Corsairs of Varisia

Game Master dain120475

“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.

“Corsairs of Varisia” campaign pits the starting party in a emerging town situated between Riddleport and Magnimar.

The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.

The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.


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Okay, so for now Polux is now at E:8. He’ll be ready to move in and attack the creature next round (depending on where it moves…

Hey guys! Almost forgot about Snaga – so here goes…

Snaga is right next to the writhing bulk yet remains underwater, hidden from view in the murky depths. Since he can see the creature and it is not aware of him, he decides to be “sneaky” and take two quick strikes with both his kukri’s…

Attack 1
1d20 + 6 ⇒ (5) + 6 = 11

If it hits –
1d3 + 5 + 2d6 ⇒ (2) + 5 + (2, 5) = 14

Attack 2
1d20 + 6 ⇒ (20) + 6 = 26

If it hits –
1d3 + 5 + 2d6 ⇒ (1) + 5 + (5, 3) = 14

EDIT: Confirm Critical –
1d20 + 6 ⇒ (14) + 6 = 20

If it confirms –
1d3 + 5 ⇒ (3) + 5 = 8

Enemy attack coming soon…


In an epic show of solidarity Hack furiously works on stabilizing the raft; Taissa takes a shot that pierces hard into the Hydra’s body; Daya takes a slice from the Hydra’s flesh; Jenner’s bullet scores a palatable hit; Polux kicks fast to the enemy and swims under the raft; Snaga takes a vicious slice from the belly of the beast; and Melthune manages to right herself on the raft.

The Hydra seems in danger of being bested for certain, yet for some reason it attacks…

Knowledge Nature DC 12:

The water is very deep here; deep enough so that the Hydra can submerge itself underwater. How deep? You don’t know – but it’s probable that the Hydra is likely very near its lair.

In which case it’s protecting its turf and won’t run.

This is lucky (in a way) because if it DOES run then it will disappear from sight and likely it will simply heal up and then come back after you again.

Even still; you’re certain that if you do not kill it this time, that – lair or no – that’s exactly what it will do…

The Hydra begins its attacks in sort of "Round Robin" style, attacking everything it can reach –

Attack: 1 on Daya
1d20 + 6 ⇒ (11) + 6 = 17

If it hits
1d8 + 3 ⇒ (8) + 3 = 11

Attack: 2 on Snaga
1d20 + 6 ⇒ (5) + 6 = 11

If it hits
1d8 + 3 ⇒ (8) + 3 = 11

Attack: 3 on Melthune
1d20 + 6 ⇒ (16) + 6 = 22

If it hits
1d8 + 3 ⇒ (7) + 3 = 10

Attack: 4 Hack
1d20 + 6 ⇒ (8) + 6 = 14

If it hits
1d8 + 3 ⇒ (5) + 3 = 8

Attack: 5 Raft
1d20 + 6 ⇒ (4) + 6 = 10

If it hits
1d8 + 3 ⇒ (3) + 3 = 6

EDIT: Wow! It looks like the Hydra missed everything except for Melthune and the raft.

Then the Hydra dives under the water!

Perception check to see it DC 18

New combat map and stats coming up soon...


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Know. Nature: 1d20 + 5 ⇒ (11) + 5 = 16
Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Taissa pondered why the Hydra would be attacking so readily and a thought occurs to her. She voices it aloud to the others,

"The water is deeper, here, and it can hide. It's lair is close by, I'm certain. It's protecting its home and it won't run away. We need to kill it before it disappears below and heals itself!"

Taissa scanned her eyes on the surface of the water and beneath. She pointed it out, with a shout, "There! It's dived under the water! Polux, Snaga, go after it!"

Holding on steady feet upon the raft, Taissa flings her bow over her shoulder (it's on a leather strap) and takes her masterwork tool kit out and begins repairing the raft from the new damage done to it by the Hydra.

Craft Carpentry with masterwork tools bonus: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25


Ninja'd by Taissa

Sorry for delay – was a bit distracted.

New battle map here.

The hydra is underwater; Polux is under the raft

Since the Hydra is now underwater, it is not easy to see. However, I realized that it took a “Full Attack” so it can only take a “Five Foot Step” so you don't need the Perception Check of 18 to see it.

It is now effectively 5 feet underwater and can be seen except for all the penalties for being “Underwater” which are shown Here.

Anyone who wants to take a “Ranged” attack needs to be on line 8 so you have an angle to shoot.

The raft's HP are now 4/20 with a bonus from Hack of 5 Temporary to bump it to 9 for the next 9 rounds.

That said, you’re up!


Taissa Sloane wrote:
Holding on steady feet upon the raft, Taissa flings her bow over her shoulder (it's on a leather strap) and takes her masterwork tool kit out and begins repairing the raft from the new damage done to it by the Hydra.

Well done Tai! The raft is now up to 3d4 ⇒ (3, 3, 4) = 10 more HP for a total of 8 more HP for a total of 17 out of 20 for the next 8 rounds, then 12 HP for two more rounds.

FYI - I sent you a PM earlier.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain, I'm in the process of replying to the PM. You should receive it soon. Okay, it's sent now. Oh, and with Tais fixing the raft, that's all she can do this round, correct?

May I ask, why there is a cross over E:8 (Polux) on the new map?


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4

Dain, can Daya still attack the Hydra who's only 5 ft under the water? As a bird who catch fish out of the sea, can Daya not charge toward the water and reach out/in with her claws to attack? I wanted to ask before attempting the manoeuvre to see if it is a viable attack at this time? And if she can, what sort of penalties (if any) are involved?


Daya wrote:
Dain, can Daya still attack the Hydra who's only 5 ft under the water? As a bird who catch fish out of the sea, can Daya not charge toward the water and reach out/in with her claws to attack? I wanted to ask before attempting the manoeuvre to see if it is a viable attack at this time? And if she can, what sort of penalties (if any) are involved?

For Daya to attack the creature she could be at the square "above" the water; but she'd need a reach weapon to be able to get the hydra as there is a 5 foot gap between her space and the hydra's space.

If she dove into the water, she could try that; but she'd need to occupy an adjacent space to the hydra and that means she'd be occupying the space that was actually "in" the water, not above it. In other words, Daya would have to be submerged in the water and attacking - but I'm pretty sure that would be bad for a bird, though I haven't seen any formal rules on that before. Unless you can find some other rules that allow a bird to be in the water and attacking, I think I'm going to have to rule that she can't attack because of the hydra's depth.

Regarding the X through Polux, that is to represent that he is not on the raft next to you guys, but under it. In other words, Polux is able to move to take a 5 foot diagonal move to F:9 to attack the creature, if he'd like, as he is now - like the hydra - 5 feet under the surface of the water.

Finally, doing a Repair Check on the Raft takes a Full Round action; so she can't attack or even pilot the raft at this round.


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

Jenner swears colorfully again as the beast submerges. His gun reloaded, he takes a step forward, scanning the water.

Move to H8, fire. He is technically making a ranged attack while within the hydra's threatened space; if this results in an attack of opportunity from the hydra that is fine.

Attack, vs Touch AC, Rain, Improved Cover, Point Blank Shot: 1d20 + 5 - 2 - 8 + 1 ⇒ (18) + 5 - 2 - 8 + 1 = 14 Wooo, good time to roll high. :D
Damage, PBS: 1d8 + 1 ⇒ (6) + 1 = 7


Jenner 'Holystone' wrote:
Move to H8, fire. He is technically making a ranged attack while within the hydra's threatened space; if this results in an attack of opportunity from the hydra that is fine.

Not actually; remember - the Hydra has traveled underwater. It is now 5 feet across from you but 10 feet below you.

Remember, though - Loading 1 Barrel of a One-Handed Firearm is a Standard Action; loading both a Full Round Action, without Rapid Reload.

But that's just for future reference, though. Meanwhile, you're pretty sure your shot hit and did damage, though.


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4

Daya continues to fly 5 to 10 feet (in a circular fashion) above the place where the Hydra submerged, doing so in a defensive manner so as to minimise injury by the creature if it emerges suddenly and attacks her.

Total Defense: You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round.

Her golden eyes peer down into the murky water, hoping to catch a glimpse of the Hydra. (Not sure what the penalty is to see down into the murky water.)

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Daya's HP 19/19, Current AC 26


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Melthue widens her stance and moves to the opposite side of the raft to where the creature submerged.


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

*Facepalm* My bad. This is... also my first time playing a gunslinger, haha. If you want to retcon that damage, I would be fine with that, since Jenner technically didn't have anything in his gun to shoot...


Melthune – you’re pretty much in the middle of the raft; there’s not much of an “opposite side” to where you could go.

Also, ironically, you’re as close to the enemy as you could get. If you move to any position at all, you’d just be moving farther away from the Hydra.

Jenner; for now I’m going to assume that you only loaded 1 barrel and were able to fire just one barrel and now the gun is empty.

So on your next round the only thing you could do is either re-load (one or both barrels) or possibly try to pilot the craft away from the Hydra – which is almost under you, and at the same by piloting the craft you might potentially prevent the Hydra from lunging up into the bottom of the raft with all it’s heads via a Bull Rush and (at the same time) you might also be trying to steer the raft to a more shallow spot so that the Hydra can’t swim and attack you, but would have to walk in the mud; and also by keeping the craft in more shallow water you'd be able to make sure that if it was destroyed that you won't lose the bulk of your gear to the bottom of a sinkhole...

However, that’s an option for next round :)

If it helps, your shot did do some good damage to it, so it's very close to dying.

Right now we wait for Polux to take action (I’ll roll Snaga after him). Currently Polux is able to swim to it this round and take one attack (with Sneak Attack added in), if he'd like to. So depending on how Polux does, he may be able to kill it this round.

As soon as he taps in, I’ll be able to move forward, though. Until then – see you all soon!


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Also, the 10th June is a bank holiday on my neck of the woods - probably not much activity during that day. Just a heads up ;)


Polux wrote:
Also, the 10th June is a bank holiday on my neck of the woods - probably not much activity during that day. Just a heads up ;)

No worries. Take your time, we can be patient :)


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Polux plods through the muck, barely seeing where he is headed but sensing the huge mass of the hydra in front of him as some sort of shadow, distinguishable from other underwater vegetation.

Swim: 1d20 + 5 ⇒ (17) + 5 = 22

He manages to inch forward to stab at the creature, removing the kukri from his teeth, and plunging it, with as much strength as he can.

Kukri attack, Flanking with Daya?: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Damage if it hits + SA?: 1d4 + 2 + 1d8 ⇒ (2) + 2 + (4) = 8

Strangely enough it seems that Kukri cannot deal puncturing damage..? So I guess Polux deals an astounding FOUR points of damage if he hits..?


Polux wrote:

Polux plods through the muck, barely seeing where he is headed but sensing the huge mass of the hydra in front of him as some sort of shadow, distinguishable from other underwater vegetation.

[dice=Swim]d20+5

He manages to inch forward to stab at the creature, removing the kukri from his teeth, and plunging it, with as much strength as he can.

[dice=Kukri attack, Flanking with Daya?]d20+9+2
[dice=Damage if it hits + SA?]d4+2+d8

Strangely enough it seems that Kukri cannot deal puncturing damage..? So I guess Polux deals an astounding FOUR points of damage if he hits..?

You can't flank with Daya; but the Hydra is effectively "Flat Footed" to you as it can't see through the murk.

According to the extremely poorly crafted underwater rules, it seems that there is no caveat that would prevent you from moving your full action (5 feet) and taking a 5 foot step and Full Attack Action. In other words, you could have moved the 5 feet via your swim check and attacked the creature with both weapons, if you want to - again; the Hydra is flat-footed to you, and you'd get a second Kukri attack to make (at a -2 penalty, of course), if you'd like to use it?

Worst case scenario I'll try to have Snaga take his full attack later tonight (he may get lucky; we'll just have to see what happens, though, but it's very, very close).


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

Well, you can't, by the rules, take 5-foot steps in terrain you do not have a 'speed' to move in. I.e., if you don't have a listed swim speed (the way the hydra does), you cannot take a 5-foot step while swimming. You also cannot move any distance with a move action and then also take a 5-foot step.

Obviously, if this is being changed/ignored by our house-rules, ignore me.

(5-Foot step)

Additionally, the very definition of a full-attack action is one in which you make no movement on the turn (save a 5-foot step, which, by RAW, we can't do in the water anyway).


Jenner 'Holystone' wrote:

Well, you can't, by the rules, take 5-foot steps in terrain you do not have a 'speed' to move in. I.e., if you don't have a listed swim speed (the way the hydra does), you cannot take a 5-foot step while swimming. You also cannot move any distance with a move action and then also take a 5-foot step.

Fair enough - in that case Snaga does his full attack, since he's right next to the Hydra...

Attack 1
1d20 + 6 ⇒ (11) + 6 = 17

If it hits –
1d3 + 5 + 2d6 ⇒ (2) + 5 + (4, 2) = 13

Attack 2
1d20 + 6 ⇒ (7) + 6 = 13

If it hits –
1d3 + 5 + 2d6 ⇒ (1) + 5 + (2, 6) = 14

EDIT: Okay - even at half damage, Snaga is able to drop the Hydra and it slips into the murk below...


Location:In the waters of the Southern Swamps
Date: Pharast 19th
Time: 2:45 PM
Moon Cycle (Check March 19th 2014 for Moon Cycle): Moon
Weather: Roughly 50° F – Heavy Rain; cold wind and damp (Wind-chill makes it feel more like 42°

As the Hydra slips into the water Snaga pokes his head out of the murk and looks around at his companions.

”Chief?” he calls out, then ducks under and grabs at Polux and pulls him up to make sure he’s okay.

When the two of them get above the water he looks at his friends.

”We should go,” he says to the others.

”Hydra can live here – maybe breed here – there may be more of them here…” he says, clearly concerned that more Hydra could be around, but obviously something else is bothering him, too.

Knowledge Nature DC 10 Determine a Common Plant or Animal:

This hydra doesn’t seem very likely to be native; or rather, though it can live in swamps, it’s clearly not “Common”.

It would have had to move through shallower places to get to this very deep sinkhole in the swamp. It would have been a very great coincidence for it to get here; or it would have been very deliberate…

Knowledge Religion DC 20 Recognize Obscure Deity or Religious Symbol:

Certain lizard cults worship Snakes as gods – it is possible that such a cult may have forcibly or deliberately supplanted this creature as a deity to worship…

On the other hand; someone else may have put it here to draw the attention of possible worshipers…

He looks at his companions and grunts.

”We should go – it is not good to stay here long,” he says with a flat voice, hauling himself onto the raft, shaking himself free of the slimy water like a dog.

He glances at the others, waiting for them to get the raft in gear; then he looks at the raft.

”This boat is almost broken – we should fix it; but maybe not here?” he adds, somewhat cagily as he stares at the water, the rain continuing to fall.

”We maybe half hour from caves,” he adds with a grunt.

Right; so I need either a Profession: Sailor check to get out of here; and possibly some kind of check to repair the vessel. But you’re free to do that wherever you’d like.


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Melthune sheaths her sword, slings her shield and looks for the pole she was using to help move the raft.

Perception:1d20 + 12 ⇒ (5) + 12 = 17

Once she's gathered it up she begins to help move the raft to some where better repairs etc can be made.


Melthune wrote:
Perception:1d20+12

It is not easy to tell, but you think you see some crags in the south; maybe a mile or so off, but it's hard to tell for sure...


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Melthune indicates the crags in the distance, "Is that where we are headed?" She asks, seeking directions towards moving the raft.

"It's high ground. Something solid to beach this on?"


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

As soon as everyone's back on the damaged, listing raft, Jenner wastes no time.

"Aye, let's get gone from here!" he yells quickly, shoving his empty gun back into his belt-sash. "Those of you who can, see to patchin' some of the damage that beast did-- don't want this poor raft fallin' apart in the water beneath us--"

He starts trying to sail generally away from the hydra's territory.

Profession Sailor: 1d20 + 7 ⇒ (10) + 7 = 17

"I'll take high ground," he says to Melthune, "or low ground, or any ground at all, at this rate..."


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Taissa leaves the pole/oar to someone else, and, once again starts work on repairing the damaged raft with her masterwork tools. She wipes the raindrops from her eyes from time to time.

Craft Carpentry: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Know. Nature: 1d20 + 5 ⇒ (14) + 5 = 19

As Taissa worked on the raft, she reflected on the hydra and its presence in the marsh waters.

She voiced her thoughts aloud, "I don't believe the hydra was native to this area. It either deftly moved through many shallow pockets of water to arrive at this place or it was deliberately brought and settled here in this deep sink hole. We have to be more vigilant."

Daya had taken to the air, again, this time 20 feet above the raft as the rain was heavier and she did not want to lose track of the raft and/or its occupants. Her golden eyes peered through the raindrops and scanned the area above/across and below.

Daya's Perception: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12 (-4 penalty included for poor visibility due to rain.)


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Hack begins to assit Tai in the repairs of the raft.

We need to make this thing whole in case we are attacked again.

Craft Carpentry: 1d20 + 4 ⇒ (12) + 4 = 16

Let me help you there, Tai. We can get this thing good as new, eh.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Taissa looked up from her carpentry work; the rain falling onto her face.

"Aye. Two pairs of hands are better than one, Hack, especially in a downpour. Thank you." Taissa gave him a quick, impish grin and returned to work; Hack settled industriously beside her.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Polux dives down after the hydra corpse until it hits the bottom.

Shouldn't be too far, right Dain?

He then goes about cutting off one of the heads with his blade, bringing it back up top.

Dain GM wrote:
”Chief?” he calls out...

Polux breaks the surface spitting murky water - "That should teach the overgrown snake, right? Well done Snaga" - he compliments their goblin companion, climbing onto the disintegrating raft, and throwing the head on board - "Not much of a God, huh?" - he grins at Snaga - "That one's for you" - he motions at the hydra head.

Sticking his kukri on the wood, he wrenches some of the water out of his clothes, and helps Snaga up - "I'll keep on watch in case there are any cousins of that one out and about" - he adds to his companions - "Let me know if you need a hand to keep this one afloat"

He then returns to his 'watch' position at the tip of the raft, looking for any signs of their destination, since they should be close.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Str Check:1d20 + 4 ⇒ (8) + 4 = 12 (Pole, pole, pole...)


Quick Notes –

1. You can begin repairing the raft as soon as you get it to a place to kind of “work on it”. In other words, you won’t really be able to repair it on a flowing morass of water; but after some clever Profession Sailor checks which should only take you about 3 – 5 minutes (tops) you’d be able to find a small bump of relatively dry land to haul the raft onto and drag it up onto.

Taissa’s Natural 20 (coupled with Hack’s “Aid Check”) nets out to a 29; but I’m upping it with some modifiers. Given the standard Craft/Repair rules (including some modifiers I’m giving you for the Natural 20) – you are able to repair8 HP per Hour of Work. The raft currently has 5/20 HP. In one hour you can bump it up to 13 HP. If you work for 2 hours it will be at full HP.

Once you reach the bump of dry land, how long do you want to work on the raft?

2. Polux – via the swim…

The Swim:

The depth of the “sinkhole” seems rather – substantial. You swim down for a bit – you’re not sure (you think it’s about 60 feet before you feel the bottom) which seems fairly deep for a small swamp.

It’s easy to feel about and feel for the bulk of the corpse; but as for cutting off the head? That’s a bit tricky unless you have something that is good at cutting/hacking a long tentacle-like neck (such as a Sawtooth Dagger – a derivative of the Sawtooth Sabre – like a Survival Knife).

Of course, you can do that with a kukri, but it would probably take you about 5 rounds to do it.

FYI – you know, it’s pretty dark down there – but, uh, you know – while you’re down there, if you could make another Perception Check while you’re “down below” (not just the one on the raft) – that would be very, very good…

Of course, normally you could do a Take 20 on this while you’re down there, except for the fact that it’s almost black down there (being that’s it pretty deep); and it’s (for some unusual reason) pretty deep. Also, you can only do a “Close Search” with a Take 20 on Perception on a 10x10 area, and it’s a bit wider then that.

You can hold your breath for the standard 2x Constitution in rounds; in your case 28 rounds (almost 3 minutes, not bad).

At a Double Move speed you can go 10 feet a round – so that’s a total of 12 rounds for the trip (there and back) but it grants you 16 rounds to do your thing via the Perception Check to scout things out. But again – remember the penalties for searching in the murky water.

So yeah – when you get down there; make your Perception Check.

It’s not an easy roll given the penalties; you may want to get some type of back-up down there – (Snaga will definitely go) but for now Jenner/Melthune are piloting the raft to dry round (roughly 20 feet a round for about 3 minutes; or 600 feet from the spot) and Tai and Hack are prepared to work on the raft via Repair Work – but you can try to ret-con this and let them keep their earlier rolls via Ret-Con; if you’d like to ask them.

Okay – just keep me posted on your plans :)

3. Daya’s Perception – it’s hard to see much, but you think that there is a rather large rocky “hill” (possibly about 150 feet in height and with a rough radius of about 200 feet – possibly).


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

Dunno how many Sailor checks we'd need, but:

Profession Sailor: 1d20 + 7 ⇒ (1) + 7 = 8
Profession Sailor: 1d20 + 7 ⇒ (14) + 7 = 21
Profession Sailor: 1d20 + 7 ⇒ (15) + 7 = 22
Profession Sailor: 1d20 + 7 ⇒ (20) + 7 = 27
Profession Sailor: 1d20 + 7 ⇒ (19) + 7 = 26
Profession Sailor: 1d20 + 7 ⇒ (11) + 7 = 18

The first time he tries to navigate the damaged raft, it nearly goes right over (or maybe it DOES go over, with a natural 1!), but, if the craft doesn't flip, then once Taissa and Hack's work starts to have an effect, the raft is less off-balance, and Jenner calms down a bit from his energetic and varied oaths in three different languages.

"How bad are folks hurt? I can do somethin' for ye if any of us need it," he says now that the craft is navigating smoother. "Once we get onto some land..."


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain GM wrote:

Well done Tai! The raft is now up to 3d4 ⇒ (3, 3, 4) = 10 more HP for a total of 8 more HP for a total of 17 out of 20 for the next 8 rounds, then 12 HP for two more rounds.

Dain: That was after the repairs were done once the Hydra submerged (and didn't attack the raft again). I'm now confused why you say the raft only has 5hp before we start working on it, again. Please clarify.


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Jenner: Your rolls allow you to get the craft to the “dry spot” in about 4 minutes; modest but eventual. This assumes you take off right away before Polux takes his dive, but those rolls can be in place via Ret-Con, though.

Taissa: No worries; here’s some clarification from the original ruling on the Repair Check: The Temporary HP lasts for one minute for every Rank the Character has in the appropriate skill (2 minutes for 2 ranks; 4 minutes for 4 ranks, and so on) and the Duration of the Temporary HP is not effected by Misc. Modifiers.. So in other words, as you have only 1 rank in Craft Carpentry the Temporary HP lasts only 1 minute (or 10 rounds). After the combat is over the quick repairs you guys made to keep things stable kind of fall apart. To make those repairs permanent you guys need to do some actual work on it. Of course, you don’t formally need to, but the raft is not in good shape, so it’s kind of up to you all.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

What the heck, I'll do it!. Perception: 1d20 + 5 ⇒ (14) + 5 = 19


Polux wrote:
[dice=What the heck, I'll do it!. Perception]d20+5

Re; Perception Check –

It’s dark beneath you; you can’t see even your own hand in front of your face and are only dimly aware that above you is the surface – not because it is brighter, but because you are able to move up with greater ease while moving down is harder with each passing moment.

When you reach the bottom you sense the bulk of the body of the hydra beneath you. As you seek to take a trinket for your mates above, your hand snakes out to the sandy bottom to feel around for the most impressive trophy.

It’s easy enough to discern the swollen corpse of the hydra with only a touch; it’s fleshy skin almost rubbery under your chilled, filth-covered fingers.

Yet as you pat around for a good grip at the corpse to begin to saw at the neck, your other hand absently plunges down against the bottom of the hole; yet it does not feel the mere silty sand you expected. Instead, your palm suddenly splays against a very round, smooth stone which – in of itself – is not so remarkable. Yet as you lift it absently you feel the tell-tale shape beneath your hand and realize it is – in fact – a skull.

Prepared to disregard it as nothing so remarkable your fingers slip below the skull to feel at the ribbed torso. They brush lightly against where the neck would be, yet in that moment you do not feel a neck; you feel rather a strange piece of jewelry about it – like a collar or a necklace.

You quickly assume it is exactly that – the collar of some dead slave, perhaps, but as you pause for a split second your fingers absently trace a pattern that seems somehow familiar to you – yet you do not recall why, or what it could be – and in any case, the filth in the water has nearly covered it…

Suddenly curious, yet undeterred by the strange shapes, you place your blade back between your teeth and reach your hands about in a sweeping motion in the sands below.

Very quickly you feel other skulls – several, if not dozens… perhaps much more…

Many of them are human; others feel as if they may be goblin; but others you cannot tell – yet their shape is long and strange and hideous under your curious touch.

As you feel blindly about you are aware that many of these heaps of bones are wearing naught but cheap trinkets of little worth; yet as you reach gingerly through the boneyard beneath you, you feel also the shapes of strange gear and weapons…

Pulling yourself slowly across the shallow part of the filth you eventually reach the very edge of this sinkhole, your hands feeling the smooth, rocky walls rising up.

Taking some comfort in a conduit back to reality, you feel an almost palatable sigh of relief ebb through your body; until your fingers brush against a very distinct feeling in the natural wall of this mysterious hole in the swamp.

Your breath catches suddenly in your chest as your searching fingers slowly trace over an almost cyclopean set of strange stonework that – even in the darkness of this filth – your heart tells you is by no means natural

As this thought digests in your subconscious the sudden press of the black, murky waters falls like a weight on your very soul. Yet beyond that mere damp ruination which presses on your body, you now feel an urge to flee as a slowly encroaching madness threatens to whisper into the very recesses of your mind.

Your teeth clamp hard on the blade in your mouth and you would draw it forth and smite the damnable presence that teases you with hints of dread and death – yet you cannot strike that which you cannot see, and the darkness is like a veil to smother all light and life from you forever.

Your limbs thrash in the water as your torso writhes about, struggling to escape this feeling; instead you are only aware of the slow avalanche of filth-speckled bones which slowly tumble onto you, yet Providence has allowed you to evade their dead grip, for a time.

But now you feel only the need to flee – to light; to life; to the sweet air above…

So you kick your legs with a sudden urge and swim to safety and the surface of the swamp as the darkness – the corpses – and the hidden ruins of some bygone age can be ignored as you rush for air.

Ignored – yes; but not forgotten…


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain GM wrote:

Once you reach the bump of dry land, how long do you want to work on the raft?

It makes sense to fully repair the raft -- so, we will spend the full 2 hours on repairs.

When Daya returned and flew close enough to the raft to inform Taissa of what she had seen (in Roc), Taissa relayed the information to the others.

"Daya has seen a large, rocky hill, roughly 150ft high and 200ft wide. Possibly a good place to put the raft ashore and properly repair it. It will take about two hours, but it will be wholly repaired."


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

Jenner wouldn't sail off without Polux, of course. So assuming the sail checks happen once they get Polux back on...

And yes, I agree with Taissa that we would want the raft fully repaired.

"Your feathered friend has good eyes!" Jenner says. "Aye, we'll aim for that, then-- and hope this thing doesn't fall apart beneath us 'fore we get there. Polux, man, you were down there so long I feared that thing had a mate to eat you!"


Taissa Sloane wrote:
"Daya has seen a large, rocky hill, roughly 150ft high and 200ft wide."

Tai - that hill is actually the very place that you guys are sailing to (which is roughly a half hour away from your current position - if you sail directly there and don't stop). I had given some minor details on it with the first Perception Check made by Melthune, but I gave Daya a little more description of it based on her height and some other modifiers.

I'm sorry I didn't explain it better, but yes; Daya is able to see that the place you're sailing to eventually is a large rocky hill about 150 feet high and a radius of 200 feet, so it's actually roughly 400 feet wide.

You were able to find a place to make full repairs on the raft about 600 feet from where the hydra attacked (again - about 3-4 minutes pushing along).

Finally, if you guys wait for Polux to come up and tell you what he saw that's cool; however, you're free to keep the natural 20 and Hack's aid check to repair the raft no matter where you guys "park".


Jenner 'Holystone' wrote:
" Polux, man, you were down there so long I feared that thing had a mate to eat you!"

Snaga quickly turns to look at Jenner - his eyes are wide and the look on his face suggests that this possibility seems to concern him greatly, even though Polux has returned.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain, I realise that. I was playing out what Daya had seen. If that is the same place that Holystone is steering us toward (based on some remark by Melthune) -- it's all good. I'm simply handling information IC as my characters receive it.


Taissa Sloane wrote:
Dain, I realise that. I was playing out what Daya had seen. If that is the same place that Holystone is steering us toward -- all good. I'm simply handling information IC as my characters receive it.

Ah! No worries - I just wanted to make sure I wasn't being confusing.

FYI - check your Inbox; I had a chance to answer your questions last night; I hope it helps, but if you have any follow-up questions about it, let me know and I'll do my best to answer them. Right now I'm headed off to work, but I'll see you guys later tonight!


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain: Yes, I have checked my inbox and received your answers. Thank you. I shall reply later tonight. Have a good day at work. :)


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Polux breaks the surface of the murky waters, taking a deep breath and standing there, bobbing for a moment.

Climbing onto the raft, he stands up and wrenches some of the water out of his clothes, smiling at Jenner's comment - "I guess that one would be up for an indigestion - I have been told I am a tough one to swallow"

Checking to see if his weapons are in place, he adds - "I did find something disturbing - to say the least - down there. It seems to match Taissa's impressions regarding the fact that the creature was somehow 'drawn', and deliberately left here" - he stares at the waters.

"There is definitely something down there - I found solid ground and walls, as if it had been a building or a pit of some sort... I could feel a LOT of dead bodies littered on its floor, still wearing their baubles, weapons and gear, as if they had been thrown in there still alive?" - he ponders for a moment - "I say it seemed like a pit of sorts because I could feel walls rising around it, or at least one wall if it had been a building before - on the wall I touched a symbol, and felt a...'Presence?'" - the man shakes his head - "Feelings of dread and death overwhelmed me down there, there's something wrong about the place but I cannot explain it any better than this - there is something, and it may have to do with the reason why that beast was here"

Shrugging, he turns again to the others with a grin - "Either that or I was freaking out. But we should take another look, maybe at a later opportunity" - he finishes moving onto his watch position.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Holystone, can ya mark the spot with your sailin' skills, my friend?


As Polux finishes his tale, Hack rubs his chin thoughtfully at the information.

Shenkt "Hack" Corchran wrote:
Holystone, can ya mark the spot with your sailin' skills, my friend?

”Huh! How you going to mark hole in water? What - you maybe scratch an X on water? he says, chortling to himself for a bit.

Then he thinks about it for a while, trying to figure out why Hack seems interested, even if the others didn't.

”It be hole – why go into hole in water?” he adds as the others begin to move the raft on.

Polux wrote:
"I could feel a LOT of dead bodies littered on its floor, still wearing their baubles, weapons and gear, as if they had been thrown in there still alive?"

Snaga’s eyes widen in surprise.

He turns to Polux.

”They want to fix raft; that take time, yes? Maybe hour – maybe two… We are not so good at fixing things – what can we do while they tinker, eh? Why not go look in hole now and look – why wait?” he says to Polux.

The goblin peers up at his chief.

”You say maybe snake god be nothing, yes? Well… where is your heart, eh chief?” he says to Polux as the rain splatters down on his face and his gleaming yellow eyes stare up at him.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

And ya call yerself a sailor, Holystone? Mark the position by the sun, landmarks, or whatever.

Hack looks for any landmarks and takes note of their position.

survival: 1d20 + 8 ⇒ (17) + 8 = 25


Shenkt "Hack" Corchran wrote:

And ya call yerself a sailor, Holystone? Mark the position by the sun, landmarks, or whatever.

Hack, you can definitely attempt to mark it; but being that is a pretty heavy downpour covering the sun, with hints of flash floods earlier wiping out most a lot of landmarks on the ground so it's not going to be easy, though I'll certainly note the roll :)

Snaga looks above his head and squints at the mention of the sun, then looks at Hack thoughtfully.

He moves over to him, peering up at the towering barbarian.

"You got balls - I like that," he says with nod.

"They want to fix raft, maybe? Good! Let them work - you, me - we go into hole and see what there is to find... Maybe human bandits can wait a little while - we close anyhow..." he says, then peers above again at the sky, as if seeking the sun.

"It only midday," he says with a thoughtful glance to Melthune, then he shrugs.

"We get to bandit camp maybe in an hour or so - maybe less - maybe more, if it take a long time to fix raft..."

He looks back at Hack.

"You have strong heart; that is good thing - Snaga will remember," he says with a nod.

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Ahoy!

So the plan is to formally start the day after New Years because I know folks are possibly out of town and on vacation.

In the meantime I'm hoping that people on the Recruitment page are aware that the game hasn't formally "started" - this is merely a prelude for new players to see things like:

1. post rate
2. the other potential players and how they interact with each other
3. get a sense of how I GM a game
4. see what they think of the world/game

At this point so far I've seen posts from -

1. Asan
2. Hack
3. Pollux
4. Sunny
5. Taissa

Still haven't seen posts from -

1. Daynen
2. Edeldhur
3. Galahad0430
4. Loup Blanc
5. Zavir Ragin

I made my post about the playtest on Friday and with the holidays going they may have missed it.

There is still time for them to toss something up and get into the mix.

For right now we're basically hanging out the inn "in-game" until the posted date (January 1st - sometime during the day).

The game's pace will likely slow down a bit once things get more structured and we have some solid plot to deal with.

But positions are still open for now.


Elf Wizard

Well, Polux is my alt :D

I wanted him to be named Pollux, but the name was already taken.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Zavir's player pulled out (per his post on recruitment thread) due to length of people's posting. He said he couldn't write that much.


Ah! Well, I knew that the one guy pulled out, I didn't know that guy and Zavin were the same guy.

I don't understand his concern though; it's been three days and only 60 postings or so. With seven players so far that's a rate of roughly 3 posts a day.

Oh well, it's not for everyone, though.

We'll see what happens next, I guess.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Edeldhur wrote:

Well, Polux is my alt :D

I wanted him to be named Pollux, but the name was already taken.

btw, I prefer Polux with one 'l'. ;)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Tomorrow is NYE in Oz. I will be out of town until late afternoon on my 1st January. I will try to post something before I leave but then there will be no more postings from me until I return home.

Happy New Year to everyone. May 2014 be a positive year. :)


Hey everybody...

I'm a friend of the GM, thought I'd check out this whole play-by-post thing. I played in one of his play-by-post games before, and we seem to gel well. I hope I can keep up!


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

@Jhim: Welcome to the game. :)


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Welcome to the game Jhim ;)

Wanted to drop a line to wish you all a Happy New Year!! Today and tomorrow posting will not come easy, and next weekend the family is going on a snow trip, but I'm still around. Posting will be sparse though, until next Sunday.

Enjoy the holiday everyone!


Thanks for the heads-up, Polux, I appreciate it :)

The action will start to pick up mainly tomorrow, but for now I'll assume you're around for the ride, even if you can't toss something up.

That said, I'm off to work in a few, but I'm eager to see what happens next.


Happy New years, gang.

:)


male half living/half dead feline Quantum Sorcerer/12

Bed time for me. G'night all, and happy new year!


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

It looks like Loup Blanc (goblin avatar) has also backed out of the game. I think people who want to play have responded in social rp on the board. Have positions closed now, Dain GM?

Happy New Year, folks. :)


Yes, Loup sent me a PM on it, it's all good.

But to answer your question Taissa - yes, positions have been closed.

If they're not posting on the board, they're not posting, I guess.

Sorry about last night, I fell asleep early around 11:30 (working two jobs on New Years day was a bit tiring, sadly) and I have to leave in about 20 for work again.

That said, I'm going to check the boards now and have something a bit more comprehensive later today.

See you all soon!


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

*HUGZ* All tha' bestest Master DM Sir...Unless...in fact...ye is a woman... (>_>)...

I haz done all'a whut ye bin asked of m'self. I hope I gots it right enough.

I be in kind'a Tokyo time...or "UTC +10"...

When I am at work, I can keep an eye on things when I'm on night shift and add small posts...On day shift there are breaks of about 12 hours when the best I can do is look in. When I'm not at work, then I generally have time to burn.

Wishin' every one all'a very bestest! (^_^)


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I am in Pittsburgh, Pennsylvania - EST.

I genreally post mostly all day before 9:00pm EST.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

I'm in Florida, EST mostly I post between 4:30PM EST and midnight.


Male hp 7/21,(5/5 musket shots), AC 15, T15 FF10, bab +3, melee +6, ranged +6, cmb 3, cmd 16, F +3, R +6, W +3, Init +4, Perc +6, Human Martial Artist 3

pacific time for me. usually can post around 4 or 5pm. Infrequently I can post at work around 12pm, more so if they are shorter posts.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

As mentioned previously. I'm in Sydney AEST (UTC+11).

I can post before work, during lunch time and in my late evening as a general rule. Though I have no real set pattern (I see what the day and night holds).

I am currently on summer holiday. A heads up: I will be away on vacation from January 11 to 21/22. I will not be posting during this time. (Dain GM already knows this.) My holiday was booked before the game started. Sorry, folks.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Have a great holiday! (^_^)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Thanks, Suny. I'm hoping to have a nice break from the daily grind. :)


Hey Dain GM...

I'm really close to having my sheet done. You'll hopefully have it by the end of the night, though bedtime's 8:30 again. I can stay up late tomorrow night in case there are doings transpiring. It's looking good, just gotta do feats/traits and equipment.

And, of course, you know my time zone...eastern standard time like yourself.


Male Half-Orc Gunslinger 1/Bounty Hunter 2 (AC 19 / HP 26 / F +6, R + 8, W +4 / Ini + 3 / Perc. +7)

Update: Just have to deal with weapons and armor. Should have it all turned in early-ish tomorrow. Sorry to be such a turtle.


Male hp 7/21,(5/5 musket shots), AC 15, T15 FF10, bab +3, melee +6, ranged +6, cmb 3, cmd 16, F +3, R +6, W +3, Init +4, Perc +6, Human Martial Artist 3

please excuse my not posting right now...i'm FREEKING FUMING, because I spent about an hour typing everything up and formatting it and FRIGGIN PAIZO GLITCH just ERASED IT ALL.


Asan - that sucks, trust me - I know. I've typed a few long posts before that have had a tendency to crash.

I've noticed if you have Google Chrome and it doesn't post for some reason and you hit the "Back" button it will take you back to the screen you were working on just before it failed to post (generally).

Another suggestion is to type it in a Word document. Then you can cut and paste it up onto the boards without worrying if it crashes; plus, if you keep an ongoing Word document you'll have a record of your posts saved as sort of a "log" to remember what's going on.

A final suggestion is to highlight everything that you type before you post it, then - if you post and it crashes - you can always try to repost it via "Paste".

But after all that, yeah - I still make the same mistakes sometimes, and it sucks.

Anyhow, take your time. I'll be here :)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain DM, I noted there was no information on Ella on the Campaign information. Any reason why? :)


Taissa Sloane wrote:
Dain DM, I noted there was no information on Ella on the Campaign information. Any reason why? :)

Yes, I was slowly updating the page after you got more information on each of the characters.

So as you get to know Ella better, you'll find out more details - and soon I'll have the gist of it on the page.

This is the same reason I've also not put anything up about the priest.

After you've met him and chatted a bit, you'll learn enough that I'll post up a summary for easy access.

Unless, of course, the priest is fictional and all part of a cunning ruse to put you on a cursed ship...

Nah... that's too easy. I got something better in mind... ;)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain GM, hope you didn't get hurt when you slipped on the ice and dropped your dinner.


Taissa Sloane wrote:
Dain GM, hope you didn't get hurt when you slipped on the ice and dropped your dinner.

Actually, my knee is still sore even now. I ate, then posted, then took a nap - set my alarm so I could wake up and do some response before formally crashing for the night.

But thank you for asking, I do appreciate it. And luckily, since the take-out tray was in a plastic bag I was able to sort of carry the whole thing home and simply empty the bag into a bowl. It wasn't very pretty, but it was hot and tasty and very good.

Okay - now that I can settle in and buckle down and get some responses up.

FYI - the board says 21 posts; and all of them while I was taking a nap - good times, gang :)


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Sorry to hear of your injury. Wishing you well...as well....

Much cheers to all.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain GM, try not to slip over today and look after that knee.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Indeed...rest it up proper.


Thanks, gang!

Well, the real issue today is that although there wasn't any snow last night, instead we got freezing rain and sleet.

The weather's been chilly, too.

Yesterday I came to work and some guy told me it was warming up. I said "How, it's 22 degrees out." and he tells me "Yes, that's true, but two hours ago it was 10 degrees out, and by late afternoon it should reach a high of 33."

So while it got warm, the sad fact is - it was still cold.

Now I need to glance at the main boards and see if I have time post before work.

See you all later tonight!


Male hp 7/21,(5/5 musket shots), AC 15, T15 FF10, bab +3, melee +6, ranged +6, cmb 3, cmd 16, F +3, R +6, W +3, Init +4, Perc +6, Human Martial Artist 3

Just saw that you hurt your knee. Hopefully it's doing better.
Well wishes to you for recovery.


Thanks, Asan.

It's all good, now. Just a bit sore.

Anyhow - on with the show... :)


Hey guys, sorry about the late post; works been kicking my butt lately.

I'm working on the first battle map. I should have something up by later tonight (that is, 16 hours from now tonight) or the day after at most, it all depends on how work goes and how much energy I got when I get home.

Any follow-up questions for getting prepped for combat, toss 'em up.

Otherwise feel free to do any more social RP.

We'll be fighting soon, so if you signed on for some action, good time, 'cause it's coming! :)


Tomorrow's high is going to be 18 degrees.

That's the "high".

I think I'd be warmer if I shut my window, but I'm too busy posting ;)

I'll have something on the campaign thread soon, by the way.

see you then!


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

We close the schools here if it gets below 40 :)


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

On my neck of the woods it is raining like there's no tomorrow, and I we're going from 13ºC min to 14ºC maximum temperature. Not too bad to be honest, though I'd much rather more cold and no rain.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Discussion point: I never envisaged Taissa as a leader (mover-shaker), especially in this group. The more charismatic characters of the group are being rather silent IC and the beastmaster with no dip ranks is asking the questions and such. I don't want to keep doing that, to be honest. It doesn't really make sense character wise (she's not meant to like being around people all that much - prefers animals and is picky with people lol), you know. Someone else want to jump in who has the charisma/diplomacy to pull it off and desire to lead? ;)

Edit: The funny thing is that Suny has the highest CHA at 17 but her island lingo can't be understood by anyone other than Taissa and the priest. ;) But her characterisation and naivety make it impossible for Taissa to respect her as leader -- sorry Suny. Just stating Taissa's truth.

Stefan has a CHA of 14, Polux and Taissa are at 13. Asan has a WIS of 15 but CHA 10 (so he's not the most charismatic one in the group). But the problem for me is that both Stefan and Polux have no wisdom to save their lives (let alone lead with their respective 8's). ;p So they're pretty boys with fine manners. But lack life/street smarts/common sense. I believe a great leader needs a goodly amount of wisdom on top of charm. At least they would for Taissa. ;)


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Pshaw! You're doing fine. (^_~)

But...really..Suny is probably equally good trying to shoot things with bow or cross bow...or trying to hit things with sword or fists.

With another level she should be quite a nice skirmisher in that I;m reasonably sure she can get some neat attacks against enemies who she can catch flat footed.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Haha. Thanks, Suny. ;)

Taissa has a +8 with her bow and a +6 with her lucerne hammer. She's designed primarily as ranged but can hold her own in melee if need be as secondary support.

I get a little antsy with a group of people and there being multiple chiefs so to speak -- can get in the way of certain things. I personally like having someone lead. Perhaps when we get to know each other better IC, it'll become more apparent ... We'll see.

Okay, logging off for the night. Catch you all tomorrow.

Night Suny. :)


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

*Begins 'Interlude dance' to pass the time till other folks log on and begin chatting...*

(^_~)


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Well... As you have probably noticed so far, Polux is usually not much of chat guy, at least until he "warms up" to people [which hasn't been easy so far, because he was freezing his pants off :D] - I've been trying to have him place the questions that he believes to be important for his survivability, and the group's efficiency.

Because, fact is, cultists, Dark Gods and all, for him, and for the time being, this is just another "gig" ;)

Get in, bash some heads, hopefully get some cash, some rep, and that's that. This is Polux's current, and somewhat cold view of things around Beacon, I'm hoping to have the character grow as the game progress, and perhaps become a better man... Or not :D


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Back on briefly to leave a message for Asan: Happy Birthday!


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Don't confuse low wisdom with lack of street smarts. I usually RP low wisdom in this type of character as brashness and overconfidence. Stefan just doesn't believe there is anything that truly threatens his life (a common thing with young people). He also has no experience with anyone close to him getting killed, so he hasn't crossed that bridge yet. As far as questioning, the problem is the disparity in time zones. It is hard to get involved in a back and forth conversation with the delay. Perhaps it would be better if Dain GM and the players would delay some of the responses until others had a chance to post a response also. A good example is last night, I logged off after seeing there was nothing to add and eight hours later there are already 17 posts in the game thread. I really like the interaction so far, but it is hard to get involved in those conversations when they passed by in so short a period.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I concur, the time zone differences require us to be a little more diligent about not wrapping up conversations or plans of action when only two or three people are involved. I am a fairly active poster, but only when I am physically awake. The interraction has been great, but let's allow everyone a chance to weigh in before decisions are made.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

*Hugz* I feel for you Stefan.

Today I was 'locked' into the work place and only able to watch the posts until recently.

Still..I try and pick the 'best' comment to respond to and wing it from there. (^_^)

*Continues to bop and caper to the music...*


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Stefan, I can't really delay my responses because then I would miss out on the game being that when you guys post I sleep and vice versa. I try to wait out responses from other players when I make my postings. Waking up to umpteen posts doesn't faze me anymore and I expect it, so I work with it as best as I can.

Least I know how you're playing your low WIS. Not seen it done that way before but it is your characterisation and I will work with that. Thanks.

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