From Shore to Sea (Inactive)

Game Master Scavion

Nal'Kashel


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That one seems to be a pretty disappointing BBEG.

Anyways, the one that live closer to Scavion should go and slap him in the neck for not posting.


Male Half-Vampire Human Sorcerer 14/Power Slave 10

Quickly everyone, peer within!


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

This is gonna end up like From Ruin Rebuilt, isn't it?


Male Half-Vampire Human Sorcerer 14/Power Slave 10

It BETTER not


Male Goblin Vivisectionist Trap Breaker 10

Quit yer yappin. Im about to have a week of nothing to do but post.


Male Half-Vampire Human Sorcerer 14/Power Slave 10

Good; there won't be any excuse at that point, then.


Male Goblin Vivisectionist Trap Breaker 10

Hey guys Im not dead, just getting everything back in order since I got back from my trip yesterday.


Male Half-Vampire Human Sorcerer 14/Power Slave 10

SCAVION! I summon you, GM! I invoke you in the name of furthering this game! Come forth from the ethereal mists and post!


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

So... Inactive Campaign?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Looks like, yeah. DOA.


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

Damn it, Scavion... -.-'


Male Half-Vampire Human Sorcerer 14/Power Slave 10

My vision clouds, and a red haze descends as a mindless and inexplicable fury replace any semblance of rational or coherent thought.
I fly into a Rage!


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

So.. Septid! Would you like to join us in another campaign? We are in need of a 4th player.

It's... Kinda of house-rules heavy, though. But most houserules are meant to give more freedom of choice and character building.

Take a look and see if it piques your interest.


Male Half-Vampire Human Sorcerer 14/Power Slave 10

Hhhmmm...Never tried freeform making myself, though I have always been intrigued. Lemme look it over. I'm almost certainly down either way, though.


Male Human Dungeon Master 10/ Munchkin 10

Quick question unrelated to the campaign...

What domains other than Healing, Death and the alignment-based ones would you say are the most iconic to Clerics? Like... If could only choose from... Say... 4 domains, which ones would like them to be?


Male Goblin Vivisectionist Trap Breaker 10

Hmmm. Protection, Travel (I assume most clerics are of the traveling priest variety), Community(The ones that dont travel) and Sun clerics are always super common.


Female Aassimar (Lawbringer) Fighter 5/ Spellbreaker 1 - Hp: 62 - AC: 32( 29 FF, 15 touch) - CMD: 24 - Saves: +10,+7,+10 - Darkvision 60 ft - Perception +12 , S motive +12- Init +2

THat's depend on your cleric.


Male Human Dungeon Master 10/ Munchkin 10
Kristeva of the blessed moon wrote:
THat's depend on your cleric.

Yeah, but which Domains would you say are the "most important" to have as options to choose from for your clerics?


THat's depend on the cleric ¬¬..., a healer, a buffer, a caster, a warrior?. Personally I love protection. Travel and trickery are pretty good, and DArkness and madness are strong.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Will be a bit sporadic posting through MAYBE Monday. Moving out of this house today, and driving 16 hours to get to the new one on Saturday. May be able to get internet Saturday, maybe not.


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

I just realized something... Kasshyk's name is almost identical to the name of Chewbacca's home planet, Kashyyyk.

XD


Male Half-Vampire Human Sorcerer 14/Power Slave 10

Yeah, a small oversight on my part. I blame it on my perception of lizardfolk accents being somewhere between a serpentine khajit and a simpleton calimshite.


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

Hello, everyone! Happy New Year!

I apologize for my absence, but my family and I traveled somewhere where the wifi was awful. The only internet that worked was the cell phone's...

So why didn't I use my cell phone you ask? Well... I would. But my phone was broken in a bus accident (I'm fine, though ^^). I'll resume posting very soon. Probably today.

Hope you all had a wonderful Christmas and New Year celebrations.

Cheers!


Male Half-Vampire Human Sorcerer 14/Power Slave 10

SCAVION! I summon you! Heed my call and grant us, your dutiful players, an audience with thee! I beseech thee! By blood do we call, and by sweat do we summon you, oh Narrator of Adventures; look upon us with favor and do not condemn us to Cyber-Purgatory and dissolution.

*Begins calling the 4 Winds and lights some fragrant incense.*


Seriously though, you need to start updating more often if you want this to be a thing.


Male Goblin Vivisectionist Trap Breaker 10

Hey my posting rate is pretty good right now!


Male Goblin Vivisectionist Trap Breaker 10

Atleast it isn't Slumbering Tsar or Ambervale!

Those games were great too!


Well, yes, but the difference is Nicos seems to be no longer active on the boards in any way...but you WERE the whole time.


Male Goblin Vivisectionist Trap Breaker 10

Does it really count if I'm just stalking Ashiel and posting in the abyss that is Paladin threads?


Who knows.


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

You're the GM. You should try to post once a day... Or something close to that.

It's okay to skip a day or two if you're busy or just can't muster the energy to post... But it's really difficult to stay interested in the game if only see a new post once in a blue moon.

If you're already in the board, it's not that much more effort to just make a quick post. If your players are stuck somewhere, just giving a simple suggestion, a review of relevant information or simply posting something to stir the post can really help. :)


Male Goblin Vivisectionist Trap Breaker 10

Sorry for the late post, Saturday is my main game night with my IRL friends.


Male Half-Vampire Human Sorcerer 14/Power Slave 10

So...how long ago did I eat that bird...? *grins*


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
Septid Corrialanis wrote:
So...how long ago did I eat that bird...? *grins*

About 4 months ago... :P


Male Half-Vampire Human Sorcerer 14/Power Slave 10

Ah, that literally made me lol


Male Goblin Vivisectionist Trap Breaker 10

Savage Lemmy.

It was eaten this morning. Its about late evening now.


Male Half-Vampire Human Sorcerer 14/Power Slave 10

EXCELLENT! Prepare for awesome


Male Lizardfolk Barbarian(Flesheater) 6 - 84/84 HP; AC 24 [22](touch 14, ff 22); CMD 23[25]; Fort +10[13], Ref +7, Will +6[8], (+3 saves vs magic); Init +4; Perception +9

Is the wind speed strong or severe?


Male Lizardfolk Barbarian(Flesheater) 6 - 84/84 HP; AC 24 [22](touch 14, ff 22); CMD 23[25]; Fort +10[13], Ref +7, Will +6[8], (+3 saves vs magic); Init +4; Perception +9

Kristeva should save Lira or the other villager


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

Hey, Scavion... You don't need to put the initiative rolls in the campaign info, only the initiative order. And remember to tell us whose turn it is. Adding that to the campaign info is useful, though not necessary, if you tell us in the Gameplay thread after each turn.


I like having it there because I can see it on every page no matter what then.


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
DM Scavion wrote:
I like having it there because I can see it on every page no matter what then.

What I mean is that you don't need to add the Initiative rolls themselves, just the Initiative order, since it doesn't matter if a character has a total initiative of 3 or 900. All that matters is the order in which characters act.

e.g.:

Adding...

Molly 24
Kristeva 16
Enemy 12

...Is no more useful than simply adding...

Molly
Kristeva
Enemy

See what I mean?


Yes but now I'm feeling stubborn! Despite the sensibility of what you're saying!


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

BTW, Scavion... Could you remove "GM Lemmy" from the list of characters? I accidentally posted with the wrong alias. :P


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

Ugh... I accidentally posted with Donovan again...

Scavion, could you remove him from the list of characters, please?


Male Goblin Vivisectionist Trap Breaker 10

No.

Muahahahahhahaha


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

¬¬

No more earth-breakers for you!


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

Molly is selfish and refuses to act for as long as Donovan is a character here...

"He can stay in his own campaign!" she says.


Male Goblin Vivisectionist Trap Breaker 10

Fine you big baby.


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

We all have our pet peeves... ;)

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