GM Fuzzfoot's Castaways (Inactive)

Game Master PJP

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Party Inventory


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Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

forgot to equip my new dagger. corrected now.


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

Well, since no one mentioned wanting a bedroll, Echo's going to take it. She'll also take the flint and steel, the utility knife, and the silk rope.

Just a blanket left unclaimed.


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

I'm thinking that, now that Aki has told all of you her secret, she's going to sleep as a fox until we build a shelter again. It's probably a lot easier to find a comfortable spot on the jungle floor to sleep as a fox than as a human. :D

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

Pharithstilis will take the blanket.


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

Looks like we're waiting on Malothor?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Looks like Malothor has disappeared. For now, his character will be as well, but maybe he will return.

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

Where are we on the hex map now?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The middle north one.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Who is still missing items from your original expenditures? I know Malothor was, but I don't recall anything else significant. If you had something, shout out!


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

I didn't really bother to buy stuff myself. I'll just deal with what I find.


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

Leveled up. Added a point in linguistics to speak Grippli. Added veil of mists so I can disguise myself.

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

I have the option of switching out a spell at 4th lvl. I was thinking of switching out Hypnotism, and I can take Comprehend Languages. Would save the gripplis some potions, and could be useful if we run into any other tribes, including the cannibals. Or I can invest a point in Linguistics and wait till 6th lvl to learn Tongues... we've a lot of magic in the party so I wanna see what others are thinking before I commit.


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 (21 w/magic defenses) T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

I'm still missing my bow, mithral arrows, and sap (total value 1,951, or about 2/3 of my starting wealth).

I gain two second-level wizard spells at this level; any must-haves for our team?


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

@ Aki: No specific spells we need that I can think of.

@Nathan: FYI, I can no longer cast create water, so that's solely on you now.

Details in case the GM's interested:
Psychic level four. Increased Wisdom to 14
+1 BAB, +1 Will
- Past life memories increases all my knowledge skills by another +1
- Gained access to second level spells (false life and mind thrust II)
- Learning mind thrust II automatically allowed me to change mind thrust I to a different spell known (monkeyfish)
- Learned stabilize as a knack
- Mnemonic Esoterica can now let me gain an extra level one spell known instead of a level 0 spell. I no longer have the ability to cast create water. I'm choosing Cleric as the casting class for this ability at this level, and can choose which extra spell known I have on a daily basis from the cleric spell list, today (and unless I specify otherwise) it's cure light wounds.
- Put an extra skill point into: diplomacy, arcana, geography, history, nature, linguistics (learning grippli), sense motive, survival, spellcraft and UMD

And... I think that's it. It was a busy level up. lol

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

that Web Shelter spell was quite useful, Celebeth, although i'm not sure how much we'll need it now. Should I learn Invisibility or will you two roguish types take care of it?

If Malathor is not returning, will we be taking on another player?


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 (21 w/magic defenses) T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

I have vanish but I can take invisibility. Also we shouldn't overlook the utility of various divinations like detect thoughts and locate object. Web shelter seems like a highly specialized choice and it would probably be better to take mirror shelter or rope trick.


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

Hmmm, spells... I'm actually still stuck with 1st-level spells, due to my multi-classing (I'm planning on going straight Arcanist from here out, though, so I'll catch up mostly). I'll have to think it over...

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

ok, as for spells, right now i'm looking at switching out Hypnotism for Mage Armor, and, since I only get 1 2nd lvl spell to cast 4 times a day, I'm going with Bestow Insight, which should be versatile and helpful in many situations.


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

Advanced Warning: Tomorrow is both of my kids birthdays, so I probably won't be able to make a post. Also, Saturday is their birthday party, so I probably won't be able to post that day either.
Thanks!

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

all leveled up now:
FCB: Skill Point
Ability Score: Con (Big boost to HP because of that retroactive ruling)
Skills: BG: Linguistics, Craft(Jewelry) ADV: Diplomacy, Perception, Spellcraft, UMD
Spells: as discussed above
BAB: +1
Will: +1


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

I'm on a ski trip this week. I assume the place I'm staying has internet though this is not something I know for certain. Given the nature of the trip (lots of skiing) my posting may be a bit slower than normal. Just a fair warning. I'll be there late this afternoon and know about the internet situation then.


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

I'll be on vacation starting this evening until next Sunday (22nd). As I won't have a laptop (and thus Herolab), I'll not really be likely to post much. Bot me as needed.


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 (21 w/magic defenses) T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Had to think for a bit about the 600 gp worth of nonmagical gear. Decided on mostly alchemicals and some comfort items, plus a little bit more food.

Chain, 10'
Crowbar
Flint and steel
Grappling hook
Hammock
Folding chair
Fishing tackle
Compass
50' spider silk rope
Sunrods, 5
Hooded waterproof lantern
Trail rations, 10
Lamp oil, 10 pints
Alchemist's fire, 10
Tindertwigs, 10
Firework, skyrocket, 2
Smoke pellets, 3
Smokestick

Total: 599 gp 1 sp value; 73.5 lbs.

Celebeth struggles to haul her goods out of the ship - fortunately she's a decent swimmer!


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 (21 w/magic defenses) T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Crap, forgot the limit 4 items caveat. Will redo.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I think your ok with this list.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

How is everyone feeling about this campaign? This was something new for me to try (well, at least new for the last 20 years), and it feels a little sluggish to me. I am not sure if that's pacing, or the storyline, or maybe everyone wants a little more direction? Everyone still want to go on? No hard feelings if you're just not feeling it. :)

This is a large sandbox, so you can be doing whatever you like. There are some more specific "missions", but you will need to find and follow some hooks. If you don't feel like you have a lead, you can always send out hunting parties, craft items, try and build a boat, infiltrate the other tribe, or just try and gather some more information.

Anyway, I am open to feedback, so let me have it!

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

I'm having fun :) Sounds like we're going to try and capture a witch doctor.


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 (21 w/magic defenses) T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

I feel a little bit lost for goals, I feel like we need to establish some kind of safe "village" of our own and get a better handle on the resources of the island and have a goal to achieve (rescue? escape? find more allies? dunno). Setting is fine though!

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

These are the plothooks I think we've uncovered so far:
A Plot: The war between grippli and cannibals, defeating gorilla god, etc. This is the one we seem to have bitten into the most.
B Plot: Shipwrecked! Finding other survivors, dealing with slavers, getting off the island, etc. Seems like we got a foothold now with the grippli village, but staying with them will get us more invested in the A Plot.
C Plot: Smoke monster. Little has come of this so far.

I'm fine if these are our priorities, I trust we'll have fun whichever way we go. Pharithstilis' CG nature means he's happy as long as he's helping people.


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

Yeah, I feel like fighting against these cannibals has become our main goal. We've thrown some ideas out there--what would be good now is some indications as to what might or might not be possible. For example, it sounds like we're leaning towards trying to ambush, capture, and interrogate one of their shaman. How possible would that be?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Sure, that's possible. However, the information you currently have is that the shamans are quite powerful, so you will need to plan accordingly. The grippli gave you their take on it, which is to deal with the source of their power. But divide and conquer (and a bit of luck) could work too. But you should try and recruit some help in that case.


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

It seemed to me that the hints stacked up to being that going to fight the 'god' was the best way to lower power on the cannibal tribes so we would be able to accomplish that.


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

It just seems unlikely that doing that would be *easier* than taking on a single shaman.

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

yes, taking out a god in order to weaken a priest sounds a bit backwards.


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

I'm pretty sure it's not a real god, or it wouldn't have been suggested at all.

Also, it's priest+tribe vs. one critter considered a god.

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

At best it's a demon, at worst its a demonlord. If it grants domain spells, which is a big IF, because who knows how the shamans are getting their spells, that means it's way out of our league.

Capturing a shaman to get more intel on what we are going up against still sounds like the best plan to me.


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

I just found out my neighbourhood won't have power tomorrow, so I won't be online. Bot me if needed. Thanks!


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

Hey, guys. My power will be out again tomorrow, so I won't be online. Bot me if needed. Thanks again.

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

Hey all. Is this game still on?


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

I'm still around


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I think the last post was mine, and no one has posted an action.


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 (21 w/magic defenses) T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Still here.


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

still here

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

Ffffffffff this lobster.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Yah, I had no idea this was going to be a deadly battle. I actually expected it to be rather tame.

I have to say, I keep seeing in game after game where a knowledge check or two makes a huge difference in how deadly an encounter becomes.


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

I think we're in trouble because we lack a melee front line character. Instead we have a bunch of spell casters or ranged people all trying to run away fast and survive. We started with a front liner but they dropped, and it's left us in a pickle.

My normal inclination is to play a front line character, but with the 'losing all your stuff' in a wreck thing, I went with Kineticist since it isn't equipment dependent.


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

The lack of a frontline character hurts, but we probably could have done a lot better in this fight if we'd been able to hold the range open instead of immediately getting into a melee. Ah, well. Hindsight and all that.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Well, folks - I think we are at a crossroads. With the death of 2 characters (neither have plans to return), and the MIA status of your frontliner, we would need to go back to recruiting. However, I am going to have to admit that an original campaign was maybe a bit more work than I anticipated, and I am not sure I can balance the encounters properly. Our pace has been very slow, as well, which makes it hard to keep engaged. So I am going to call an end to this campaign.

Thank you all for playing!


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

OK, thanks for running.

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

Well it was fun while it lasted. Thanks everyone!

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