 ⇒ 3
Ilya is struck for 3 damage.

Once again, those of you readying an action may make DC 20 Perception checks to attempt to pinpoint the square from the wail. In the future, if this is your action please include the rolls in your post so I can let you know if you're successful or not.

Vharg, please check the section under holy water for using it vs incorporeal undead. There are specific rules to address this.

Those taking readied actions may do so and then the PC's are up for Round 3.


Also Callum, in your posts please include a specific prof: sailor check for attempting to gain the upper hand for the next round so I have it to work with. With this make sure to let me know what you do with the upper hand if you get it. For this first round I skipped that step to make things smoother.


Game thread is up! Think this should work out well. We'll see.


1d20 ⇒ 6, Damage: 3d8 ⇒ (5, 7, 8) = 20

The waves chop below you as Callum maneuvers the ship towards your target. As you approach, you see men scrambling on the other vessel preparing for the attack. Some of them swing a ballista towards your ship and with a loud thwang the large bolt comes rocketing towards your sails. With a quick jerk of the wheel, Callum is able to spin the Queen out of the way.

Result:
Sails are missed.

Map link updated. Each square is 30 feet, so the PC ship is currently 90 feet away from the enemy.

Round 1, PC's are up. You all have group init, so it's really just posting order. If you can't or don't want to do anything that's fine. The only person I need to have post is Callum. If you're not taking any actions in a round, just post something indicating that so I know we can move on.

Callum, when you post try to be thorough in your description of what you want to do and also make sure to include plenty of rolls to cover things in case I need them.


Prep
PC's init: 1d20 + 2 ⇒ (5) + 2 = 7
Kurstav's init: 1d20 + 1 ⇒ (20) + 1 = 21


Excellent Tully, thanks! I'll have the update posted by this evening. Work is busy today and I'm getting into the holiday timeframe as well.


The two carcass eaters move forward, their dirty claws seeking your flesh.

Attack on Crag: 1d20 ⇒ 12, Damage: 1d2 + 1 ⇒ (1) + 1 = 2
Attack on Cass: 1d20 ⇒ 18, Damage: 1d2 + 1 ⇒ (2) + 1 = 3

Result:
Crag is missed.
Cass is clawed for 3 damage.

Crag is up.


Mortimer: Your knowledge check gives you full access to the poltergeist listing on pfsrd, think I posted the link for you earlier. Either way, you know that since you all saved against its Frightener ability you're all immune to it for 24 hours. The Poltergeist only shows itself to activate that ability so you're fairly certain that outside of possible noises like when Ilya hurt it, you won't be physically seeing it again today.


Also as a quick note, Jonakar you forgot to subtract from your attack rolls for Power Attacking. It wouldn't have mattered given your rolls but just a reminder for going forward.


Before it even has a chance to move, Jonakar destroys the dethlock in front of him. You all watch in quiet terror as the undead forms ahead of you move forward, fists slamming down toward you. Even more disturbing is that 3 more zombies come bursting out of the buildings ahead of you.

As one of them moves to attack, Bertholdt manages to land a fist against its chest and although the doughy flesh seems to absorb most of the impact, it still seems to hault the creature's movement.

Map link updated.

Bert, you weren't in range of any of them so I had you move up and "ready" to hit one that came close, using your pre-posted rolls. You wouldn't hit vs Touch at that point but you still hit with the 20 you got. Unfortunately their DR stopped most of your damage but you do stagger one of them, canceling its attack against you.

Crag due to your Large size you might get an AoO against one of the zombies. You can either post it now or just include it when your Round 1 turn comes up. Either way, if you somehow manage to drop one of the zombies I'll adjust accordingly.

Attack 1 vs Bert: 1d20 ⇒ 1, Damage: 1d6 + 4 ⇒ (2) + 4 = 6, Bert Fort save: 1d20 + 8 ⇒ (7) + 8 = 15
Attack 2 vs Bert: 1d20 ⇒ 11, Damage: 1d6 + 4 ⇒ (3) + 4 = 7, Bert Fort save: 1d20 + 8 ⇒ (11) + 8 = 19
Attack 1 vs Crag: 1d20 ⇒ 1, Damage: 1d6 + 4 ⇒ (2) + 4 = 6, Bert Fort save: 1d20 + 8 ⇒ (17) + 8 = 25
Attack 2 vs Crag: 1d20 ⇒ 3, Damage: 1d6 + 4 ⇒ (3) + 4 = 7, Bert Fort save: 1d20 + 8 ⇒ (10) + 8 = 18

Result:
Bert is hit for 7 damage.
Crag is missed.

Cass is up.


A loud wail pierces the room as Ilya's energy bathes the area. An old syringe launches itself from the floor flying towards the halfing but shattering harmlessly against a cot next to him.

Attack: 1d20 ⇒ 8, Damage: 1d4 ⇒ 3

There's still no way to spot the creature for sure. Perrah and Alexei, you can attempt a Perception check DC 20 to try to find the creature based on the sound it made and take your readied action. Otherwise, it's Round 3 and PC's are up.


On a side note, while I'm loathe to give myself any more of a fight in the competition I would recommend any of you that aren't planning on it to submit an entry for this year's RPG Superstar. It's an amazing opportunity that you'd be crazy to pass up. And even though I haven't made it into the brackets in the past myself, I do know that just the attempts have made me a better DM for it. So just my two cents but the worst that can happen is you came up with an item all your own.


On a side note, while I'm loathe to give myself any more of a fight in the competition I would recommend any of you that aren't planning on it to submit an entry for this year's RPG Superstar. It's an amazing opportunity that you'd be crazy to pass up. And even though I haven't made it into the brackets in the past myself, I do know that just the attempts have made me a better DM for it. So just my two cents but the worst that can happen is you came up with an item all your own.


On a side note, while I'm loathe to give myself any more of a fight in the competition I would recommend any of you that aren't planning on it to submit an entry for this year's RPG Superstar. It's an amazing opportunity that you'd be crazy to pass up. And even though I haven't made it into the brackets in the past myself, I do know that just the attempts have made me a better DM for it. So just my two cents but the worst that can happen is you came up with an item all your own.


Bert, did you recently clean up your profile or did I miss it originally cause I'm too fast lol? Either way, since we just started and nothing's really happened yet it's no trouble to adjust. So you, Esme and Jonakar will all go in Round 1, so you can post your Round 1 action as well.


Game thread is updated!


The crew moves with a purpose at your orders, the sails are loosed and lines hauled. The wind catches the sheets with a loud snap and the boat launches forward. Her bow cuts through the waves like a hot knife and there is a brief cheer from the crew as you get under way.

Setting the new routine, you and the crew quickly fall into a familiar pattern of work although one much less soul-crushing than that set by Harrigan or Plugg aboard the Wormwood. The first day of sailing is uneventful and downright peaceful with the night following suit. The following day as well is unremarkable, nothing on the horizon and the weather perfect for sailing.

On the third day, Jirobo calls down from the nest. Sails to the east! Making your way up to the more elevated decks, after a few moments you can all see what he found and indeed it is another ship.

Callum does some quick calculations in his head and looks to the group of you. Given her speed, we can easily catch her.

Ship on the horizon. It's max speed is much less yours, what do you guys do?


Alrighty, so I need Cass to post his Surprise round action and then we'll be good to go. Additionally, Esme and Jonakar have top init before monsters so they can go ahead and post their Round 1 actions as well now.

As far as Esme casting Enlarge Person, since she has top Init it won't be an issue getting it off to start, between surprise and Round 1 actions. With Crag's init being dead last though, given his intended stance in combat my suggestion is for the surprise round Crag moves to where he wants to be and Esme follows him. Then Esme can cast EP on Crag as her Round 1 and he'll actually be in place to have it be useful. If that's what you two want to do, let me know and I'll run with that.


You're unable to determine if anything you've done has had any impact. Suddenly a rusted metal tray flies from the floor in a corner of the room towards Perrah, deflecting off the force armor she had surrounded herself with earlier.

Attack: 1d20 ⇒ 10, Damage: 1d4 ⇒ 3

Round 2. PC's are up.


I think Alexei is away for personal stuff. But still, gonna give Mort and Alex a little while longer to post and then I'll update from there.


Knowledge checks that can be included with your post. Each is a separate roll.

Knowledge Religion DC 11:
The C's are carcass eaters, gore streaked, four footed animals that look like a cross between an overlarge rat and a wolf. Their jaws are extraodinary in size, and their eyes glitter with rabid fury.

They can rend fallen enemies with a free bite, dealing extra damage automatically.

Knowledge Religion DC 12:
The Z's appear to be zombies. In addition to the traits of the undead, they are also resilient against all attacks that aren't slashing in nature.

Knowledge Religion DC 13:
The D is a deathlock. This skeletal undead has access to some spellcasting ability and is resistant to positive energy channeled against it.


The streets are choked with mist, limiting vision to only a few dozen feet. The buildings here at the edge of town look abandoned, burned out, or barricaded. Garbage litters the ground, and a carrion stench assaults your nose. Ahead, an overturned haycart blocks the street.

You're almost upon them before you see the figures coming out of the mist ahead of you. They move with a stilted gait that doesn't belong to anything living.

Init:
Crag: 1d20 + 1 ⇒ (3) + 1 = 4
Jonakar: 1d20 + 1 ⇒ (15) + 1 = 16
Bertholdt: 1d20 + 1 ⇒ (10) + 1 = 11
Esmerelda: 1d20 + 5 ⇒ (16) + 5 = 21
Cassimmius: 1d20 + 3 ⇒ (10) + 3 = 13
Z: 1d20 ⇒ 14
C: 1d20 ⇒ 11
D: 1d20 + 3 ⇒ (12) + 3 = 15

SEE OOC THREAD FOR HOW I RUN COMBAT.

Map link updated. If I need to add any other separate markers for companions, etc let me know. Cass, while you're riding your wolf assume it's in your space with you. If you dismount and such, then I'll separate you out.

You all get a single surprise round action right now, you all can clearly see the forms ahead of you. After that the init order is as follows: Esme/Jonakar, Z's/D, Cass/Bert, C's, Crag.


Some of you have played with me already but for those that haven't here's some info.

Combat notes for my games.

1) I roll init for everyone just to save time.

2) Unless you specifically request it cause your build centers around it or something similar, all companions/familiars/mounts/slaves/whatevers act on your own Init. Too confusing to roll them separately unless it's absolutely necessary.

3) Actions are run in Init clumps. These are handled on a first to post, first to act basis for PC's so make sure you're paying attention to what has been posted before you as unless it specifically says it was a Readied or Delayed action, it will happen before your action. Example: I roll init and Crag, Cass and Jonakar are all in a single clump. If Cass were to post first, then his action is considered to have gone first that round among the 3, regardless of his actual init score amongst the 3 of them. If his action is to "Attack the monster that Crag ignores", then I can take that into account and his action will of course happen after Crag's at that point.

4) Related to point 3. If your clump happens to be last in the order but you know what you want to do, feel free to post it anyways. All I ask is that if you do, you leave enough wiggle room or options for me to play with in case the actions that preceed yours would end up nullifying it.

5) At the end of each round, I post an overall summation of the actions that round along with a summary of all the statuses/HP/etc of the various combatants. This is kind of an easy way to also keep track of how many rounds have gone by, etc. While I'm fine with people posting advance actions in a specific round if their init is low, please don't jump ahead into full new rounds of actions. Note: 1 exception to this is if you know you'll be away from the boards for a while during combat, you can give me generic actions/goals for the next few rounds so as to not slow things up and I'll post for you.

6) I use a method stolen from another game on these boards where I keep a link to the latest relevant map at the top of the screen. This way it's always easy to find and reference the map during combat. When appropriate, I will simply note that the map link has been updated in my post to let everyone know when this happens so you can check it out.

That's all I have for now, if you have any questions please feel free to ask and I'll address them.


Moving into the room, you notice several moldy cots strewn around the room, while doors to smaller, more private sleeping cells hang askew to the west. Judging from the rest of this room's decor, this must have once been the prison's infirmary.

Moving into the room, you see double doors to the south that must lead to the long hallway you saw when first entering the prison. As you spread out to search the area, a sudden maddening scream fills the air as a gaunt, transluscent skeleton suddenly appears floating in the air before you. Despite the horror, you've all seen too much today to let it phase you and the spirit fades away before you.

You can hear items around the room beginning to rattle.

Knowledge Religion DC 12:
This is a poltergeist. It's an incorporeal undead that haunts a specific location. Usually they cannot travel further than 120 feet from the location they were created in. Even when killed, the spirit will reanimate fully healed within 8(2d4) days unless you can determine the reason it was created and set right whatever prevents it from resting in peace.

Besides being incorporeal, poltergeists benefit from a natural invisibilty that they only shed when attempting to frighten the living. They have no real bodies of their own to attack with unlike other ghosts, instead telekenetically flinging nearby objects with dangerous results.

Knowledge Religion DC 22:

Init is all PC's then spirit.

Map link updated. NOTE: The red P on the map is the last known location of the creature. It is currently invisible.

Surprise round was the thing manifesting and trying to scare you and then disappearing. Round 1 is up and all of you have top init. So post away!


Prep rolls:
M: 1d20 + 4 ⇒ (16) + 4 = 20
V: 1d20 + 4 ⇒ (20) + 4 = 24
P: 1d20 + 6 ⇒ (15) + 6 = 21
R: 1d20 + 1 ⇒ (18) + 1 = 19
I: 1d20 + 4 ⇒ (19) + 4 = 23
A: 1d20 ⇒ 18
1d20 ⇒ 6

Init:
Mortimer: 1d20 + 3 ⇒ (20) + 3 = 23
Vharg: 1d20 + 4 ⇒ (8) + 4 = 12
Ilya: 1d20 + 4 ⇒ (19) + 4 = 23
Perrah: 1d20 + 4 ⇒ (4) + 4 = 8
Alexei: 1d20 + 2 ⇒ (9) + 2 = 11
Randu: 1d20 + 3 ⇒ (17) + 3 = 20
P: 1d20 + 1 ⇒ (4) + 1 = 5


I understand helping the missus shop lol!

As far as your points, they're all valid and I agree. My biggest concern is the counter rolls to initiate a boarding action thing you mention. This is handled via a map and getting into position which could take multiple rounds. Meanwhile we're talking distances measured in 30-foot increments, the range is prohibitive for anything but prep stuff. And depending on the situation, the getting into boarding action range stuff could last quite a while which is where I'm concerned.

If the party spends multiple rounds with the ships further than say 90-120 feet apart, there's only so much prep stuff you can do. That's my concern is the rounds of rolling trying to get the ships close enough for everyone else to get to do stuff.


Ilya begins cleaning the furnace out while the rest of you watch. It appears to be a fruitless endeavor, doing nothing more than dirtying the already grimey halfling. About halfway through his cleaning, he dumps another armload of random debris into the water and as they hit a sudden bubbling and hissing erupts from the water.

Watching warily, you can see that amongst those particular debris he had just dumped appear to be some scorched and blackened bones. Very clearly human remains. The water bubbles louder, the heat radiating off of it almost too much to bear. Just as quickly the bubbling subsides and the water calms again.

Ilya doesn't take any chances and continues to empty the furnace. There are no further incidents while doing this and by the time he's finished, Mortimer gives him a nod. Without knowing who or what that was, there's no way to be sure. But I'd hazard a guess that you've either put this haunt to rest or at the very least delayed it's reformation quite a bit.

Vharg gives the halfling a companionable slap on the shoulder that nearly sends him to the ground before turning to knock open the rotted door next to the furnace.

I'll post the next update with room description, etc shortly.


Actually I'd like to touch base with everyone about the ship combat stuff. Specifically, the Ships in Combat section of the S&S Player's Guide pg 12 and 13, up to the section on Attacks.

The main thing I want to address is the lead up to combat. Once you're near enough for combat, you can attempt to grapple the other ship and people can attack as they'd like and there's generally plenty for people to do. But getting to that point, which is addressed in pages 12-13, really revolves around one person steering the ship, which in this case would be Callum. You can clearly see that the rules were designed around a "normal" in-person game where one person can be responsible for a crap ton of rolls and decisions without sucking up a lot of time for everyone else. Obviously not the case in a PBP format.

So I'm looking for thoughts/suggestions on how to handle this for our game. On the one hand, I don't want to risk boring everyone while Callum and I post out the multitude of actions necessary to get you guys to a point where you can THEN board and fight as normal. But on the flipside, I don't want it to simply be dumbed down to "Callum and the NPC make opposed sailing checks. Callum won. You catch up to the ship." or "NPC won. You can't catch them."

Thoughts?


Sorry for the delay everyone, getting the ship combat stuff ready is taking longer than anticipated.

Not that I need it or anything. ;-)


You all carry on, the mists continuing to shroud everything around you in a grim gloom. After about 10 minutes, the woods seem to open up ahead of you although through the fog you can't make out much more than that. Grassy fields stretch off to the south and west to the limits of your vision while the forest continues to run along your right side along the north.

Tall shapes loom from the dense fog ahead, and the muddy ground underfoot gives way to slick, wet cobblestones. A dilapitated wooden sign reads "Welcome to the Village of Barovia." As you head closer, the shapes resolve into tenements whose windows are boarded, broken, and lightless. Nothing moves nearby, though the fog limits your visibility. Faint sounds, as of something groaning, echo hollowly from somewhere deeper in the settlement.

It is late evening/early morning, sunrise is still a few hours off. For those without darkvision, how are people seeing? Torches, light spells, etc?


Thanks for the heads up, weekends are typically slow for me anyways but I'll run you as necessary.


Thanks for the heads up, weekends are typically slow for me anyways but I'll run you as necessary.


Thanks for the heads up, weekends are typically slow for me anyways but I'll run you as necessary.

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