Aardvark's "To What Depths Would You Go For Freedom?" S&S Campaign (Inactive)

Game Master Troy Malovich

Four unlucky souls find themselves press-ganged into the crew of the Wormwood.


601 to 650 of 1,128 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>

Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

To recover a grapple is a move. It is a Standard to throw one (and a move to tie off)

The fog works much to your benefit, despite Cieran's opinion of what it does for him, the noise and action of the attack covers your activities. The crew seems unable to discern where the enemy is, allowing you the opportunity to reach their ship before they even know you are coming over. This advantage is not quite the best way to deal with the aft crew, as Riaris looks at you like she's about to throw you over to the other ship if you don't make it over there yesterday.

Everyone go again, they don't act from what you can see. Most of them are too deep in the fog to really get an idea of where they are.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Holgur looks down at the bloody chum-filled water and decides that his current location is too far away from the other ship to attempt to jump. So he runs past Ciera and Kelly and attempts to leap into the near end of the lifeboat hanging from Man's Promise.

Jump from I 17 to G 17. If he has to wait for Kelly's action then he will do so, assuming Kelly makes it. Of course he will wait for Kelly to move aside so as not to land on him.

Jump Is this acrobatics or Strength?
1d20 + 2 ⇒ (8) + 2 = 10 +1 if it is Strength

His footsteps start out heavy but his strong legs carry him swiftly across the deck despite the chaos on board. Then, with a gazelle-like leap Holgur vaults to the side of the Man's Promise his Fabionic* hair trailing behind him and a prayer to Besmara on his lips. Oh, the maidens of prey-ship gasp and swoon and can think of nothing but the promise this man holds for them

*

Spoiler:
Fabionic, adjective: The quality of being like Fabio.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

The adrenaline of the engagement starting is enough to give Kelly tunnel vision, he doesn't even notice that his comrades haven't gained purchase yet, and he lunges to action.

So I realized that the Jump is both easier, and I have a better bonus for it, so even though I have a rope set, I'm going with a jump. Backing up to square K17 then getting 10' of running distance and a jump landing in F17 if possible (not sure how the launch interferes with a jump path).

Jump: 1d20 + 2 - 1 ⇒ (10) + 2 - 1 = 11

Jumping the gap Kelly draws his weapon on the passage over to the other ship. He stabs at the first man (Square F19) he sees as he pushes toward the wheel.

If can land in F17, then he pulls his boarding pike, if not and he lands closer to a bad guy he pulls a dagger.

Attack: 1d20 + 1 ⇒ (20) + 1 = 21
Confirm: 1d20 + 1 ⇒ (12) + 1 = 13
Damage:
if pike: 1d8 ⇒ 6 if crit add 1d8 ⇒ 2
if dagger: 1d4 ⇒ 3 if crit add 1d4 ⇒ 1

Thought about all this after I typed up everything...
Miss Chance: 1d100 ⇒ 50 stupid, crappy, sodding die roller piece of


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)
Kelly Forester wrote:
...K17 then getting 10' of running distance and a jump landing in F17 ...

Change F17 to G17, just not my day for posting I guess....


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

Scowling, Balsooma hauls his hook back in, and with a loud grunt of effort, hurls it towards the opposing ship.

Grappling hook to F20: 1d20 + 3 - 8 ⇒ (17) + 3 - 8 = 12

This time is more successful, and the hook's prongs bite deep into the railing as he tugs the rope taut.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Ciera moves backward for a run-up then sprints forward toward the ship's rail. She places her foot on the ships rail and leaps forward into a tucked roll. (aiming at g17

Jump: 1d20 + 9 ⇒ (2) + 9 = 11


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Holgur and Ciera, you guys only took a single move action. You each still have a standard left. Also, you both landed in the space where Kelly stopped (he attacked with a reach weapon). With the Jumps that you made, both of you could land in any square adjacent to Kelly. (except F16).


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Someday I will finally grasp how many actions I have in a turn.

Holgur lands on the enemy deck with a thud, thankfully the bow and arrow in his hands lent him some semblance of balance. Quickly he nocks the arrow and searches for a target. When he sees a poor sod unaware of that the Promise has been boarded he takes aim. The sod is in C19. Once he thinks he has a clear shot he lets the arrow fly.

Attack
1d20 + 6 ⇒ (15) + 6 = 21

Miss chance
1d100 ⇒ 59

Damage
1d8 + 2 ⇒ (4) + 2 = 6

The targeted sailor's cry of pain tells Holgur that he struck true. As long as no one threatens him in close quarters Holgur decides to stick to his bow.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Whoops, swap to G18 instead. Then feints at the sailor in F19

Bluff: 1d20 + 7 ⇒ (14) + 7 = 21


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Kelly leads the charge, ignoring the rope and grapple he tied off, and leaping from the poop deck to the rowboat hanging from the side of the Man's Promise. He brings his boarding pike to bear at the nearby Rahadoumi sailor, but the thick fog all about the deck makes his target hard to pinpoint.

Cieran soon follows, also just leaping the gap instead of wasting time with the hook. The young man lands on the stairs just in front of Kelly, and shifting his weight to one side. The sailor then prepares to get hit from that side, unaware of Cieran's true intentions.

Holgur makes his leap further aboard, drawing aim at one of the forms through the fog. His luck holds true, as his strike hits the man on the far side of the aft deck. A lound grunt of pain escapes the man's lips.

Balsooma throws his line and hook, this time making more headway than the weak lob of his last throw. He ties off the line in time to see the sailors react to the new enemies aboard.

The sailors all react with a fervor to repel the boarders, the crank and clang of crossbow bolts striking the deck and rails rings out. One of them whizzed just past Kelly, striking the rail beside him.

Sailor 1, attacks Kelly (heavy crossbow) 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16 miss chance 1d100 ⇒ 40
Sailor 3, attacks Ciera (heavy crossbow) 1d20 + 2 - 4 - 4 ⇒ (14) + 2 - 4 - 4 = 8
Sailor 4, attacks Holgur (heavy crossbow) 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
Sailor 5, attacks Ciera (short sword) 1d20 + 2 ⇒ (5) + 2 = 7
Sailor 6, attacks Holgur (heavy crossbow) 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15

Round 2:
Kelly -
Holgur -
Ciera -
Balsooma -
Sailor 1 - Loads crossbow, misses Kelly

Sailor 3 - Loads crossbow, misses Ciera
Sailor 4 - Loads crossbow, misses Holgur
Sailor 5 - Feinted by Ciera. Draws short sword, misses Ciera
Sailor 6 - 6 damage, Loads crossbow, misses Holgur

MAP


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

When it is Holgur's turn again.

The return fire from the sailor tells Holgur that his enemy is still alive. He tries to keep track of the crossbowman as he draws an arrow and fires it toward him. Once again there is the reply of a hit.

Attack
1d20 + 6 ⇒ (19) + 6 = 25so close to a critical!

Miss Chance
1d100 ⇒ 81

Damage
1d8 + 2 ⇒ (7) + 2 = 9


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Ciera steadies herself, crouches, and slashes at the sailor in front of her with both daggers...

Attack 1: 1d20 + 3 ⇒ (14) + 3 = 17; miss chance 1d100 ⇒ 98; damage 1d4 + 1 ⇒ (4) + 1 = 5 + 1d6 ⇒ 6 = 11
Attack 2: 1d20 + 3 ⇒ (8) + 3 = 11; miss chance 1d100 ⇒ 83; damage 1d4 + 1 ⇒ (3) + 1 = 4 + 1d6 ⇒ 4 = 8


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Kelly thinks he sees a pair or enemy sailors across the stern-castle. He readies a small vial, pulling a small divider out of the way and giving the vial a throw at one of the silhouettes.

Aiming at baddie #4 in square C21

To-hit: 1d20 + 3 ⇒ (6) + 3 = 9
Miss Chance: 1d100 ⇒ 18
I really hate you die roller
Scatter: 1d8 ⇒ 1 1 square short, lands in square D20

The the fog foils Kelly's sight, and the cramp quarters spoils his aim. The vial shatters against the railing of the stairs, a moment after the hushed crackle of shattering glass, comes a much more percussive, "FWOOOM," as the chemicals in the vial ignite briefly. The attack is however, close enough to elicit some yelp of pain and some cursing from a pair of sailors as the heat scorches them.

5 damage potentially to #4 and #6


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

Balsooma, after checking that his sword is firmly secured in its back sheath, clambers out onto the rope, and hauls himself along. Looking down, he can just make out the churning red water through the haze of fog. For him to fall now would be certain death...

Climb (1/2 speed: 15'): 1d20 + 8 ⇒ (7) + 8 = 15
Climb (1/2 speed: 15'): 1d20 + 8 ⇒ (20) + 8 = 28

The pit in his stomach deepens as he nears the opposing ship, as he can hear the creak of rope over the sound of fighting. Inspired by this fear, he quickly clambers over the side, and drops down between two of the sailors. Ending movement in F20.

Swift action - Judgement: Resiliency. DR1/magic until end of combat.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Sorry guys,... Going to be a bit of a delay for me because.... (drum roll) I made the top 32 for RPG Superstar! and will be spending ALL my time on that for a few days!

Feel free to DMPC


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2
Ciera wrote:

Sorry guys,... Going to be a bit of a delay for me because.... (drum roll) I made the top 32 for RPG Superstar! and will be spending ALL my time on that for a few days!

Feel free to DMPC

Congrats you magnificent bastard! You aren't the only one, hahaha. So yes, that goes for me too.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

High Five!


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Congratulations to both to you!


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Congratulations, but this is better left in the discussion thread. Besides, I'll need a little time to lick my wounds, after not being selected. I should be able to update the game tonight.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Kelly's splash attack on #4 Ref 1d20 + 4 ⇒ (9) + 4 = 13
Kelly's splash attack on #6 Ref 1d20 + 4 ⇒ (10) + 4 = 14

Kelly's vial drifts off into the mist, breaking against the intervening ship that stands between him and his target. This works to his advantage as the cries of pain from more than one ring out alongside the sound of the resulting flare.

Holgur fires off into the fog, aiming back at where the last shot had come from. He hears the soft thunk, and the following thud of a body falling to the deck.

Ciera's ploy paid off, as her twin knives flash out, one of them finds flesh. The pull against the blade gives the tell-tell feel of cutting a deep gash in flesh.

Balsooma prepares himself before he makes short work of the distance across the ropes. He gets across and pulls himself onto the other deck with barely breaking a sweat, or at least doesn't let it show if he did. (Balsooma, you move at 1/4 speed when climbing unless accelerated. Since you beat the DC by 5 or more on both, I just took it as accelerated.)

The sailors act to defend their posts. The one standing near where Balsooma came over stabs out at the big man, finding a moment of clarity in the fog enough to cut a stinging wound across Balsooma's arm. It's just not quite as bad as it could be.

One of the others rushes from the fog to try and muscle Balsooma toward the rail, and into the waters below. He misjudges where the man stands in the fog, and just misses what could have been a decent shove.

From up out of the mists a bolt skitters once again across the rigging and rails around Kelly.

The sailor tricked by Cieran steps to the side, before trying to give a hearty shove to the young man. Cieran's blade springs up faster than expected, as the attacker impales himself on the knife before continuing his momentum over the side.

Sailor 1, attacks Balsooma (short sword) 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17, miss chance 1d100 ⇒ 93, damage 1d6 + 1 ⇒ (6) + 1 = 7
Sailor 3, Bull rush Balsooma 1d20 + 2 ⇒ (14) + 2 = 16, miss chance 1d100 ⇒ 16 (no AoO, Balsooma unarmed after climbing)
Sailor 4, attacks Kelly (heavy crossbow) 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3
Sailor 5, Provokes AoO from Ciera, Bull rush Ciera 1d20 + 2 ⇒ (2) + 2 = 4

Ciera AoO, 1d20 + 5 ⇒ (14) + 5 = 19, miss chance 1d100 ⇒ 23, damage 1d4 + 1 ⇒ (4) + 1 = 5. Sailor 5 dies before he gets to Bull rush

Round 3:
Kelly - Throws bomb, splashes #4 and #6
Holgur - Shoots, and kills, #6
Ciera - Hits #5
Balsooma - Crosses the ropes
Sailor 1 - Drops crossbow, draws short sword, Hits Balsooma for 7 damage

Sailor 3 - Bull rushes Balsooma, misses Balsooma.
Sailor 4 - 5 damage, Loads crossbow, misses Kelly

MAP


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

The only clear shot that would not endanger his fellows is at the sailor near the starboard stairs. C 21 Holgur sites his target as best he can and nocks an arrow. But the chaos of the battle rattles him and he takes the shot without a steady aim.

Attack
1d20 + 6 ⇒ (4) + 6 = 10

Miss Chance
1d100 ⇒ 95

Damage if it hits
1d8 + 2 ⇒ (8) + 2 = 10


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Ciera grins as the sailor topples over the rail, but then remembers the sharks below and shivers at the thought of their inevitable feeding frenzy. Glancing around she sees a bolt narrowly missing Balsooma. She moves forward and up the stairs (moving to C20), jerking a bloody dagger forward at the crossbow-wielding sailor, but pulling the blow at the last minute.

Feint: (Bluff) 1d20 + 7 ⇒ (3) + 7 = 10


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Kelly ducks under the incoming bolt as it then skitters off some of the wood before coming to a rest with a solid thunk, he thinks to himself that those bolts sounds way stronger than the crossbow he totes. He listens more than looks through the fog, he hears a pair of the opposing sailors close together preparing for the next stage in the melee. "Grouping together, not a good idea," he mutters as he prepares another bomb, this time when he throws however, he aims not for one of the sailors, but for a space between and behind them, hoping to blast them, unprepared toward his allies.

Aiming for the back intersection between baddies 1 & 3. To-Hit: 1d20 + 3 ⇒ (5) + 3 = 8 Cripes barely even make that check.
Miss Chance: 1d100 ⇒ 71 Does this attack need a miss chance?
Reflex Attack vs #1: 1d20 + 4 ⇒ (3) + 4 = 7
Reflex Attack vs #3: 1d20 + 4 ⇒ (12) + 4 = 16
5 damage on successful attack, 2 if not successful.

EDIT: Changed target numbers after actually reading the number on the bad guys.


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

You are correct. I'd misremebered it as 1/2, move quick for full. Oops.

Winching in pain from the shallow gash in his arm, Balsooma reaches behind him, yanking his hefty blade free from its makeshift sheath. With a roar, he brings it arcing downwards, trying to cleave the man in front of him in twain.

Move action: Draw weapon.
Attack on the sailor in F21: 1d20 + 5 ⇒ (4) + 5 = 9 - damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11 - miss: 1d100 ⇒ 9

Thrown off by the pain in his arm, and by the thick fog that obscures his sight of the man, Balsooma's swing bites not into flesh or bone, but the heavy planks of the ship's deck.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Kelly lobs another flask, just hitting the frame of the ballista behind the two sailors bunched together on the sterncastle. It sprays over one of them, but just barely singes the other.

Holgur loads and shoots again, but he clearly hits the rail the man is standing behind.

Cieran rushes into the void on the other side to face off with the lone enemy. Maybe someone in his face will halt his shots at the group. Cieran tries again to confound his foe, and though the attempt was hurried, it was just enough to distract the Rahadoumi.

The cut on Balsooma's arm stings from reaching for his blade, and pulling it around to bear. The tinge is just enough to pull his swing, causing it to swish harmlessly past the man.

The two singed sailors have a ready target, both of them swinging their swords at Balsooma. The first is off by a long shot, overconfident by his previous hit. The second, though, taking a swing after his failed attempt to push the big man overboard. His focus pays off, as he finds an opening near the man's left shoulder.

The sailor facing off against the slight-framed boy takes a swing, thinking full well that the child overextended himself with his awkward swing. He swings with purpose, but finds that the child was more aware of her actions than he had assumed.

Sailor 1, attacks Balsooma (short sword) 1d20 + 2 ⇒ (4) + 2 = 6
Sailor 3, attacks Balsooma (short sword) 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15, miss chance 1d100 ⇒ 65, damage 1d6 + 1 ⇒ (4) + 1 = 5
Sailor 4, drops crossbow, draws short sword, attacks Cieran (short sword) 1d20 + 2 ⇒ (13) + 2 = 15

The fog clears just enough to indicate that it was being dispersed by the wind, and still between castings. Another cloud will likely follow shortly. During the pause in the hampering mist you are able to make out Captain Harrigan and two of the Rahadoumi officers rushing madly for the doors to the captain's cabin below the aft deck, slashing and hacking as they move. The captain quickly dispatches the two, before the fog reappears.

Perception DC 10:
You see one of the Rahadoumi sailors sneaking up behind the captain, his knife poised to strike at the unsuspecting Captain's back.

Round 4:
Kelly - Throws bomb, splashes #1 and #3
Holgur - Shoots, and misses, #4
Ciera - Moves and feints #4
Balsooma - Attacks, and misses, #1
Sailor 1 - 2 damage, Misses Balsooma

Sailor 3 - 5 damage, hits Balsooma.
Sailor 4 - 5 damage, drops crossbow, misses Ciera

MAP


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Ciera sways out of the way of the sailor's blow and, grinning, slices forward with her two daggers. One strikes the sailor, but, in her confidence she fumbles the other.

Attack 1: 1d20 + 3 ⇒ (16) + 3 = 19, Miss chance: 1d100 ⇒ 58, damage: 1d4 + 1d6 + 1 ⇒ (2) + (4) + 1 = 7
Attack 2: 1d20 + 3 ⇒ (1) + 3 = 4, Miss chance: 1d100 ⇒ 55, damage: 1d4 + 1d6 + 1 ⇒ (3) + (3) + 1 = 7

Perception: 1d20 + 4 ⇒ (5) + 4 = 9


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Kelly hefts his pike in hand and prepares to hop from his perch in the launch. As he is just about to start his movement he spies the would be assassin approaching Captain Harrigan. "Holgur, press the attack, I'll be back in a few seconds," Kelly shouts above the din of combat, and at that statement, he swings his legs over the edge of the craft he's in and heads across deck to intercept the menacing man with the knife.

Hop down and move to square E-15 as a move action, then attack with the pike as a standard.

Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d8 ⇒ 8
My re-read of the post confused me even more if the fog was back in effect or not, so here's a miss chance roll, can't tell if its needed or not.
Miss Chance: 1d100 ⇒ 89

Kelly lets force a rather fierce sounding yell as he thrusts his pike, "We've got your back sir!" Kelly nods toward his Captain before he pulls back his pike to assess the damage his attack may have wrought.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Perception
1d20 + 5 ⇒ (2) + 5 = 7

Who is in D 16? I need to know before I decide what to do next.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)
Holgur wrote:
Who is in D 16? I need to know before I decide what to do next.

That's the captain.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Thanks

Holgur sees the two sailors pressing in on Balsooma and rushes to his side, throwing his bow over his arm as he does. Move to E20 He pulls his flail out as he runs and whirls it for momentum. When he closes in on his foe, Attack against E21

Attack if still has actions this round
1d20 + 7 ⇒ (12) + 7 = 19

Damage
1d8 + 7 ⇒ (2) + 7 = 9 two handed attack for + 1.5 str


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

Holgur, Balsooma is actually standing on some stairs. The sailors are on higher ground. But he's moved out of the way.

Grimacing as the second strike slips through his guard, Balsooma steps back down the stairs. Murmuring a swift prayer to Besmara to close his wounds, he then clutches at her holy symbol hung around his neck, and utters a loud warcry: "Besmara's blessing upon all who slay these godless ones!"

Swift: Change Judgement to Healing. Gains Fast Healing 1 until end of combat.
Move: 5' step back to F19
Standard: Cast Bless on all allies within 50'. +1 to attacks/saves vs fear for 20 rounds.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Kelly rushes off into the fog, looking like he had a plan that the rest of the group wasn't quite aware of. As he approaches the Captain, his hook leading the way, Captain Harrigan gives a suspicious look. He twists away from the end, only to notice it wasn't aimed at him, stabbing the blaggard trying to sneak up behind him. He nods at Kelly in recognition before turning and finishing off the sailor with a blade to the chest.

Holgur, since your choice of square wouldn't allow you to reach, and Balsooma moved back, I just had you delay until after Balsooma was out of the way.

Cieran's feint pays off, as the sailor underestimates his attack, the young boy shoves a knife into his gut, dropping him back against the rail.

Balsooma took enough cuts to decide and step back, adding a blessing to his allies in the fight, showing the Rahadoumi that without a god on their side they do not gain these kind of benefits.

Now that a space has opened up, Holgur puts away his bow and rushes into it with his other weapon drawn. By the time he gets up there he is unable to take a proper swing at either of the two men.

Holgur, it is a move action to put away a weapon, and to draw one (except during movement if you have a +1 BaB or higher). That used up your actions. It's a free to drop one, but you have to remember to pick it up or that you don't have it until you do.

Seeing another one of their crew laid low by the young boy, one of the sailors rushes over to try and put the little guy down. He levels a solid swing, but the fog that Cieran cursed earlier once again does its part to keep them safe. The other sailor decides to swing at the new arrival taking the place of the big man, but his swing is off.

Sailor 1, attacks Ciera (short sword) 1d20 + 2 ⇒ (16) + 2 = 18, miss chance 1d100 ⇒ 17
Sailor 3, attacks Holgur (short sword) 1d20 + 2 ⇒ (7) + 2 = 9

Suddenly there is a loud boom, and the ship shakes. The sound of the fwoosh that caused the boom is very familiar to Kelly. He easily reconizes it as the sound of a chemical explosion, and not a magical one.

Round 5:
Kelly - Attacks the man sneaking up on the Captain.
Ciera - Hits and kills #5
Balsooma - Changes judgement, casts Bless
Holgur - Puts away bow, moves up and draws flail
Sailor 1 - 2 damage, Moves to C21, misses Ciera

Sailor 3 - 5 damage, misses Holgur.

MAP


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Holgur sees his chance and swings his flail against the nearest foe at hand. F 21 We are taking too long to secure our target he thinks to himself. His lack of focus costs him dearly, though, as he loses his target in the fog.

Attack
1d20 + 7 ⇒ (18) + 7 = 25

Miss
1d100 ⇒ 19


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Ciera lets the sailor drop to the ground just as another moves in to take his place. She sways out of the way of the poorly-aimed strike and her knives flash forwards...

The fog that had been her savior a moment ago, now proved a hindrance and both strikes meet nothing but thin air.

Attack 1: 1d20 + 3 ⇒ (16) + 3 = 19 Miss chance: 1d100 ⇒ 2, damage: 1d4 + 1 ⇒ (1) + 1 = 2

Attack 2: 1d20 + 3 ⇒ (10) + 3 = 13 Miss chance: 1d100 ⇒ 38, damage: 1d4 + 1 ⇒ (2) + 1 = 3


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

The sound of explosives is enough to unnerve any student of chemistry. Kelly immediately starts looking, listening, and smelling for the source of the combustion, as he does he absently reaches for the vial of greenish sludge that he concocted for this endeavour, he unstoppers it and chugs the contents down quickly.

He continues to scan the deck as best he can, but his muscles respond immediately to the drink, and his legs pump quickly. As he bounds up the stairs, his muscles begin to bulge, growing bulbous and unnatural looking, like an experiment gone wrong. He bounds up behind Ciera, pike at the ready, ready to strike at those looking to harm his friends.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

If I am allowed to perceive as a reaction, then I make a check, down my mutagen as a standard, and move to square C19. If the check is not reactive then, a move action to make the check, and a standard to drink.


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

Balsooma steps over to the aft mask of the ship, sheathing his weapon. With a grunt, he attempts to haul himself up onto the higher deck, hoping to flank the remaining sailors.

Climb: 1d20 + 8 ⇒ (14) + 8 = 22

Not quite sure what the DC would be, or if he would reach the whole way up, depending on how high the aft deck is.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Reminder, within 5' the miss chance is only 20%.

Kelly looks around for signs of the explosion, and manages to catch what looks like the gunner's mate Kipper come stumbling up from the hold of the Man's Promise. The man is covered in burns from what looks like alchemist's fire, but he's managing to keep walking. Kelly turns back to the fight, downing one of his concoctions before moving up to give Cieran some support.

Cieran swings back at the man standing above, but his first strike is misplaced due to the swirling mists. His second swing, though, finds

Balsooma decides to circumvent the chokepoint on the stairs. He gets a lift off the side of the stairs, pushing off into a grip between the bottom of the rail above and the aft mast. Muscles flexing, he hauls himself up to grasp the top of the rail, before making his way over the top of it to the space beside the sailor facing off against Holgur.

Holgur takes a solid swing in the direction of his foe, certain to connect against the leg of the man standing above him, but his swing trashes one of the posts of the rail nearby.

Sailor 1, attacks Ciera (short sword) 1d20 + 2 ⇒ (18) + 2 = 20, miss chance 1d100 ⇒ 39, damage 1d6 + 1 ⇒ (4) + 1 = 5
Sailor 3, attacks Holgur (short sword) 1d20 + 2 ⇒ (1) + 2 = 3

Heartened by the young man's own miss, the sailor's strike is renewed, and he manages to make a solid connection. The cut on his arm was moderate, but the wound reopened the old injury inflicted by the reefclaw about a week and a half ago. The other sailor, uncertain about the two big men he faced, made a weak swing, almost losing his grip on the blade.

There is a clamor somewhere around deck. Just through some of the fog rolling off the starboard side of the ship, you see three of the Rahadoumi sailors rush to the longboat and attempt to untie it from its moorings.

Round 6:
Kelly - Drinks his Mutagen, moves behind Ciera.
Ciera - misses #1
Balsooma - Climbs to the space beside #3
Holgur - misses #3
Sailor 1 - 5 damage, hits Ciera for 5 damage

Sailor 3 - 2 damage, misses Holgur.
Sailor 4 - Rushed to the longboat on the starboard side
Sailor 5 - Rushed to the longboat on the starboard side
Sailor 6 - Rushed to the longboat on the starboard side

MAP


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Ciera gasps as the sailor's blade opens her old wound but steadies herself and slashes forward with her blades. Due to her fresh injury her first strike slashes wide, however her second finds its mark, biting deep into the sailor's belly.

Attack 1: 1d20 + 3 ⇒ (13) + 3 = 16 Miss chance: 1d100 ⇒ 18 damage: 1d4 + 1 ⇒ (1) + 1 = 2
Attack 2: 1d20 + 3 ⇒ (6) + 3 = 9 Miss chance: 1d100 ⇒ 54 damage: 1d4 + 1 ⇒ (4) + 1 = 5


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

The objective is to secure the wheel, not prevent escapes, so Holgur decides to ignore the men at the lifeboat. He shuffles rushes the sailor in front of him and swings with all his might. In=close the fog is not thick enough to foul his attack and he strikes true.

Attack
1d20 + 7 ⇒ (9) + 7 = 16

Miss
1d100 ⇒ 30

Damage
1d8 + 5 ⇒ (7) + 5 = 12


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Hearing the commotion behind him, Kelly instinctively whips around and stabs at the man behind him.

Attack #6: 1d20 + 3 ⇒ (17) + 3 = 20
Miss Chance: 1d100 ⇒ 57
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Kelly feels the meaty resistance to his spear tip, and is greeted with a cry of pain as he pulls the weapon free of his enemy. He would have stayed to gloat of his attack, but the part of his brain affected by his chemicals was already propelling him along his original plan, his legs carry him along a path dangerously close to his foe, but his training keeps him moving in irregular ways, making him a tough target to hit as he moves along. He ends up in a roll, coming to his feet on the opposite side of the man, with a knife in his hand, flashing it to let him know that he is a threat, hoping to distract the man enough for Ciera's blades to strike a vital blow.

Standard, strike baddie #6 w/pike, then move behind #1 to square C22, drawing an AoO, but also drawing a dagger on the way there, this should give Ciera a +2 flank bonus, and add sneak attack dmg.

Also, I was reading up on flanking/threatening with reach weapons, and you can/do both, not sure what routes were taken by the baddies, but if they did/do move through the 10' around Kelly, then they do/did provoke.

RPG Superstar 2013 Top 32

Ciera wrote:

Ciera gasps as the sailor's blade opens her old wound but steadies herself and slashes forward with her blades. Due to her fresh injury, Both strikes slash wide, missing the sailor.

Attack 1: 1d20 + 3 Miss chance: 1d100 damage: 1d4 + 1
Attack 2: 1d20 + 3 Miss chance: 1d100 damage: 1d4 + 1

edit


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

Hearing a cry of pain from the young boy, and seeing Holgur hold up his own in the fight, Balsooma turns and steps around the mast, drawing his sword once more. Steeling himself for battle, he brings his sword down on the godless sailor.

5' step to D21.
Move: draw falchion.
Swift: Change Judgement to Justice. +1 to attacks.
Standard: Attack sailor in C21: 1d20 + 7 ⇒ (8) + 7 = 15 - damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10 - miss: 1d100 ⇒ 74


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Kelly stabs at one of the retreating sailors, finding a satisfying resistance at the end of his weapon. He moves afterward to lend assistance to Ciera, drawing a weak swing from the sailor he passes.

Sailor #1 AoO on Kelly, 1d20 + 2 ⇒ (5) + 2 = 7

Cieran uses the added help to swing at the man, but even the blade he thinks found purchase, instead struck what ended up being nothing vital.

Balsooma, confident in Holgur's ability to do some serious damage, moves over to help the other two. He steps over and lays a nasty cut into the sailor, dropping him instantly.

Holgur soon after follows suit. He makes a heavy swing with his brutal weapon. He is satisfied to see the man crumple under his blow.

According to Riaris' instructions you are also expected to mind the lifeboats and ensure no one gets away.

The three escaping sailors spend all their attentions on releasing the boat. Each of them handling the lines and making the appropriate preparations. The one stabbed by Kelly seems to really be focused on the task at hand, eager to get get away from the boat.

Sailor #4, untying/launching lifeboat, Profession Sailor 1d20 + 4 ⇒ (12) + 4 = 16
Sailor #5, untying/launching lifeboat, Profession Sailor 1d20 + 4 ⇒ (7) + 4 = 11
Sailor #6, untying/launching lifeboat, Profession Sailor 1d20 + 4 ⇒ (16) + 4 = 20

Round 7:
Kelly - Stabs #6, moves to flank with Ciera.
Ciera - Misses #1
Balsooma - Kills #1
Holgur - Kills #3

Sailor 4 - Released the rowboat
Sailor 5 - Released the rowboat
Sailor 6 - 7 damage, Released the rowboat

MAP


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Quick question about the lifeboat...:

what stage are they at in so far as releasing it? - Are they just about to lower it into the water (how far is the drop?) - is it in the water?

Would it be possible to cut one of the lines whilst its being lowered and pitch them all into the sea?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

The lifeboat has been released from it's moorings, binding onto the deck. They have released it and stepped inside, and only need to lower it into the water before they row away. Mechanically, their action this round will be to lower it. Next round they will be rowing away.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

"Eff! Get them before they drop off the side! Kelly, throw one of yer, uh, 'spoding things! Blow up the boat!"

With that, Holgur pulls his bow from his back, nocks an arrow and lets it fly. He then turns to his fellows to say more but Kelly's altered physique stops him in mid-utterance.

Attack against A 17
1d20 + 6 ⇒ (18) + 6 = 24

Miss
1d100 ⇒ 59


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Kelly bounds to a spot closer to the escaping foes, readying a vial of explosives along the way. He stops shy of heading down the stairs and hurls the grenade at the center silhouette in the life boat.
Touch Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Miss Chance: 1d100 ⇒ 20
His aim seems to be true, however the swirling shadows seem through off the aiming point Scatter: 1d8 ⇒ 5 but his momentum seems to have carried through to his throw, and his vial goes long.

Move to B19, throw bomb at baddie in the middle, I think #4, miss due to miss chance, 5 to long. Not sure what square that makes it end up in, A15, or one above that?

Reflex attacks if needed:

Attack against #5: 1d20 + 3 ⇒ (11) + 3 = 14
Attack against #5: 1d20 + 3 ⇒ (3) + 3 = 6
4 damage on successful attack, 2 on miss.


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

Balsooma pushes past Cieran, down the stairs, and moves up towards the sailors in the rowboat. Hefting his sword, he swings it at the man in the rear of the craft.

Attack sailor in A17: 1d20 + 7 ⇒ (17) + 7 = 24 - damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9 - miss: 1d100 ⇒ 63


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Ciera steps forward to B19, drops her daggers, pulls out her crossbow and quickly loads it, pointing it at the sailors she yells out...

"Ye give up an' we might not 'av t' kill ye! Ye keep goin' and ye'll just be shark-bait."

Intimidate: 1d20 + 6 ⇒ (7) + 6 = 13


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Holgur's damage roll 1d8 + 2 ⇒ (8) + 2 = 10

Kelly launches another of his explosives, but he overshoots his target. It doesn't end up being a bad thing, as the vial breaks nearby on the dinghy, blasting the original target nonetheless and singeing the man farthest from them.

Ciera isn't able to do much more than change weapons and issue threats, but the sailors are left to decide between risking sharks or death at the hands of the attacking ship's crew.

Balsooma rushes down the steps to where he can strike the nearest target. He swings at the man with the belly wound caused by Kelly. The strike being too much for the man and sending him overboard to feed the sharks. The sailor burned by the fire grabs at the ropes previously held by the man Balsooma killed.

Holgur, dropping his flail, draws his bow and fires at the two remaining men. The man that managed to grasp the rope as his companion fell takes an arrow hard to the chest, dropping him as well.

The one remaining sailor is forced to try and cling to the last guide rope. The bottom half of the dinghy had fallen when both men attending the lines had. He clings to the rope lines, unable to raise or lower it or himself at the angle the boat now sits.

Sailor 5 climb check 1d20 + 7 ⇒ (5) + 7 = 12

Round 8:
Kelly - throws a bomb, misses but splashes 4 and 5.
Ciera - changes weapons
Balsooma - Kills #6
Holgur - Kills #4

Sailor 5 - 2 damage tries to keep boat from falling. Makes no progress.

MAP

1,101 to 1,128 of 1,128 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Aardvark's "To What Depths Would You Go For Freedom?" S&S Campaign All Messageboards

Want to post a reply? Sign in.
301 to 343 of 343 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

1 - Mummy's Mask
2 - Carrion Crown
3 - Council of Thieves
4 - Reign of Winter
5 - Legacy of Fire


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

What Brennan said


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

1. Reign of Winter
2. Council of Thieves
3. Mummy's Mask
4. Jade Regent
5. Serpent's Skull


Male Halfling Oracle/2 (AC: 19 [T: 14 FF: 17] | HP: 15 | F12, R15, W14 | Init: +4 |Perc: +4) lv1 5/3 lv 2 0/0

I'm for Council of Thieves for reasons stated before. Next would be Jade Regent just for a change of flavor. After that I don't have a preference.

so...
1. Council of Thieves
2. Jade Regent
3...
4...
5...


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

If at all possible I would prefer any kind of preference, as I will be computing the results based on the total number, and a blank no preference will skew it too much.

Just find which ones sound like they would be the most entertaining to experience.


Male Halfling Oracle/2 (AC: 19 [T: 14 FF: 17] | HP: 15 | F12, R15, W14 | Init: +4 |Perc: +4) lv1 5/3 lv 2 0/0
Aardvark DM wrote:

If at all possible I would prefer any kind of preference, as I will be computing the results based on the total number, and a blank no preference will skew it too much.

Just find which ones sound like they would be the most entertaining to experience.

Really?

1. Council of Thieves
2. Jade Regent
3. Mummy's Mask
4. Reign of Winter
5. Legacy of Fire


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Okay, it's been quiet for a while. I will say that it looks like it's going to be Mummy's Mask.

Please read and familiarize yourselves with the Player's Guide. So far the starting premise seems a little different.

I will begin a discussion at one point, as I have some House rules that Frytz and Nico are already familiar with from another game. Don't commit to a character concept just yet, the house rules may modify them.

Also, I wanted to ask, what's everyone's opinion on number of players? I know the AP's are written for 4, but I personally like 6.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Also, almost forgot, the key to getting this thing going is the pace of posting.

Now, I personally hate to put a 1/day requirement onto it, because I don't always have time or the ability to do that and can't ask others to do what I myself am unable to commit to doing. I would like to put it at a minimum of 1/two days, with a 1/weekend or even no weekend post (Fri afternoon - Sun night) request, since I know my weekends tend to get real busy. With a no weekend post, though, a Monday post would be expected.

If you cannot post, at that pace for any reason, at least post a heads-up "real busy, can't post for few days" would suffice in most instances.

I know I'm a REAL lenient GM on PbP pacing, but I think that's what causes my games to languish at times. I'm going to try and be a little more regulatory, and would like to discuss what would be good hard caps on posting, and how long is too long.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

It may take me a few days before I have a day to dedicate to catching up on the boards, but I need to do this and will make sure to familiarize myself with the correct players' guide in time.

As for party size, I'm a fan of five but think that six or more should be recruited, assuming that we'll lose a few as time goes by.

As to posting rate, I think that one post every three days, but no more often than you post, should be expected. Three times the expected frequency in terms of time should be the "check-in" time, although one players' absence from a game shouldn't hamper it overmuch. There was one player gone from a game for nearly three weeks before I noticed and shot him a message.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

I am going on travel today until Thursday. I should have time to read and catch up on the AP player's guide.


Male Halfling Oracle/2 (AC: 19 [T: 14 FF: 17] | HP: 15 | F12, R15, W14 | Init: +4 |Perc: +4) lv1 5/3 lv 2 0/0

Here's my take on the number of players question.
It depends... Like that answer?

On one hand, it is my belief that having more players will generally help to maintain game-play inertia. On the other hand, it could dramatically slow things up.

Aard, IF you as the DM, are willing to rule that while in combat, players who do not respond within 24 hrs (or whatever time period you feel acceptable) of the start of their turn, default to having their characters delay/pass/dither, then having more players will only help advance the story. You have already done this a number of times, so I don't think this will be an issue.

If you are opposed to that, then I can see a single combat taking a month or more to resolve, and would prefer to have a smaller group. IMHO, slow progress isn't always better than no progress.

As for the expectation to post. There is a balance to be had, though I'm not sure what that is.

I see two separate expectations wrt posting. 1. Checking Posts, 2. Posting.

Your expectation for 1 can't exceed (time-wise) your expectation 2.
e.g. check every 48 hrs but post within 24 hrs of the start of your turn.

I think a reasonable rate would be checking once/48hrs and posting within 12hrs of the start of your turn. Noting that your character will delay/dither/pass on their turn if you bust the timeline.

I also think that expectations are just that. They are not hard and fast and should always give way to common sense and pre coordinated extenuating circumstances.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

So I have been and am currently giving a large amount of thought to my continuance into this new campaign. On one hand I find myself eager and full of anticipation of the start of a new campaign. On the other I know the initial thrust of a new campaign will waiver and at that point need to ask myself if I have the time, resources, and determination to spend to make it fair to other for me to continue participating. Currently rational me says to just bow out, but gamer me wants to play. So pending some additional input from the floor and some additional conversation with Aardvark I would like to continue following the development and inception of the new campaign without officially bowing out, but I currently want everyone to continue development without me for the time being.

I may gauge my current desire and wherewithal to commit based on how closely I follow the development and flow during campaign inception.

Input from anyone?


Male Halfling Oracle/2 (AC: 19 [T: 14 FF: 17] | HP: 15 | F12, R15, W14 | Init: +4 |Perc: +4) lv1 5/3 lv 2 0/0

Were I unsure if I had the time or desire to participate, at this point in time, I would bow out now.

I'm NOT saying you should bow out.

Based on side conversations we have had, I think Aard wishes to recruit players who want to progress through an AP, at a reasonably consistent pace. Each of us have demands placed on our time that will inevitably result in our absence. In an ideal situation, that would never happen, but reality has a way of rearing its ugly head. I don't think anyone I have gamed with to date, would be seriously put out by another player's absence, provided prior notice was given and the absentee player did not make a habit out of it.

If you feel you are incapable of managing your enthusiasm for the campaign as time goes on, then I would rather you didn't play. Having a player the group grows to rely on early in the campaign, due to heightened levels of participation, drop down to sporadic bare minimum posting levels, is in some ways worse than having a bare-minimum player from the get go.

Ultimately, I would prefer that you decide to commit to the game, because I think you provide insightful rp when you do post. I completely understand if your real-life demands are such that you cannot commit. I'm not sure I could were I in your shoes.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Actually, I've been thinking a lot about that. As much as I love playing on paizo, I've been looking to downsize. That means I'll have to bow out from this game in the works.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Well, I hate to see anyone go, but I fully understand other things causing the ability to either play or post to wane. As it was when I first began I had to resign two games I was running because I knew I wasn't going to be able to keep up.

I know Belor is out for certain, although he hasn't said as much. Now Lein is also out. Currently, I still have Frytz, Kelly, Brennan, and Eldarel.

I decided I will be looking to have 6 players, so I can either recruit openly for a few spots, or ask from fellow players from other games.

How would you all like to do it? An open recruitment (for 2-3 slots depending), which could open up for new blood and allow time for any others to decide? Or ask amongst my other games from the players I know I am comfortable with their playstyle and posting pace?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

You know what, I think I would like to do an invite-only recruitment. Basically, I will open a recruitment and direct everyone from the games I'm in towardds it. All the same, each of you will be allowed to invite whoever you want to it, that you may know as a good player. As long as you let me know who you invited so I don't think they just wandered in off the recruitment page.

I will post my houserules in the thread. Once I have put the thread together I will link it here so you guys know where to find it and direct others to it.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

HERE is the link to the invite only recruitment.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

I would like to use this thread to discuss the applicants. That way it is out of sight, and I don't have to worry about upsetting anyone.

So far, does anyone have any preferences or negatives about any particular applicant?


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

I think they all look pretty good - the only thing I'm thinking of is more of a metagaming point about party balance: both a full-on divine support and a rogue would complement the existing group nicely; from what I can tell, Za'el is arcane support, Gus is tank/striker, and Morena is arcane/melee - they should work well together regardless of who is picked.

Looking forward to this; I like the idea that we have to create some sort of back-story and be a pre-existing group - I might recycle that in future...

[EDIT] - just to confirm I would have no problem with 2 paladins; I think they're different enough in style that it won't be noticed.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Aardvark DM - I know I have been incommunicado as I was traveling (posting from a phone isn't much fun). If you don't have room for me I completely understand.


Male Halfling Oracle/2 (AC: 19 [T: 14 FF: 17] | HP: 15 | F12, R15, W14 | Init: +4 |Perc: +4) lv1 5/3 lv 2 0/0

Well, we seem to be caster heavy, so some tanking is definitely in order. My first inclination is to pick players based on their ability to follow your initial character restrictions, as this is demonstrative of their ability to read/comprehend and follow directions.


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

*Hastily checks to make sure he complied with those restrictions*

I agree with Fritz...


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

So, from the selections thus far, I am leaning heavily towards Sturm (the dwarven Pharasmin). For the second slot, I am liking Raymond Moreau (the Lore Warden), but there are still a few characters and backstories yet to be finished. I may be interested in what Odea has cooked up with the Desert Ghost ranger.

The recruitment thread also allows me to see just how frequent some posters may be. Some have only rolled stats, others have made suggested builds, and about half actually have profile/full stats and story.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

My general thoughts are to not tell people when they've made their character wrong, and if they have, they to just not consider them. For example, the sylph bard doesn't really have a backstory, nor does she have a feat that isn't Weapon Finesse.

I think that Asta Bridgette is too...baldly mechanical.

If Kennar's backstory were written more coherently and clearly, I'd like it a lot.

Gordon's implies a lot of past experience, and I don't like 1st-level characters that imply a lot of work done in the past.

Donavaan Taar doesn't really have any story yet.

I'm leaning towards the cleric too, I suppose, is what I want to say. If the Sylph Bard wants to add more in, I'd like to have a character like that around. We could use something...martial, although Morana'll be going in that direction, quite a bit.


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

From a purely mechanical standpoint, if you accept Sturm then (between him, Morana and Z'ael) we'd have magical support pretty much sewn up. Therefore, as the final slot I suggest we need either someone who can help us survive in that environment (ranger, or someone else with the survival skill); or a DPR type (any suitable class).

The only other consideration from my perspective is if someone has come up with a character concept that's so compelling we want to take them anyway.


Male Halfling Oracle/2 (AC: 19 [T: 14 FF: 17] | HP: 15 | F12, R15, W14 | Init: +4 |Perc: +4) lv1 5/3 lv 2 0/0

My first pick is Sturm. For the final slot, I'm intrigued by the Ghost Ranger concept as well. The lore warden (Dex build, lightly armored) also looks promising but not likely to soak much more damage than the rest of us. Between a DEX based fighter and a Ranger, I'd rather have the ranger for his likely ability to help the rest of the party survive the hostile climate/environment.


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

I tend to agree - but (in the absence of a wizard) we are short of a pure knowledge type to identify monsters and so forth - a Lore Warden might help remedy this. Just a thought.

Ultimately, I think nearly all of the completed characters look good from a RP perspective; I think almost any 2 from Raymond, Sturm, Kennar, Andrei, Asta or Surubi would work. Obviously a cleric (especially a cleric of Pharasma) would be really helpful; but maybe it's more of a challenge without a priest...?


I mean, I can take Knowledge ranks. I've got them all as class skills, and I don't have a terrible INT stat.

Also, I tend to agree with the above. I think what we need the most is additional magical support and some DPR.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

I think I'm leaning heavily towards Sturm and Surubi. I actually really enjoy the whole idea of her fawning over Gus, to the point she bought a sword just to be like him, even though she's a heavy Dex-based archery type. I think there's a lot of good potential RP there. I also like that Sturm's connection to Gus and Z'ael seems reasonable and meshes well. Some of the others feel too much like just an add-on.

Now, I just need to wait until Wed when recruitment closes for someone to wow me away from those two.


Male Halfling Oracle/2 (AC: 19 [T: 14 FF: 17] | HP: 15 | F12, R15, W14 | Init: +4 |Perc: +4) lv1 5/3 lv 2 0/0

Works for me.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Oh, Frytz, your backstory said your sorcerer was trained by another earth sorcerer mentor. You know, sorcery isn't normally a trained ability, as much as inherent from having something earth elemental (or Shaitan-genie)in your bloodline?


Male Halfling Oracle/2 (AC: 19 [T: 14 FF: 17] | HP: 15 | F12, R15, W14 | Init: +4 |Perc: +4) lv1 5/3 lv 2 0/0

So he was more of a mentor. I'll update it to indicate a stonemason apprenticeship.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1
Aardvark DM wrote:

I think I'm leaning heavily towards Sturm and Surubi. I actually really enjoy the whole idea of her fawning over Gus, to the point she bought a sword just to be like him, even though she's a heavy Dex-based archery type. I think there's a lot of good potential RP there. I also like that Sturm's connection to Gus and Z'ael seems reasonable and meshes well. Some of the others feel too much like just an add-on.

Now, I just need to wait until Wed when recruitment closes for someone to wow me away from those two.

I just took a longer look at Sturm than I had previously, and I really like the character. I recommend that we take him.

I'd like that someone had a connection to Morana, however, even if it's one of the other guaranteed-spot-characters.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

It could still happen with Surubi, Gus, Z'ael, or Brennan. Sturm is the only one with both connections tasked. Surubi has it with only Gus. The connections need not be both directions. Like Surubi is attached to Gus, but he doesn't have the same attachment to her. Sturm has an attachment to Gus and Z'ael, but neither have returned that attachment as well (granted that could just be because there isn't a definite recruit yet).


Male Gnome Sorcerer(EE)-1 | HP:7 AC:13 - T:13 - FF:11 | Fort:+1,Ref:+2,Will:+2, +4 vs illusions,Fear,Despair | Perc:+3, lowlight | init:+2 | CMB:-1 CMD:11

Yeah, I didn't want to include a player in my backstory that didn't have a reserved spot on the team. for fear of giving someone false hope, or overstepping my role as a player vice GM.


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

Once players are confirmed I'll think more about connections - for the moment I've just been trying out RP responses to get the character established in my own mind.

Look forward to seeing who you pick! Has Brennan definitely confirmed he wants in, by the way? He hasn't posted much.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Finally back! I'm in town, I have internet, and I am no longer running a 104 fever! Huzzah!

My vote for group name is Adventurer's Inc.

I'm in, will be running Brennan, with appropriate mods.

Rolls (copied from recruitment thread)
4d6 ⇒ (6, 6, 3, 6) = 21 - 18 (DEX)
4d6 ⇒ (1, 4, 1, 5) = 11 - 10 (INT)
4d6 ⇒ (6, 4, 6, 1) = 17 - 16 +2 = 18 (STR)
4d6 ⇒ (5, 5, 3, 5) = 18 - 15 (CON)
4d6 ⇒ (5, 1, 3, 1) = 10 - 9 (CHA)
4d6 ⇒ (4, 5, 5, 4) = 18 - 14 (WIS)

Going with Foreign Opportunist for the campaign trait.

I'd happily take up with Morana for a connection. Changing Brennan's core personality a bit to reflect a slightly darker character.


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

Lolwhut - darker than your previous split-personality character...?!

*backs away slowly* ;)


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

The split personality thing wasn't working out the way I'd hoped. It was too hard to maintain consistency in a slow-post game.

The new Brennan will be closer to an all-around no-*&^%-taking, *&^% mouth talking, do it because it has to be done but don't give me any of that forthegreatergood *&^%, and what do I get out of it?


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

So you're planning to be the group's (im)moral compass? :)

That was how I was planning to play Eldarel: basically lazy and selfish and only out for what he could get - or charm others into getting for him.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

More like brutish and straightforward and why take the time to charm someone when you can cut their thumbs off?


I Brave 2 I Stout 2 I Sweet 0 I Wicked -1 I Wise 0 I Harm 0 I Shock 0 I XP 3 I Pal +2 (Helen; 'Leti; Mortimer) I Twinkle 0
Brennan Darkblade wrote:
More like brutish and straightforward and why take the time to charm someone when you can cut their thumbs off?

"I like this man - he talks my sort of language... "


Male Demi Human Slacker-5, Lethargist-5, Avatar of Apathy-10

4d6 ⇒ (4, 1, 4, 3) = 12 11 +0
4d6 ⇒ (1, 6, 5, 2) = 14 13 +1
4d6 ⇒ (4, 1, 5, 1) = 11 10 +0
4d6 ⇒ (6, 4, 4, 4) = 18 14 +2
4d6 ⇒ (3, 2, 1, 3) = 9
4d6 ⇒ (6, 4, 3, 4) = 17 14 +2
4d6 ⇒ (4, 2, 1, 3) = 10 9 -1
+4 Not valid

4d6 ⇒ (6, 2, 6, 3) = 17 15 +2
4d6 ⇒ (1, 6, 2, 6) = 15 14 +2
4d6 ⇒ (1, 5, 5, 5) = 16 15 +2
4d6 ⇒ (3, 3, 4, 5) = 15 12 +1
4d6 ⇒ (3, 5, 4, 1) = 13 12 +1
4d6 ⇒ (4, 4, 5, 6) = 19 15 +2
4d6 ⇒ (1, 2, 4, 5) = 12
+10 Valid set

Please double check my math.

301 to 343 of 343 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Aardvark's "Take what you can, give nothing back!" S&S Discussion All Messageboards

Want to post a reply? Sign in.