
Setebo |

Setebo wrote:Do we need to have a discussion of tactics? Either here in character or in the OOC thread. Amisi missed zombification by the grace of Wellard. As did I. If the plant had not attacked with its tendrils but instead used a pollen spray ......I don't know about the tactics. I'm not a good tactician, and i don't know what the plant was capable of doing. Natalyah's outburst have nothing to do with me being frustrated. It's just Natalyah being Natalyah :)
I have no solid clue what it could do either. I just know the two of us were in range for a good couple of rounds.
I suppose I am talking about more general tactics. So far, reading back on the thread, it seems that the castaways have been fighting lone beasties or small groups. Numbers have usually been in the teams favor. But if there are as many savages as the forshadowing implies then we might need to consider what will happen when that advantage is on the other side.
Perhaps forming a line on the captain so we can benefit from his teamwork-uesable-by-friends ability and his challenge once we run out of bard song. We are also quite strong on ranged attacks with you, the captain,and Helga on bows, Atzi and Amisi on spell support, Setebo using the javelins the savages so thoughtfully provide, Rollo and Cutless on close support to buy some time once they get close we can really punish anyone who chooses to offer anything like a set battle.
Anyway I'm just thinking out loud here.

Setebo |

We need to discuss this IC I think - Helga will raise the point, if you like, as she has somewhat more skill at diplomacy than others ...
I suspect you are correct. I am just a tad afraid of geting between Natalyah and Amisi right now.

TarkXT |

Well i never got a definitive answer about challenge stacking. The stacking rules say "Most" circumstance bonuses which leads me to believe this is based on situation on where the bonus is coming from. Let me paste the relevant text.
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
ORDER ABILITY
Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

DM Wellard |

I want to ask you all, has lumbering you with the sick made the game more difficult.Do you feel that they are hampering your choices or is the additional RP hook still good.I can either have them recover or die if things are bogging down due to them. If they recover they just become two further NPCs for camp duty(probably hunter and healer which relieves the PC's from having to hunt at all)

Patrik Ström |

I have no problem with them being sick. They do hamper our choices but i'm fine with that, just something we have to overcome. To have them recover to become camp NPC would be abit to much metagaming for my taste.
I say keep them as they are and let them recover on their on accord, not because of our convenience. Or kill them off if it suits the story but not because it would make it easier for us.
They have to be written out some point, i'd prefer if it would be in a "story centered" way, and not because we're sick of carrying them around :)

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Sorry - I hardly ever look here.
In regard to handling the sick. Let's carry them until we have a more permanent camp and we could write them out of the story in a way that doesn't has to exclude them permanently.
In regard to tactics: I hope I will be better again. It was unfortunate that I missed some posts going back 50 posts. I really messed up on that instance. I hope I'm now giving more attention to the game again. Amisi isn't that dimwitted - even if I like to play her slightly naive.

Caithan Kalson |

You mean the sick weren't a normal part of the venture?
I figured having injured and diseased having shipwrecked on a tropical island that's equivalent to some of the less hospitable parts of africa was a given. That seems like a writers gaffe more than anything to not have injured and sick people after that kind of event in this kind of place. I wouldn't write them off I'm the kind of sadistic bastard where like twenty people would be sick or seriously injured.

DM Wellard |

You mean the sick weren't a normal part of the venture?
I figured having injured and diseased having shipwrecked on a tropical island that's equivalent to some of the less hospitable parts of africa was a given. That seems like a writers gaffe more than anything to not have injured and sick people after that kind of event in this kind of place. I wouldn't write them off I'm the kind of sadistic bastard where like twenty people would be sick or seriously injured.
The sick are the two PC's who dropped out(theres a daily chance that anyone might fall sick)..Cutlass has also dropped out but I'm making him a Camp hunter along with his girlfriend Sasha..that means that the camp gets 16 days food a day and you lot don't have to worry about taking every third day off to hunt..which should speed things up a bit.
Please note the NPC's are not helpless incompetents they are adventurers in their own right who provide you with a safe base of operation..that's what has gotten their backs up with Natalyah..as I tried to explain with my last few in game posts.
Off course I don't expect Our Lady of Blades to ever admit that she might possibly be in the wrong.,.that would be completely out off character.
Oh Caithen might want to ask about why the party was shipwrecked in the first place.

Atzi |

@DM Wellard: What map making program do you use again? I'm looking into getting CC3 and i've been using Autorealm for a while. Unsuccessfully I might add.
The reason why I ask is because i'm looking at starting a Rpol community with a homebrew campaign. I've also been getting out of my more hokey Pbp. Don't get me wrong you are doing just fine, I mean the ones where you post once a week and the dm doesn't seem very enthused...
So yeah trying to get my commitments down to just the few Pbp's that are active and work on starting up my own campaign world. The beauty of this world though is it is mean't to be ran by one DM and that multiple DM's can be a part of it along with several players. But before I get to far ahead of myself I need to make some world maps and beginning are maps for where the players will start out initially.
The theme behind this will be something like Stargate, Fantasy and Iron Kingdom's (Steampunk). It'll be fun. =)

DM Wellard |

The overland maps are made with Hexographer from inkwell ideas..the advantage there is that I can snip a portion from the published map..import it to the program and trace it I then end up with a fairly accurate map that doesnt break the community use policy.
I also find it more user friendly than CC3

Setebo |

Ok I seem to be a bear of very little brain today. I have lost where we are in the fight. The Captain and Rollo the wonder dog have just rubbed out 3 of the first group. Are we in round 1 or 2? Helga seems to have acted twice and I am lost.
Help?

Setebo |

Where are we getting the idea that these are fungal creatures?
I think this is the only description we have had so far.
As you make your way north three small figures step from the fungal growth. They look humanoid about halfling sized ..naked but sexless and carry spears. They point at you and advance with the obvious intent of engaging you in combat.
What am I missing?
~Setebo
bear of very little brain.

Setebo |

They are green their 'hair' is fungus like..and they look at close range like animate plants rather than humanoids.
Look here if you want to know what they are
** spoiler omitted **
Guessed that from context but thankyou for confirming it. Just wondering if I missed a post somewhere or if everyone was running on context as well.
Oh are you cool with us adding incidentials like the goo that Setebo steped in?

Setebo |

Hey everybody? Just want to let you all know how much I am enjoying this game. Mind you we may have bitten off more than we can chew with the fungus thing. 4 attacks at +6 each carrying a fort save. EEEK!

Patrik Ström |

New level Natalyah
Power attack feat
Jungle favored terrain feature to reflect what she's been doing the past few days
Skill ranks go into acrobatics, handle animal, know (nature), perception, stealth, survival and swim
NATALYAH MELETHIELL CR 2
Female Half-Elf Ranger (Skirmisher) 3
NG Medium Humanoid (Elf, Human)
Init +7; Senses Low-Light Vision; Perception +13
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13. . (+3 armor, +4 Dex)
hp 28 (3d10+3)
Fort +4, Ref +7, Will +3
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Dagger +8 (1d4+3/19-20/x2) and
. . Dagger +7 (1d4+2/19-20/x2) and
. . Masterwork Cold Iron Starknife
Cold Iron: Effective against the Fey. +8 (1d4+2/20/x3) and
. . Masterwork Shortsword +8 (1d6+2/19-20/x2) and
. . Shortsword +7 (1d6+2/19-20/x2) and
. . Unarmed Strike +7 (1d3+2/20/x2)
Ranged Longbow +7 (1d8/20/x3)
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 14, Cha 7
Base Atk +3; CMB +5; CMD 19
Feats Endurance, Power Attack -1/+2, Skill Focus: Perception (Adaptability), Two-weapon Fighting, Weapon Finesse
Traits Boarded In Cheliax, Reactionary
Skills Acrobatics +6, Climb +5, Escape Artist +3, Fly +3, Handle Animal +4, Heal +6, Knowledge (Nature) +7, Perception +13, Ride +3, Stealth +9, Survival +8, Swim +5
Languages Common, Elven, Sylvan
SQ Compass, Elf Blood, Enemies: Humanoids (Human) (+2 bonus) (Ex), Terrains: Jungle (+2 bonus) (Ex), Track +1, Wild Empathy +1 (Ex)
Combat Gear +1 Dagger, Arrows (20), Dagger, Longbow, Masterwork Cold Iron Starknife
Cold Iron: Effective against the Fey., Masterwork Shortsword, Shortsword, Studded Leather; Other Gear Backpack, Masterwork (empty), Bedroll, Canvas (sq. yd.), Case, map or scroll (empty), Compass, Flint and steel, Rope, silk (50 ft.), Tent, Small, Torch, Twine (50'), Vermin repellent (5), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Boarded In Cheliax +2 Knowledge (Geography) in the Mwangi Expanse.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Terrains: Jungle (+2 bonus) (Ex) +2 to rolls vs Jungle.
Track +1 +1 to survival checks to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Setebo |

Setebo all leveled up in alias.
Feat taken. Iron will. Power attack woul likely have bewen more optimal but a dominated Setebo is not in the parties best interest.

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A certain Thod will be there as well.
Desperate to play PFS he volunteered 2 years ago to take on the organization. In the first year it was a simple 3 table event for PFS. There was a second group offering games of PFS, we had Eric Mona running a special - and I was very lucky to get Rob Silk to offer a spontaneous second table for the afternoon slot when my table was horribly overbooked and I couldn't offer a space to my GM of the first game or to my wife as we forgot to sign up while playing.
I did such a bad job that to redeem myself I had to organize it again. So last year we had 10 tables and lots of new players.
Seems I still haven't redeemed myself fully as again I will organize it and also GM both slots. So two years ago I was a total novice in organized play - but I never regretted to have done the plunge.
Thod

Atzi |

Almost done updating Atzi, sorry for the wait. I will have her done today. Herolab is being a pain in the arse for some reason today. xD
So I found another couple of Archetype that stacks with Jungle Druid: Saurian Shaman and Dragon Shaman. Both have some neat abilities but sadly these weren't out before we started this adventure.
Just something I will have to look into for the next time I play a druid xD.
The transformations though are kinda fun, taking on aspects of dinosaurs or dragons has a lot of neat RP potential.
Anywho~
I think two days of full rest for some of the characters (or maybe just one~) will be enough for their ability score damage to heal up. Unless we want to use what little potions we have we can head back to our main camp and get things rolling.
Upto you guys.
BTW HAPPY TURKEY DAY! =D

Atzi |

Correct me if I'm wrong but ability damage heals at a rate of one point per day unless otherwise specified in the attack inflicted onthe character.
Unless we have a healers kit I can attempt long term care and heal upto 4 ability points
With a full day of rest. Without the kit it will be at a -2 to my check.
Let me know if someone has a kit. :)

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Finally decided on spells:
Scorching ray - I guess fire will still be useful and this is easier to target and Amisi can stay in save distance.
Daze Monster - Amisi can effect creatures - but so far she needs to touch them - and only up to her level.
Now I need to go back and check out all the tiny bits I never updated to get her really fully up to date again.

Atzi |

Oh! Whoops I thought they did take ab damage, now I know why Natalyah was impatient xD. Well if we want to head out we can. I was all confuzzled over who took what damage and how badly injured they were.
My bad! xD
At least Amisi learned a new spell! :O And I healed... stuff... >.>
<.<

Atzi |

Doesn't making a weapon take several days if not a week? Or is that if its worth is upto 1k gold = 1 week of work. I always get mixed up on that skill.
So I must have missed the goats, were they on the first island?
@DM: Atzi is done and I had to make some corrections to Quetza. Apparnetly I had some of his natural attacks missing this entire time and one of his feats were invalid. Its all post for your perusal and let me know if anything stinks. I tried to clean Atzi and Quetza up some and make it a little more stream lined.
I'm going to include a DM Questionnaire, its a list of Who Whats and Whys about the character and I think it adds a little depth and (If other people read it ;D ) Makes people understand or get a better feel for the character.
@Everyone: Its nice to be 3rd level and hopefully we can keep this train rolling! Its been a lot of fun and sorry for my lack of posts this week. Been working on my job interviews and such and sometimes its hard catching back up. But! We definitely got a major win this month on taking over our own island (or 2) now we just got to RP a way to defend it and bash some of those savages heads in if they come snooping. =)
Great Job everyone!

Setebo |

You are not the only person who made some errors. I was an off on to hit and damage on half my attacks. Feel silly.
But Setebo is all correct now and ready to drag the NPC's across the island!
I do not believe we made it to third level! Great work!

Dabbler |

Crafting takes weeks, basically. Helga's crafting check (26) x the DC (15) for making a composite bow = 390 silver pieces worth of work for one week (how much she will achieve after a full week of doing the crafting). As this is going to be off and on, it's up to Wellard when she's done the equivelant of a week's worth of work.
Then she makes another check, then another, until she has accumulated enough value to match the value of the item she is trying to make in silver pieces (in this case, 100gp = 1000sp).
While she should also require 333sp worth of materials, in the case of a composite bow this is wood, sinew and horn, all of which are readily available if you spend time foraging for them - again, up to Wellard how much foraging that requires, and what dice-rolls are required.

Atzi |

That's right! Gah, I wish I was able to use craft skills more in pbp. Most of the time you are rushing through and are unable to stop long enough to make anything. At least with what little time we have on the shiv we can make bows with stone arrow heades and go aztec warrior on the savages. ;)
It'll be neat to make a hand full of bows for some of us and the npcs. Besides I have discovered that slings are crudy weapons. :(
I wish I had made atzi around the time that ultimate magic had came out because having jungle druid + dinosaur or dragon shaman would have rocked xD but at least at 9th level she will be able to fly around with Quetza. Aerial recon ftw!