(1) Atalantia - Scourge of Magic

Game Master mdt

Information

'Ship' . . . 'House' . . . Connor's Log

MAPS

Anrive | The Whole Dang World | Vellandrus

Prison of the Elements


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Aegis/5 | HP (58/58) | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+4/+8 | Init +1 | Percep +2

I wonder if Elara's proper course here might be to say 'screw you guys' and ask to join up with the local government. She's LG and not very comfortable with the whole covert ops thing, and while the local government might not be enormously lawful they're a little better than covert sting operations.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

I think you're seeing why the original team went from Lawful Good to various Neutral and Chaotic alignments. Sure, you can stay Lawful Good if you fit within the rigid social order. Connor found out being a creative sculptor in a military-honor family gets you booted. Same for Selvan, but he got to screw up a major training mission first in his background. Alys had to kill somebody to get out from under her family's thumb, etc. Sammark was already at the bottom and didn't have far to go.

We're also a small subset of the government's black ops when there are many overt wars going on. That was why Connor was saying "let us go, and we'll be out of your hair". Every government hates smugglers, but has different ways of going about getting rid of them. Unfortunately we're not able to give the harpy a phone number to have her call and be told to let us go. This is more 1600s France vs. Spain vs. England on the high seas and land warfare, and we popped up wrong on somebody's radar.

As for Elara, if she didn't fit in with one military group, how is she going to jump ship to another rigid military? Eventually she'll have the same problems as before.


Male Orc Expert 5
Connor of McIntyre wrote:
The female NPCs in this story haven't been too helpful, have they? Almost mirrors my real life unwanted bachelorhood.

Most of the NPC's we meet view us with open contempt or hostility. Everyone that doesn't is a bomb.

Serious about the girl. Open breeches of ship etiquette and disrespect can be ignored with respect of making a helpful deal. Treachery is unforgivable.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Well I think we've guaranteed a NPC-free skyship.


Halvavian HP: 106/106 ||
Stats:
AC/Touch/Flat 22(23)/13(14)/21(22) | Fort/Ref/Will +13(+14)/+10(+11)/+10(+11) | Init +4 | CMD 28
Skills:
Perception +18(+22vsTraps), Survival +11(+15 to track), Linguistics +10, Fly +21(+18), Disable Device +21(+18), Stealth +23(+20)

wow lots of post this weekend. I will catch up. :)_


Male Orc Expert 5

I'm still trying to figure out whether to channel a bit of Jack Sparrow or BArbosa.

I'm currently leaning towards Barbosa.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Connor doesn't have Knowledge: History, grumble, grumble. Nor does he expect to pick it up soon. Connor does have K:Geography and K:Nature, which should help us get to these ruins. But next level's skill points are going to Heal since we lack a dedicated healer.

It's looking like we're slogging through the jungle to get to these ruins, and I'm not sure if there's a shopping trip, so did everyone pack such that we can leave immediately? Or do we need to buy stuff on the way out?


Halvavian HP: 106/106 ||
Stats:
AC/Touch/Flat 22(23)/13(14)/21(22) | Fort/Ref/Will +13(+14)/+10(+11)/+10(+11) | Init +4 | CMD 28
Skills:
Perception +18(+22vsTraps), Survival +11(+15 to track), Linguistics +10, Fly +21(+18), Disable Device +21(+18), Stealth +23(+20)

I have rations


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Gutsy, Adran. You going for the Big Brass Ones Award, or what? :)


Halvavian HP: 106/106 ||
Stats:
AC/Touch/Flat 22(23)/13(14)/21(22) | Fort/Ref/Will +13(+14)/+10(+11)/+10(+11) | Init +4 | CMD 28
Skills:
Perception +18(+22vsTraps), Survival +11(+15 to track), Linguistics +10, Fly +21(+18), Disable Device +21(+18), Stealth +23(+20)

Something like that :)


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Connor's log updated. Since Connor's not proficient with a machete, I have yet to see how we're going to cut a way through the jungle here. Survival checks, everyone?

No use stopping by the "dead drops" in town before we leave, unless we get a shopping trip.

I wonder when we are going to reach Level 6? Connor turns into a Psicrystal Imprinter at that point, with Hero storing additional powers. No new armor or weapon proficiencies, however. No BAB increase or power points from the first level in the prestige class, either. So adding powers to Hero and a +3 to Perception from the psicrystal bond getting another "bump" is the only change to Connor.

We have a list of what magic items are in the box - which doesn't help much, without Knowledge: Arcana to explain them to us. Standard anti-magic attitude aside, I'd rather not be wearing a robe of bones and let mdt roll on the "wild magic storms" table.

Still, should we "up our lingo" on magic items, to bluff the smugglers when we get to their base?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You don't have to be proficient with a machete to use it. You just get blisters. :) Seriously...

As to level 6, you hit 5 just before you got the ship. GIve it a bit...

I did post the elf gave you a brief description of the powers of each so you would know what they did. Basically the paragraph blurb in the book.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Thanks, mdt.

Construct bane? If we can't afford adamantine, I guess. Dissipation is against astral constructs, sacrilege! And transformative is a handy item. That's at least two unique weapons to take with us. :)

Too bad Connor has his psicrystal staff.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, looks like everyone is done looking around.

Are you walking or flying? Walking is slower, a lot slower, but also less noticable. But it's also more dangerous in other ways (wild animals, etc). Flying is quicker with fewer animals, but also easier to spot.

Either way, I need to know the order you want to be in while moving.

Also, a small rollcall to make sure we didn't lose anyone. Sorry for the slow rate, I'm not sure who is not posting because they have nothing to add, and who's not posting because RL is killing them. My usual request, if you have nothing to post about, drop a post letting me know you've got nothing so I don't hold up the game waiting for you.


Non-Know Skills:
Acrobatics +13, Appraise +8, Bluff +9/+13 lie, Climb +5, Craft(Alchemy) +11, Diplomacy +13, Disable Device +13, Fly +10, Linguistics +8+1d6, Ride +4, Sense Motive +13, Spellcraft +10+1d6, Stealth +12, Swim +1
Male Humavian Empiricist 6
Knowledge:
Know(Arcana) +10+1d6, Know(Dun) +8+1d6, Know(Eng) +9+1d6, Know(Geo) +8+1d6, Know(Hist) +8 +1d6, Know(Local) +10+1d6, Know(Nat) +9+1d6, Know(Planes) +8+1d6, Know(Psi) +10+1d6, Know(Rel) +8 +1d6
Mutagen:
(AC 23/16Tch/17FF, HP 42/42, Fort +6, Ref +12, Will +6, Init +6, Per +12)
Normal:
(AC 19/14Tch/15FF, HP 42/42, Fort +6, Ref +10, Will +7, Init +4, Per +12)

Still around, I'm content with what I have and am ready to move on. IC, I'd vote based on how dangerous I know the animals to be. I can roll a knowledge (nature?) if need be. If the animals are minimal threat, more surprise is a good thing.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

It's about as dangerous as hiking through the jungles of africa.

Snakes, insects, birds, panthers, boars, apes, etc. Throw in a few psionic beasties and mutations.

Of course, the psionic beasties and mutations usually can fly as well.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Still here, but RL is getting troublesome. I was hoping the first week of June would be a vacation. My mistake.

Once we get outside the city's limits: stealth is better than speed at this point. I'd rather not have 20 days of Humphrey Bogart in The African Queen, rolling Survival again and again and again, but that's preferable to getting shot out of the sky.


Aegis/5 | HP (58/58) | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+4/+8 | Init +1 | Percep +2

This is an airship seting, it would be a waste to waste them. We FLY!


Halvavian HP: 106/106 ||
Stats:
AC/Touch/Flat 22(23)/13(14)/21(22) | Fort/Ref/Will +13(+14)/+10(+11)/+10(+11) | Init +4 | CMD 28
Skills:
Perception +18(+22vsTraps), Survival +11(+15 to track), Linguistics +10, Fly +21(+18), Disable Device +21(+18), Stealth +23(+20)

I will scout the way. I think fly as well, but low. Just above the tree line where we can drop into trees for cover.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Ready for the summary dumping off at the city limits! :)


Male Orc Expert 5

Water found my laptop. Stuck on phone for a bit.


Male Orc Expert 5

My brother managed to save my laptop. Sadly though he's recommened a full factory restore. Plus the keyboard and touchpad on it are shot. So basically using it as a desk top for now until I save up for a new one.

At the moment I'm transferring files (surprisingly little of it pornographic) over to various hidey holes. Once that's done I restore it then begin the long slow process of getting my stuff back in order.

So I should be able to post Saturday.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I've been holding off on the combat mostly to give you a day or two. I figured I'd do a post a day until you got it resolved.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

We're going to need some good Knowledge rolls to figure out if we're up against a person, a team of persons, or a psionic wild animal. Too many unknowns at this point.

Waiting to see if Roderick is in the "awake" roster, and for others to go first.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Error check: Alys, not Rory, and Elara got their replacement Gladiator's Gauze here. Rory got his replacement Gladiator's Gauze here. Connor has just barely enough to make one more Gladiator's Gauze, but he'll be scraping the bottom of the barrel of Universal Item-making materials to do it. Everybody but Connor should have one Gladiator's Gauze now.

Connor's saving up his Power Stone-crafting materials for when he gets Psicrystal Imprinter and can start putting new powers into Hero. Until then, Connor's not crafting much.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

For those following psionic vs. magic (mdt), I think Dreamscarred Press psionics greatest weaknesses are:
1.) lack of equivalent silence
2.) lack of equivalent invisibility
3.) lack of equivalent "heal other", unless class-specific, until Level 5

1 is self-explanatory. There is no psionic silence, period. You can make a few sounds but not "absorb" them. So the classic "stop the enemy spellcaster by casting silence at them" is voided.

2 Ensconce is too high a level (7th) to even consider it equivalent to invisibility. Cloud Mind (2nd) comes close, but is one-on-one, not "broad" like invisibility. There really is no substitute for the spell. So Adran going out to scout has to rely upon his Stealth and class-specific tracking skills, instead of using invisibility like a magic user.

3 We've seen how limited psions are when it comes to healing, unless you are willing to take the actual Vitalist or Tactician: Battle Medic class. Before Psionics Unleashed the "core" psionic classes certainly did not allow for self-healing unless you specialized as an Egotist Psion with Natural Healing, followed by Share Pain at 3rd Level. Not even close to what a cleric could do with a simple Wand of Cure Light Wounds at Level 1. If the Vitalist goes unconscious, nobody else can use that dorje unless they have taken the additional power on their powers list or have a really high Use Psionic Device. Emphatic Transfer only comes with the Expanded Knowledge feat at Level 5.

This is not a complaint, just an observation. For psions, preventative measures have to be taken over magical shortcuts that seem almost automatic to veteran roleplayers. Temporary hit point powers and armor class powers before battle. You "must" have a healer in the group, as well as someone who can transfer powers to others either via mindlink class ability or with psionic tattoos. More mundane armor for the non-manifesters like Soulknives. Other tactics against spellcasters. It's like fighting a stone golem without an adamantine weapon. Sure, you can do it, but it's going to take a lot of massive damage from the fighters in the group while the primary manifesters are twiddling their thumbs in the back.

In our own world of Atalantia, we're fighting against our own limitations like these as well as preconceived notions. Others, mostly Surface dwellers, but also towns far from Atalanta, the capital, are readily mixing psionics with magic, at least offensively. Which would be fine if the magic-destroying mana storms were receding, or even periodically changing, but not if they are like sunspots and about to return in the cycle, or return, period.

So I continue to find it fascinating to "think sideways" with psionics compared to the cut-and-dry tactics of roleplaying magic-users. The combination of psionics and magic among our enemies, both legal and illegal and Surface, however, is still something to ponder.


Warlord/5 | HP (15/47) | PP (0/2) | AC/Touch/Flat 19/12/18 | Fort/Ref/Will +7/+3/+6 | Init +1 | Percep +9

Right now our biggest issue is every encounter being archers with no meaningful cover on our end and mdt's love of focus fire.

And the rest being generally unfriendly to melee in general. Which was basically exploding death elementals and smugglers with really expensive shotguns in tight corridors.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Well, in my defense, I did post that the handguns rules were different, and guns are cheaper in Atlantia than the book reads on. Hundreds of gold not thousands.

Gotcha encounters are plot encounters, you get those in APs too.

I liked the exploding death elementals. They were neat, and straight from the Tome of Horrors. (God I love that book!)

As to focus fire and archers... yeah, tactics from the real world. It sucks to be in a target rich environment.


Male Orc Expert 5

That'd be all fine and well.

If it was fun.

But it's not.

It would be bad enough in a real game if someone was always put into the ground at the start of every encounter.

But in this format when someone is put down they're dropped for not just a few minutes to an hour but days, possibly even weeks depending on post speed and time.

Normally, I'd say that them's the breaks we have the tools to deal with it we simply choose not to get them or lack the coordination to use them.

But, I've looked, and it's obvious Connor has looked. The tools really don't exist.

If someone is focus fired by a dozen archers, they're f*+*ed.

And this isn't a new problem it's one we've had from level 1. And it's not isolated to one or two fights. Every encounter that wasn't a weird exotic creature has been the same fight.

If you have any suggestions I'd love to hear them.

Because, I really like what you're doing. I don't care for the obvious "plot" monsters pushing us in the direction you want but given the format I can forgive that.

I like the world your building I like the narrative, I like the characters in it, I'd love to be more of a part of that narrative rather than a hapless victim.

But I also want to look forward to the combat rather than wonder how many tattoos we have to spend money on, how hard is Connor going to have to carry this group again, and whether or not Alys or someone else is going to bother coming back after several weeks of involuntary non-posting.

In any case I'm done ranting it's been building for a long time but if I don't get it out I can't see how things will get better one way or another.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Just to point out, the Phrenic Scourge that I rolled a random encounter for got dialed back, pretty heavily. I'm not sure that should be a CR 8 given it can take multiple people out of the fight for 2d4 rounds. I reduced it to one round of stun and then staggered.

I agree, the psionics system seriously lacks healing capability unless someone focus's on it. Nobody wants to be the healer. Would you like me to include an NPC healer spec'd person?

As to affecting the world, maybe I'm not allowing you to see how much your affecting. Part of that is the loss of people. You had a PC who knew some of the affects you were having, Sammus, but he vanished off the boards (not for bad reasons I hope).

I would like to point out, you guys focus fire too. I can put fewer but more powerful creatures in, or put in multiple lower creatures who concentrate fire. You should have noticed that only pack animals or intelligent agents concentrate fire, normal animals, swarms, etc don't, they just attack the greatest perceived threat to themselves (or their mate, depending on the creature).

I'm wanting people to be happy, not upset. If there's problems, please don't let them build (we saw that happen with MonkeyGod, it's not healthy). I try to catch myself and keep from doing it.

If there's a problem, you have to let me know, otherwise I don't know.

Would it be better if I didn't use bestiary monsters from Psionics Unleashed? They are somewhat hit or miss on CR.


Aegis/5 | HP (58/58) | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+4/+8 | Init +1 | Percep +2

I'm not much fussed, but then I haven't been getting focused much. Just thought i'd give my two cents.


Halvavian HP: 106/106 ||
Stats:
AC/Touch/Flat 22(23)/13(14)/21(22) | Fort/Ref/Will +13(+14)/+10(+11)/+10(+11) | Init +4 | CMD 28
Skills:
Perception +18(+22vsTraps), Survival +11(+15 to track), Linguistics +10, Fly +21(+18), Disable Device +21(+18), Stealth +23(+20)

Crap, forgot to add the +2 to stealth from a class ability. I thought I miscalculated it but I found the ability under trailblazer. Oh well that guard spotted me on the nose. Would have made the difference. Live and learn.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4
mdt wrote:
I agree, the psionics system seriously lacks healing capability unless someone focus's on it. Nobody wants to be the healer. Would you like me to include an NPC healer spec'd person?

I think we're limping along. I'm not ready to cry "medic!" just yet. I'm hoping players make their characters in less need of continuous healing, in the "you can't hurt what you can't hit" and "you've got bigger things in front of you to worry about than lil' ol' me in the back" strategy.

mdt wrote:

As to affecting the world, maybe I'm not allowing you to see how much your affecting. Part of that is the loss of people. You had a PC who knew some of the affects you were having, Sammus, but he vanished off the boards (not for bad reasons I hope).

I would like to point out, you guys focus fire too. I can put fewer but more powerful creatures in, or put in multiple lower creatures who concentrate fire. You should have noticed that only pack animals or intelligent agents concentrate fire, normal animals, swarms, etc don't, they just attack the greatest perceived threat to themselves (or their mate, depending on the creature).

I'm wanting people to be happy, not upset. If there's problems, please don't let them build (we saw that happen with MonkeyGod, it's not healthy). I try to catch myself and keep from doing it.

If there's a problem, you have to let me know, otherwise I don't know.

Would it be better if I didn't use bestiary monsters from Psionics Unleashed? They are somewhat hit or miss on CR.

More learning curve time, mdt. I know I didn't recognize the Phrenic Scourge from the battle. So my own repertoire of psionic beasts is lacking. Would a reared-and-raised school-taught psionic have recognized it? Possibly, but if you fail the Knowledge roll, you keep going.

On focus fire - no, we don't have the stereotypical AC 30 meatshield with 100+ hp to soak up the damage. I'm hoping my Astral Constructs can "take fire" away from Rory, Elara, Alys, and Adran if that ever happens (again). Connor just got Medium-sized Astral Constructs with decent hit points. So give him a round or two, and the beefy meatshield will come to flank. And again. And again.

And I hope players can stay consistent in this game. I've just been told I "missed a bullet" of being deployed to Europe with the North Carolina National Guard, and I know my game would've collapsed if I had to depend upon inconsistent NIPRnet access.

I've been a little overwhelmed how we seem to go from world-shattering revelation to world-shattering revelation in plot, but Tenfa's explanation made sense. :)

But success in a post-by-mail is people posting. Please keep posting!


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Now that Adran's back, let's have a plan of attack to the ruins:

Plan A: go in as wannabe smugglers. We have a small box of magic stuff. We say we tracked their latest shipment backwards. We think the government of Anshrin would be a good buyer, properly buffered. This is the "go in loud" plan. Captain Rory as our leader, trying a land-based pirate deal. We're not waving a white flag, but we're here to prove our worth. Could end up being in a trap.

Plan B: wait for the ruins to make a "delivery run", then go in after the smugglers have sent off their latest shipment. We don't go in friendly - this is the "take them out" plan. Waiting for a low point in the ruins' operations.

Plan C: wait for the ruins to make a "delivery run", then meet the smugglers making the shipment. Advantage: lower amount of personnel. But they could be using an airship, or some other magical means we can't see and can't wait for. This is the "meet them outside" plan.

---------------------

NOT considered: just waiting here until they send someone to wipe us out before we get too close. We need to start moving, daily, in such a way that we don't lose the "high ground" around the ruins. Sure, mdt gets to roll for random monsters, but we could end up stumbling over another set of ruins, or clues as to why the smugglers are here in the swamps.

If they do send out a suppression squad, we modify Plan C above to "kill enough of them that we get hired as replacements".

Opinions?


Warlord/5 | HP (15/47) | PP (0/2) | AC/Touch/Flat 19/12/18 | Fort/Ref/Will +7/+3/+6 | Init +1 | Percep +9

Well there's also Option TNT: Blow them all to hell with their own supplies.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Can we please not have to blow up the house/fortress/mountain/ruins this time? I mean, every time mdt's tried to give us a base of operations, somebody has to touch the big red button. As the Anti-Nihilist of the group, I gotta bemoan the potential loss of such an archeological find in these ruins! Leave something for future generations.

I mean, the harpy in Anshrin seeing a big mushroom cloud to the East would just be "I told you so" and I really don't like that justification. We all know what Kalvant Malranva 'tel Mintakia would say back in Atalanta!


Warlord/5 | HP (15/47) | PP (0/2) | AC/Touch/Flat 19/12/18 | Fort/Ref/Will +7/+3/+6 | Init +1 | Percep +9

Well, from an espionage point of view it's perfect.

The only other thing that they'd want is information. Which can be extracted before detonation.

And to be perfectly honest Rory is not above turning this island into ground zero after the time he's had.


Non-Know Skills:
Acrobatics +13, Appraise +8, Bluff +9/+13 lie, Climb +5, Craft(Alchemy) +11, Diplomacy +13, Disable Device +13, Fly +10, Linguistics +8+1d6, Ride +4, Sense Motive +13, Spellcraft +10+1d6, Stealth +12, Swim +1
Male Humavian Empiricist 6
Knowledge:
Know(Arcana) +10+1d6, Know(Dun) +8+1d6, Know(Eng) +9+1d6, Know(Geo) +8+1d6, Know(Hist) +8 +1d6, Know(Local) +10+1d6, Know(Nat) +9+1d6, Know(Planes) +8+1d6, Know(Psi) +10+1d6, Know(Rel) +8 +1d6
Mutagen:
(AC 23/16Tch/17FF, HP 42/42, Fort +6, Ref +12, Will +6, Init +6, Per +12)
Normal:
(AC 19/14Tch/15FF, HP 42/42, Fort +6, Ref +10, Will +7, Init +4, Per +12)

Roderick also is not in favor of blowing everything up. He doesn't mind the idea in principle, but he doesn't trust the magic items to do the job reliably and without blowing us up too. Roderick would lean towards something more subtle. I don't think they have any reason to believe us, so option A seems like a good way to end up surrounded by enemies and tied up. Maybe some modified version of B where we draw them out somehow? Do we have the means to set them off on a wild goose chase without splitting the party? Maybe a construct bearing some sort of torch or something? Otherwise I'd vote for B.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

It looks like:

Plan A (Walk in) -

Plan B (Attack the ruins) - Roderick, Adran, Alys?, Connor

Plan C (Attack the shipment) - Adran

Plan D (Option TNT) - Rory

Elara? Anybody else changing their mind?

I like Roderick's idea of an astral construct decoy. With a high enough Craft: Sculpting check, Connor can make constructs that look like specific people, and with ectoplasmic creation he can make colored clothing for the decoy. That's only 4/33 points for a very believable decoy.


Male Orc Expert 5

The only problem I have with attacking the ruins is that we have zero information on them other than the location of a sentry nest.

Assuming it's an actual sentry and not a hunter.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

A valid point. Let's send Adran out again!


Male Orc Expert 5

A fun bit about Rory is that he curses like a sailor and no stranger to the colorful metaphor.

What's fun about it is coming up with setting appropriate curses and things. I stuck with "bloody" for a while but I just decided "flaming" can be much more appropriate with the imagery of dragons I imagine being much more common in the wild imaginations of sky sailors keep an eye on the mountaintops for those distinct shapes flopping out of their holes and rising towards them with flame and fury unimagined by the roaches.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Flaming works well. :)

The GM is here and listening, been waiting for the PCs to get a plan together. So, Alys and Adri going back out again, on the wing, on the ground?


Female Elfavian Gifted Bolt/6 | HP (13/52) | PP (4/5) | AC/Touch/Flat 22/16/17 | Fort/Ref/Will +5/+11/+7 | Init +7 | Percep +12 (+10 sight)

I'm for ground. Should make stealth easier. Also i can use skate :D


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Poke poke the scouters... Everyone is waiting on you...


Male Orc Expert 5

Adraniel is pulling shenanigans.

I do not dislike this.


Male Orc Expert 5

Kind of wish Alys didn't run. Going to be much harder to pull an impromptu con with this much tension.

Also, who is the master of b&@+*++% in our group? Rory can lie as well as anyone else but it's not exactly second nature to him.


Non-Know Skills:
Acrobatics +13, Appraise +8, Bluff +9/+13 lie, Climb +5, Craft(Alchemy) +11, Diplomacy +13, Disable Device +13, Fly +10, Linguistics +8+1d6, Ride +4, Sense Motive +13, Spellcraft +10+1d6, Stealth +12, Swim +1
Male Humavian Empiricist 6
Knowledge:
Know(Arcana) +10+1d6, Know(Dun) +8+1d6, Know(Eng) +9+1d6, Know(Geo) +8+1d6, Know(Hist) +8 +1d6, Know(Local) +10+1d6, Know(Nat) +9+1d6, Know(Planes) +8+1d6, Know(Psi) +10+1d6, Know(Rel) +8 +1d6
Mutagen:
(AC 23/16Tch/17FF, HP 42/42, Fort +6, Ref +12, Will +6, Init +6, Per +12)
Normal:
(AC 19/14Tch/15FF, HP 42/42, Fort +6, Ref +10, Will +7, Init +4, Per +12)

I'm fairly sure that Roderick has the highest Bluff (to lie) where I have a +8 with the option to add +1d6 to a few of them. I kind of wish I knew the Orator feat existed when making my character because I could have taken that to get all the social benefits on an Int-based skill with inspiration for free. Oh well. :)


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

I would trust Rory to lie.


Warlord/5 | HP (15/47) | PP (0/2) | AC/Touch/Flat 19/12/18 | Fort/Ref/Will +7/+3/+6 | Init +1 | Percep +9

Rory is not the dishonest kind of pirate.

He's very straightforward about what he'll do to you and yours.

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