GM mechaPoet's Serpents and Skulls (Inactive)

Game Master mechaPoet

Loot List

Maps

Smuggler's Shiv

Combat Maps

The Jenivere

Cliff Fight

Coastal Camp

Beach Map


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Female Human HP (7/7)
Stats:
AC: 14/13/13 | Fort/Ref/Will: +1/+3/+1 | Init +8
Effects:
None
Arcanist
Skills:
Bluff +4, Diplomacy +5, Know (Arcane, History, Nature) +8, Linguistics +8, Spellcraft +8

Kayle is very fond of sleep, so knocking out low Will-save animals is likely to happen fairly frequently..if they fail their saves, that is.


Male Elf | HP 17/17
stats:
AC/T/FF 15/12/13 | Fort/Ref/Will +4/+2/+6 | Init +3
Sticky: HP 16/16
stats:
AC/T/FF 11/10/11 | Fort/Ref/Will +4/+3/+2 | Init +1
Druid (Treesinger) 1 | Perception +10 | Sense Motive +3 | Sticky Perception +5

Yay, sleep!


Male Halfling (HP: 20/20)
Status:
(AC: 16/13/16 ; Percep: +6; Init: +2; Fort: +6; Ref: +3; Will: +2 [+4 vs. fear]; CMD: 15; CMB +3; Rage: 8/8)
Skills:
(Acro +6, Appr +1, Bluff +3, Climb +6, Diplo +3, Disg +3, EscArt +1, Intim +3, Perc +6, Ride +5, SenMot +0, Stealth +11, Surv +0, Swim +5)
Bloodrager (Fire) 2

*lol* I asked about healing in the game thread before reading the answer here. Will go edit my post. :)


Out of Anarchy Map

Added a loot list spreadsheet link at the top. List your name under "Owner" to claim an item, or just write "Group" to make it commonly available. If you have a dispute, I suspect you'll be able to work it out among yourselves, but I'll step in if needed.


Female Human HP (7/7)
Stats:
AC: 14/13/13 | Fort/Ref/Will: +1/+3/+1 | Init +8
Effects:
None
Arcanist
Skills:
Bluff +4, Diplomacy +5, Know (Arcane, History, Nature) +8, Linguistics +8, Spellcraft +8

Kayle will carry the paperwork type stuff if no one minds. Seems to make sense. Anything worth money I assume is group loot, even if some characters try to break our loot :P


Male Oni-spawn Tiefling Fighter 1 (Dragonheir Scion), Monk 0 (Monk of the Iron Mountain, Master of many Styles)
Stats:
HP: 12, Initiative: +2, Perception: +3, Sense motive: +2, AC: 21 (T: 13, FF: 19), CMD: 18, Fort: 4, Refl: 2, Will: 2

Lionel pocketed the gold. Ill leave it up to others to stake any claims. He really doesn't think much of it, since gold really is useless on the island, and he doesn't hold much hope of getting off it any time soon.


Female Human HP (7/7)
Stats:
AC: 14/13/13 | Fort/Ref/Will: +1/+3/+1 | Init +8
Effects:
None
Arcanist
Skills:
Bluff +4, Diplomacy +5, Know (Arcane, History, Nature) +8, Linguistics +8, Spellcraft +8

Unless we're tracking encumbrance, it doesn't matter who carries the party loot/assorted items to sell.


Out of Anarchy Map

I'll be putting up a map of Smuggler's Shiv's outline (one of the maps you found in the captain's cabin shows it), so you can decide where to go. So far, you haven't managed to find much in the way of landmarks, but that's because the jungle is thick and you haven't found any high ground that would reveal anything of interest yet.

Once the map is up and you're ready to explore, tell me what specific direction you'd like to travel in. Because the jungle is thick, hilly, and pockmarked with swamps, you can never quite go in a straight direction for very long, and your effective overland travel speed is 0.5 miles per hour. Technically, the overland travel rules say that you can only travel by foot for 8 hours a day before incurring the forced march rules, but I'm not terribly interested in keeping that rule if the rest of you aren't. It's mostly a pain for this book of the adventure because it forces you all to stop more frequently, turning a lot of the early exploring into only one or two encounters per day (there's a good amount of randomness for certain encounter locations, wandering monsters, etc.).


Out of Anarchy Map

No opinions on where to go? Not even a d8 roll to pick a direction?


Male Halfling (HP: 20/20)
Status:
(AC: 16/13/16 ; Percep: +6; Init: +2; Fort: +6; Ref: +3; Will: +2 [+4 vs. fear]; CMD: 15; CMB +3; Rage: 8/8)
Skills:
(Acro +6, Appr +1, Bluff +3, Climb +6, Diplo +3, Disg +3, EscArt +1, Intim +3, Perc +6, Ride +5, SenMot +0, Stealth +11, Surv +0, Swim +5)
Bloodrager (Fire) 2

Do we see any (obviously) higher ground?


Male Elf | HP 17/17
stats:
AC/T/FF 15/12/13 | Fort/Ref/Will +4/+2/+6 | Init +3
Sticky: HP 16/16
stats:
AC/T/FF 11/10/11 | Fort/Ref/Will +4/+3/+2 | Init +1
Druid (Treesinger) 1 | Perception +10 | Sense Motive +3 | Sticky Perception +5

I would imagine generally heading towards the center of the island will get us higher in elevation.


Female Human HP (7/7)
Stats:
AC: 14/13/13 | Fort/Ref/Will: +1/+3/+1 | Init +8
Effects:
None
Arcanist
Skills:
Bluff +4, Diplomacy +5, Know (Arcane, History, Nature) +8, Linguistics +8, Spellcraft +8

Not sure how my posting will be this weekend, family in town. Will return to normal posting next week. Sorry for the quiet this week! I totally forgot you were waiting on us and not the other way around.


Out of Anarchy Map

No worries, it happens; both the family obligations and the mistaken waiting. ;)


Out of Anarchy Map

Hey folks, just wanted to stop in and apologize; I've had some unpleasant news today, and I'm not up to posting something for you all the evening like I planned. But I'll try to get things going tomorrow! Thanks for your patience.


Female Human HP (7/7)
Stats:
AC: 14/13/13 | Fort/Ref/Will: +1/+3/+1 | Init +8
Effects:
None
Arcanist
Skills:
Bluff +4, Diplomacy +5, Know (Arcane, History, Nature) +8, Linguistics +8, Spellcraft +8

I vote we continue moving after the tracks Sil found, but be wary about time. We don't want to get stuck out of the camp at night. It has our food, protection, and medics. Also, we don't want the NPC's to die!


Out of Anarchy Map

Ah, quick caveat I forgot to add about island travel times: I've ruled in the other group's game that you can move twice as fast while backtracking, i.e. 1 mph. This rate is halfway between the overland travel time rules for non-road paths (3/4 normal speed) and dense underbrush (1/4 normal speed). By the time you left the snake den area, it was 2pm. Exploring to the cliff and the footprints south is about another 2 hours, so it's currently 4pm in game. If you do end up far from the main camp at nightfall, there are the normal rules for adventurer camps.


Male Oni-spawn Tiefling Fighter 1 (Dragonheir Scion), Monk 0 (Monk of the Iron Mountain, Master of many Styles)
Stats:
HP: 12, Initiative: +2, Perception: +3, Sense motive: +2, AC: 21 (T: 13, FF: 19), CMD: 18, Fort: 4, Refl: 2, Will: 2

Also, weve got a fat snake to eat so we wouldnt go hungry at least.


Out of Anarchy Map

Also, speaking of being sneaky, in both tables of this game I'm running, the characters with the highest stealth scores are the barbarians. I don't know what's going on.


Male Halfling (HP: 20/20)
Status:
(AC: 16/13/16 ; Percep: +6; Init: +2; Fort: +6; Ref: +3; Will: +2 [+4 vs. fear]; CMD: 15; CMB +3; Rage: 8/8)
Skills:
(Acro +6, Appr +1, Bluff +3, Climb +6, Diplo +3, Disg +3, EscArt +1, Intim +3, Perc +6, Ride +5, SenMot +0, Stealth +11, Surv +0, Swim +5)
Bloodrager (Fire) 2

We're agile. And, in my case, small. ;)

What time are we expecting nightfall?


Out of Anarchy Map

Assuming that the Shiv is near the equator, it's a pretty equal night/day cycle no matter the season, with 6pm being dusk and the sun gone by 7pm.


Female Human HP (7/7)
Stats:
AC: 14/13/13 | Fort/Ref/Will: +1/+3/+1 | Init +8
Effects:
None
Arcanist
Skills:
Bluff +4, Diplomacy +5, Know (Arcane, History, Nature) +8, Linguistics +8, Spellcraft +8

In that case, we should head back to camp.


Out of Anarchy Map

All right, so my understanding right now is:

Gathien wants to follow the tracks if they're fresh, and head back if they're not. (The tracks are a few days old).
Kayle wants to head back.
Lionel doesn't want to follow the tracks, but has some interest in continuing their exploration, perhaps following the river.
Sil is ambivalent?

In-game, it's about 4pm. The backtrack rate will allow you to get back to camp at about 8pm. It seems like the general consensus is leaning toward heading back to camp?


Male Halfling (HP: 20/20)
Status:
(AC: 16/13/16 ; Percep: +6; Init: +2; Fort: +6; Ref: +3; Will: +2 [+4 vs. fear]; CMD: 15; CMB +3; Rage: 8/8)
Skills:
(Acro +6, Appr +1, Bluff +3, Climb +6, Diplo +3, Disg +3, EscArt +1, Intim +3, Perc +6, Ride +5, SenMot +0, Stealth +11, Surv +0, Swim +5)
Bloodrager (Fire) 2

Sounds about right, I think


Male Elf | HP 17/17
stats:
AC/T/FF 15/12/13 | Fort/Ref/Will +4/+2/+6 | Init +3
Sticky: HP 16/16
stats:
AC/T/FF 11/10/11 | Fort/Ref/Will +4/+3/+2 | Init +1
Druid (Treesinger) 1 | Perception +10 | Sense Motive +3 | Sticky Perception +5

Sil was interested in following the tracks but if they're a few days old he'll just note the direction and suggest we head that way soon to find their source. It's probably safer to head back to camp for the day.


Male Elf | HP 17/17
stats:
AC/T/FF 15/12/13 | Fort/Ref/Will +4/+2/+6 | Init +3
Sticky: HP 16/16
stats:
AC/T/FF 11/10/11 | Fort/Ref/Will +4/+3/+2 | Init +1
Druid (Treesinger) 1 | Perception +10 | Sense Motive +3 | Sticky Perception +5
GM mechaPoet wrote:
Still need AoOs from Sil and his menagerie.

I think I warned you before but 'menagerie' will likely become a common occurrence for Sil; I'm planning on taking most of the summons feats (Moonlight Summons, Starlight Summons, Superior Summoning, etc) eventually. They won't be his exclusive trick but I've always wanted to play a character who can call forth the animals of the world to defend him and I figured PbP is a better medium to do that because F2F I would feel guilty taking five minutes controlling my summons while others waited for me. Over PbP that's less of a problem. I'll try not to spam an inordinate number of summons when I get to higher levels.


Out of Anarchy Map

It's fine, and I think it works pretty well for a jungle-focused campaign. And especially well for PbP, where I can just look up every stat block easy peasy.


Female Human HP (7/7)
Stats:
AC: 14/13/13 | Fort/Ref/Will: +1/+3/+1 | Init +8
Effects:
None
Arcanist
Skills:
Bluff +4, Diplomacy +5, Know (Arcane, History, Nature) +8, Linguistics +8, Spellcraft +8

Random, but mildly on topic. I played a master summoner in a game once with a familiar and a cohort..and often took less time than most of the other players with a single character. If you want to play a summon-focused character at a table, make use of paper cups with seperate dice pools and labelled with which summon each cup belongs to, have separate handy sheets for each summon/character, have a plan of action prior to your turn, and roll as many of the dice prior to your turn as you can.

It was always amusing to go in less time than the bloody barbarian :)


Male Elf | HP 17/17
stats:
AC/T/FF 15/12/13 | Fort/Ref/Will +4/+2/+6 | Init +3
Sticky: HP 16/16
stats:
AC/T/FF 11/10/11 | Fort/Ref/Will +4/+3/+2 | Init +1
Druid (Treesinger) 1 | Perception +10 | Sense Motive +3 | Sticky Perception +5

Yeah, if you're organized about it I'm sure. I'm always very fast when I play F2F; rather than cups I use different sets/colors for each attack and roll them all at once (with the damage rolled at the same time) and if things are moving slow enough I'll roll them early so when I'm up I can just rattle off numbers. Even when I'm playing a hasted archer with something like 5 arrows/round, I'm still usually faster than the wizard who spends 5 minutes waffling on which spell to cast.*

*I love playing wizards, but there are some people who are just too indecisive to play such a versatile character. Not just wizards, either; some people just can't handle being able to do more than one thing and it can really slow the game down if they're not ready when their turn comes up.


Female Human HP (7/7)
Stats:
AC: 14/13/13 | Fort/Ref/Will: +1/+3/+1 | Init +8
Effects:
None
Arcanist
Skills:
Bluff +4, Diplomacy +5, Know (Arcane, History, Nature) +8, Linguistics +8, Spellcraft +8

Agreed on those last points! I have a few friends who always take forever and I'm like, you only have 2-3 options anyway! I thought of using different dice sets, but my die bag is too electic to pull it off--thus the cups!


Male Oni-spawn Tiefling Fighter 1 (Dragonheir Scion), Monk 0 (Monk of the Iron Mountain, Master of many Styles)
Stats:
HP: 12, Initiative: +2, Perception: +3, Sense motive: +2, AC: 21 (T: 13, FF: 19), CMD: 18, Fort: 4, Refl: 2, Will: 2

I previously had the goblin trait Ugly Swine through the Adopted trait, since I couldnt find any other disguise traits. I just stumbled upon the trait Augmented Disguise, which basically gives the same bonus, but only with specific disguises.

It fits better since Lionel isnt actually adopted by goblins (I mean really, wat?) and he only really has one "look" that he is used to doing when disguising himself.

SO I changed to that assuming its ok.


Out of Anarchy Map

That's fine. I think I actually meant to talk to you about that at one point, but I guess I forgot. I knew you had some skill with disguise, though...


Male Oni-spawn Tiefling Fighter 1 (Dragonheir Scion), Monk 0 (Monk of the Iron Mountain, Master of many Styles)
Stats:
HP: 12, Initiative: +2, Perception: +3, Sense motive: +2, AC: 21 (T: 13, FF: 19), CMD: 18, Fort: 4, Refl: 2, Will: 2

How did Kayle receive Sils healing? I dont think his arms are that long :P

Also, just realized, Augmented Disguise doesnt make it a class skill, so ill have to keep browsing around for one of the "standard" +1, make it a class skill, traits.


Male Elf | HP 17/17
stats:
AC/T/FF 15/12/13 | Fort/Ref/Will +4/+2/+6 | Init +3
Sticky: HP 16/16
stats:
AC/T/FF 11/10/11 | Fort/Ref/Will +4/+3/+2 | Init +1
Druid (Treesinger) 1 | Perception +10 | Sense Motive +3 | Sticky Perception +5

I assumed that was after we had pulled her back up.


Out of Anarchy Map

Well, the only other trait that can give Disguise as a class skill is a regional Qadiran trait. I'm fine with just giving you Ugly Swine as a homebrew tiefling race trait. Lionel is Oni-spawn, and from what a brief glance at the SRD entry on Oni and a quick Google image search reveals, Oni are 1) ugly, and 2) shapeshifters. So Disguise makes sense to me.


Out of Anarchy Map

Unexpectedly had to unpack today. We're not moving again at the end of the month after all, so we get to not live out of boxes anymore! Will get a post in tomorrow. :)


Female Human HP (7/7)
Stats:
AC: 14/13/13 | Fort/Ref/Will: +1/+3/+1 | Init +8
Effects:
None
Arcanist
Skills:
Bluff +4, Diplomacy +5, Know (Arcane, History, Nature) +8, Linguistics +8, Spellcraft +8

Anyone have any suggestions if that doesn't work?


Male Elf | HP 17/17
stats:
AC/T/FF 15/12/13 | Fort/Ref/Will +4/+2/+6 | Init +3
Sticky: HP 16/16
stats:
AC/T/FF 11/10/11 | Fort/Ref/Will +4/+3/+2 | Init +1
Druid (Treesinger) 1 | Perception +10 | Sense Motive +3 | Sticky Perception +5

Run?


Female Human HP (7/7)
Stats:
AC: 14/13/13 | Fort/Ref/Will: +1/+3/+1 | Init +8
Effects:
None
Arcanist
Skills:
Bluff +4, Diplomacy +5, Know (Arcane, History, Nature) +8, Linguistics +8, Spellcraft +8

Was the locket left behind?


Male Halfling (HP: 20/20)
Status:
(AC: 16/13/16 ; Percep: +6; Init: +2; Fort: +6; Ref: +3; Will: +2 [+4 vs. fear]; CMD: 15; CMB +3; Rage: 8/8)
Skills:
(Acro +6, Appr +1, Bluff +3, Climb +6, Diplo +3, Disg +3, EscArt +1, Intim +3, Perc +6, Ride +5, SenMot +0, Stealth +11, Surv +0, Swim +5)
Bloodrager (Fire) 2

I don't think so.


Out of Anarchy Map

Hey y'all, sorry for the absence. It's been a mix of fatigue and work and not feeling so hot, but I'll try to get some posts up soon.


Male Oni-spawn Tiefling Fighter 1 (Dragonheir Scion), Monk 0 (Monk of the Iron Mountain, Master of many Styles)
Stats:
HP: 12, Initiative: +2, Perception: +3, Sense motive: +2, AC: 21 (T: 13, FF: 19), CMD: 18, Fort: 4, Refl: 2, Will: 2

Happens all the time. I usually dont get worried until the week mark.


Male Oni-spawn Tiefling Fighter 1 (Dragonheir Scion), Monk 0 (Monk of the Iron Mountain, Master of many Styles)
Stats:
HP: 12, Initiative: +2, Perception: +3, Sense motive: +2, AC: 21 (T: 13, FF: 19), CMD: 18, Fort: 4, Refl: 2, Will: 2

Soooo, looks like our game has been moved to "Previous Campaigns" on Mechas profile page.

Is this a subtle hint?


Out of Anarchy Map

Wait, really? I was just getting caught up on all my games today! I promise I'll have a post for you soon. Tonight at the very latest.


Male Halfling (HP: 20/20)
Status:
(AC: 16/13/16 ; Percep: +6; Init: +2; Fort: +6; Ref: +3; Will: +2 [+4 vs. fear]; CMD: 15; CMB +3; Rage: 8/8)
Skills:
(Acro +6, Appr +1, Bluff +3, Climb +6, Diplo +3, Disg +3, EscArt +1, Intim +3, Perc +6, Ride +5, SenMot +0, Stealth +11, Surv +0, Swim +5)
Bloodrager (Fire) 2

*lol* Apparently Paizo thinks you're slacking. :)


Out of Anarchy Map

Sorry that this is so repetitive--I can speed things up for you by assuming you follow the tracks when you find them (rolling survival for you), and just doing mass rolls for finding the snares, etc. How does that sound?


Male Oni-spawn Tiefling Fighter 1 (Dragonheir Scion), Monk 0 (Monk of the Iron Mountain, Master of many Styles)
Stats:
HP: 12, Initiative: +2, Perception: +3, Sense motive: +2, AC: 21 (T: 13, FF: 19), CMD: 18, Fort: 4, Refl: 2, Will: 2

I wouldnt mind terribly :)


Male Elf | HP 17/17
stats:
AC/T/FF 15/12/13 | Fort/Ref/Will +4/+2/+6 | Init +3
Sticky: HP 16/16
stats:
AC/T/FF 11/10/11 | Fort/Ref/Will +4/+3/+2 | Init +1
Druid (Treesinger) 1 | Perception +10 | Sense Motive +3 | Sticky Perception +5

Yeah, that sounds fine to me.


Male Halfling (HP: 20/20)
Status:
(AC: 16/13/16 ; Percep: +6; Init: +2; Fort: +6; Ref: +3; Will: +2 [+4 vs. fear]; CMD: 15; CMB +3; Rage: 8/8)
Skills:
(Acro +6, Appr +1, Bluff +3, Climb +6, Diplo +3, Disg +3, EscArt +1, Intim +3, Perc +6, Ride +5, SenMot +0, Stealth +11, Surv +0, Swim +5)
Bloodrager (Fire) 2

Works for me.


Out of Anarchy Map

In making all those rolls for you, I noticed that Sil has a +10 to Survival, so I'm just going to let him take 10 for all those DC 20 Survival checks that, by now, the castaways are very familiar with.

The map is updated, too, so you can see where the path branches and where you are. I forgot how much faster traversing the Shiv is once you hit the trails.


Male Oni-spawn Tiefling Fighter 1 (Dragonheir Scion), Monk 0 (Monk of the Iron Mountain, Master of many Styles)
Stats:
HP: 12, Initiative: +2, Perception: +3, Sense motive: +2, AC: 21 (T: 13, FF: 19), CMD: 18, Fort: 4, Refl: 2, Will: 2

I suspect thats an error. Looks like it should be +8 although with his trait he would be at +9 in forested terrain.

Still, with Lionel taking 10 on an assist, he would still be able to do 21.

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