DM Talomyr's Serpent's Skull (Inactive)

Game Master Talomyr

You are passengers on a cargo ship called the Jenivere, headed south to Sargava. The voyage promises not only to bring you and your fellow passengers together as you face adversity, but also to set you on a path into the very heart of one of Golarion’s most feared regions in search of wealth, fame, and ancient secrets.


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Legendary Merchant of Pins

You bet! I'll do that soon.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Adara is officially in the forecastle! Man, was she a tough one to avatar. I think I went through like four or five before I was finally happy.

Regarding the maid and man-at-arms, given the next day's occurrence (Durielle told me what happens! :O) I figure they can either be killed or maybe just MIA for now to turn up later. I'm thinking I may take Leadership with Adara (Assuming she makes it that far!), so maybe they can be "found" on the island further along. Otherwise, their RP fluff & fodder for your use, O Great and Powerful Talomyr.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

@DM Talomyr: I have been pretty interested in this alternate racial trait for sulis.

PRD wrote:

Energy Strike (Su): A suli with this racial trait has a stronger connection to one energy type than to the other three used by sulis. Choose one energy type: acid, cold, electricity, or fire. The suli's elemental assault ability can only deal energy damage of this type. The suli has resistance 5 to this energy type and no racial resistance to the other three types. While her elemental assault is active, the suli gains an additional ability based on the chosen energy type.

  • Firehand (fire): Instead of adding damage to a melee attack, the suli may hurl a piece of her arm-flames as if it were a thrown weapon. The suli makes a ranged touch attack; if the attack hits, the target takes 1d6 points of fire damage. The flames have a range increment of 10 feet.

I feel this would thematically fit Adara very well, but...

I feel the addition of ranged to her elemental assault isn't really worth losing the flexibility of swapping elemental types nor losing three(!!!) elemental resistance 5s over.

I'm wondering if you would be amenable to some kind of house rule that might simulate the range part. Maybe it costs two rounds worth? This would limit its availability severely and Adara won't even be able to do it at level 1, so it kind of feels like a fair trade. Or maybe it can be built into one of the suli specific feats listed on the same page as the link above.

Let me know your thoughts. If anyone else has a comment to or for, I would love to hear your reasons/suggestions as well.

Grand Lodge

I think I would be alright with building into the Extra Elemental Assault feat and as you suggested each ranged attack costing two round of duration.

Grand Lodge

And we're off!

Let me know if anyone is having difficulty with your tokens on Roll20. I created tokens for each of you using your avatars from the gameplay and keyed them to the people playing each character (or at least that's what I thought I did anyway).

The first combat will be a bit wonky based on one character waking up each round, but I suspect we will get into a decent rhythm after we are past that.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

I think I want to make a few adjustments to Adara's equipment if that's alright. Looking it over, I'm really not sure why I made some of those choices regarding the weapons and such. If you don't mind, of course.

Also, I want to be clear about my intent not to meta-game. Adara would probably have nothing of her gear on her person at all. Maybe her dagger strapped to her thigh, but otherwise she is wearing just a nice comfortable (now probably ruined) dress and jewelry. I don't remember what the AP says about what happens to the characters' equipment; but if you want to make it so that not all the gear makes it to the beach—maybe we have to actually brave the ship wreckage to retrieve it—I'm totally fine with that.

I mean after all...playing with limited gear probably can't be any worse than the original Kingmaker we were playing in. We're good enough to hard mode it. ;D

Grand Lodge

Feel free to re-do some of your gear as we are only at the beginning of the first combat.

As to your gear, there is a pile near by with all of your belongings. Move action to get to it, standard action to retrieve a piece of your gear.

After the first combat is over, you will have all of your starting gear with the exception of Lawdrak's T-Rex. You will have to go to the ship's wreckage to retrieve him.

EDIT: Roll20 Map updated with location of gear pile.

EDIT #2: As we progress along with this game, if there is something that you feel I can do better that would help the game, do not hesitate to comment (either here or via PM). It has been quite a while since I sat in the "DM's chair" for a PbP so I am bound to be rusty.


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

Doh... They're immune to color spray aren't they. Forgot about vermin being immune to mind-affecting.

Grand Lodge

Yup. Chalk it up to roleplaying a 1st level character ;)

Grand Lodge

Jesse has been out on a camping trip. I'll give him this evening to post before botting Mizu. Either way we'll be on to Round 3 before I go to bed tonight.


INACTIVE - GAME DIED

I'm back, sorry 'bout that folks!

Also, Mizu could perhaps solve Adara's problem. Even if Adara was just in her dress and didn't have gear with her, since Mizu can breathe underwater and has a swim speed, she could easily... say... pick up a steamer trunk from the hull of the ship before making it to shore. Or dive and recover it after the fight on the beach is over.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

I hurt my back yesterday, so I will probably not be posting very long posts as I'm not really able to sit at my computer. Anything I do get up will be posted from my iPhone...not the easiest method as those of you who have tried it will know.

Grand Lodge

Sorry to hear about your back. Hopefully you will be better soon.

In the meantime, post when you can and if you would like me to "roll dice" for you, as I know formatting can be a pain in the ass on a phone without the wayfinder app, I would be happy to do so.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Posting is definitely something to pass the time while you wait at the Urgent Care to get your physician note. Lol


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

I'd assumed my familiar is not around, or is it?

Grand Lodge

Your familiar was in the captain's quarters with you at the dinner, so yes you find him under the pile of gear.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

I told you that Adara wouldn't be anything like Durielle. :P

However, please let me know if her behavior seems off-putting. She's meant to have the assumption of authority not arrogance, and she is not above stepping aside if someone's knowledge is above hers.

Grand Lodge

That was a helluva post there, Adara. How's the back today? Better I hope.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Yes, much. Two & a half days of lying prone certainly helped even if they were agonizingly boring and somewhat uncomfortable. Your body just isn't meant to be prone that long.

And thanks regarding the post, I think! :D

Grand Lodge

@Adara - Sent you a PM


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Gear adjustments made, also swapped resistance for guidance.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Alright, let's hear the votes. Adara has two level 1 spells left. Only she and Lawdrak are probably in need of healing. While of course, I would prefer to let Lawdrak join in on the roleplaying, letting him sleep off the non-lethal seems to be the better more conservative choice.

Adara can always make healing Lawdrak her first move if another fight erupts. But I don't want to be lording power for a player to play just because Asara seems to be the only one able to do anything about his condition. I want some feedback on if I should use what could be a precious spell, or let Lawdrak continue to dream of lusty primitive babes a la his Howard/Burroughs-inspired homeland.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

As long as someone drags me out of the surf and the sun, I'm content to wait for the nonlethal to heal up.

Grand Lodge

As a side note even a minimum roll on a CLW would have Lawdrak (4/9; 6 nonlethal) back in the game as any magical healing would heal an equal amount of BOTH nonlethal and regular damage.

Rolling a 1 on the d8 would yield 2 points healed and have Lawdrak at 6/9; 4 non lethal. Granted, one more hit would likely put him back down in that scenario.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Is it possible to get everyone into the shade of the jungle's fringe for the moment, or do we need to succeed at the DC 12 Survival first? Adara is mostly just concerned with getting everyone into the shade so they can gather themselves, recover from the poison, and then really start figuring out a plan.

On another note, I would like to point out Adara's first action was to determine everyone's health before she began barking orders. Just in case that figures into Diplomacy and Morale. And that was after making the night's dinner of roast sea scorpion. :P

Grand Lodge

Campaign tab update with description of you fellow castaways (NPC).

Getting folks into the shade can be done with out "setting up a camp". It will help, should you still be out in the open as mid-day makes things uncomfortable, as long as you aren't doing anything too strenuous.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

It looks like you may have ninja'd my questions with a substantial update in the gameplay there. My questions may not even be relevant now, but I thank you for answering nonetheless.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Just to note, I won't always be playing Lawdrak quite so recklessly. I'm sure that the adventurer's life will give a couple more short, sharp lessens, and his wisdom score can start to shine through a little...in the meantime, he is a scared eighteen year old very very very far from an isolated home for the first time...


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

@DM Talomyr: Don't forget this question. :)

  • Rations...considering the length of time we've been on the boat, I'm assuming those are all forfeit from our gear if we had any. Is there anything else in our gear lists that would be considered perishable or expired and thus stricken? I had Adara use watertight bags for her writing kit and grooming kit since she knew she would be at sea, but I intentionally didn't waterproof anything else since I didn't want to metagame.

  • Grand Lodge

    The only thing that I see on anyone's equipment lists that will not be usable after having a bit of time to dry out is the rations.

    All: Please remove any rations you have from you gear.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    Bah, I got involved in a Golarion deity conversation and missed the cut off time to delete my reminder post that Sharpmaw was freed already and therefore shouldn't be in the cage anymore.

    Grand Lodge

    No worries. Thanks for keeping me honest. :)


    Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

    Hey, folks. I will be out of touch for the next few days. My wife went into labor last night...all is well, catch up in a few days.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    Hi, sorry for being quiet, Talomyr. I will try and work on an appropriately leaderly post from Adara soon.

    Are you needing any Diplomacy rolls for the NPC castaways yet? Also, how do you want us to do that? One roll with Aid Another support? Everyone rolls and we go off the most favorable, but no Aid allowed? I figure we could iron that out now so as to avoid confusion and bookkeeping for later.

    Grand Lodge

    Adara - You can attempt to influence a NPC's attitude as per the diplomacy rules in the CRB. You can declare a lead for the role and aid the role as normal. The catch is there are certain things that will effect the DC of the roll, so depending on what each individual does the DC will go up or down.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    Sorry for the silence...some struggle with creativity recently.


    Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

    SO...Camp Roles

    How about Gelik as Entertainer. Ishoru as Guard, Jask as Medic, Aerys and Sasha as Hunters (since we have more than 8).

    In terms of Defender - I think the bonus to avoiding an encounter granted by teh guard postilion is more important than the damage the defender gives out.

    Thoughts? Discussions?


    INACTIVE - GAME DIED

    Sure, I am flexible about where I land (guard, entertainer, whatever).


    human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

    Regarding Lawdrak's NPC role suggestions..
    Defender seems to do quite a bit... I'm OK with guard, but think defender would be a good option as well.
    Other NPCs sound right on.


    Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

    I agree that it might be good to do a mix of guards and defenders later on, but I agree with Lawdrak's suggestions.

    Dereje will act as a guard, when the need arises.

    Grand Lodge

    The different camp roles comprise that individual's effort for the entire day, so realistically those roles are more than likely to be filled by the NPCs.

    Here's the catch, only those with attitudes of indifferent or better will serve in any capcity. Each NPC has two roles they are capable of fulfilling.

    Aerys - Entertainer or Guard
    Gelik - Entertainer or Medic
    Ishirou - Defender or Guard
    Jask - Hunter or Medic
    Sasha - Hunter or Defender

    Currently you have Jask as friendly, Sasha as indifferent, and the remaining NPCs as unfriendly.

    You can attempt to influence NPC's attitudes as per the Diplomacy rules in the CRB.

    The only ways to get a NPC to "Helpful" is to complete their particular side quest. (For example recovering the evidence of Jask's innocence from the Brine Demon.)

    Once helpful, each NPC has a special bonus trick that they will be willing to teach as well.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    Seems the suggestion for Gelik as Entertainer was spot on, but we will need to reconfigure the rest.

    Aerys can do guard duty, but assuming we can get Ishirou to a place to help, would we want guard or defender?

    I'm assuming Sasha will be our hunter for now.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    It appears a post I know I wrote last night responding to Aerys was either not submitted before I shut down my computer or was simply eaten...bah!

    I will try and remember what I said and repost.


    Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

    Sahsa as hunter, and I would advise Ishirou as a guard, but I'm willing to go with the majority position.

    I think Jask is too valuable as a healer to put on hunting duty, but we might need some time with the PC's foraging to keep us all fed. There are 10 of us +Sharpmaw, and the hunter provides for 8.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    Sounds like a good plan.

    • Gelik = Entertainer
    • Aerys = Guard
    • Jask = Medic
    • Ishirou = Guard (assuming success in adjusting attitude)
    • Sasha = Hunter

    @Lawdrak: I believe you are currently the only one whos knows of the baby dimorphodons and also Sasha's interest in them. We might be able to assume that would bring her to Helpful if you want to handle that IC since Adara failed to be aware of the babies herself.


    Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

    Lets assume Lawdrak shared that tidbit with the PC's.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    She's Adara's next Diplomacy target anyway. ;-)

    /tosses head so gorgeous suli hair glistens in the fading light of sunset


    INACTIVE - GAME DIED

    Seems all right. If Dejere has no luck with Ishirou I'm going to approach him later and try speaking to him in Tien. Maybe he'll be more forthcoming in a private conversation with a familiar language.


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    Going dark...Labor Day weekend plus friend in town. See you all on the other side!


    HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

    I edited in the Fort Save, DM Talomyr.

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