Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Roger that Finn, done and done!


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Finnabar d'Orlovsky wrote:


Hy, you haven't answered the hP for leveling up question: do we roll or do we take 1/2+1.

Very sorry! - for HP I think 1/2+1 works better but i'm open to alternatives/debate.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

I'm fine with that. Actually, it works in my favor, as my HP roll was pretty crappy!


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Xarafine wrote:
I'm fine with that. Actually, it works in my favor, as my HP roll was pretty crappy!

I'm fine with 1/2+1 as well.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Beins 2nd Level gains~

2nd Level Cavalier~
+1 Bab
+1 to Fort
+7 HP 5+1+1 (Favored Class)
2nd Level Cavalier - Order Ability +2 to any save (+2 to Will)
5 sp - Spent on:

+2 to perception
+1 to handle animal
+1 to Craft: Weaponsmithing
+1 To Diplomacy

Arundel's Gains:
+4+1 hp
+1 Feats -
---> Dodge +1 to AC
+1 Skills
--> +1 to Swim
+1 BAB
+1 to will


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Added Jack's HP. Threw favored class bonus into an extra skill. He should be all leveled up now (unfortunately I did not think to track the changes but I think it was BAB+1, Fort and Refl +1 , ranger combat style (archery-precise shot), and a bunch of skill points. Put a rank into Sense Motive and Ride as new trained skills, and added to a number of already trained skills (anything that has 2 ranks).

Probably will take that rogue dip at 3rd (which will be Jack's second favored class) but this will largely be a ranger build.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

I will update Volpe as well shortly~ Although if shadewest comes back this may change!

;D


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

We'll continue on Tuesday (my time) - sorry for the delay - spent the W/E writig an exam... Takes ages!


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Np boss man, RL always takes precedence =D, I have a Interview for a new job (Hopefully!) on Tuesday but I will be limited on internet between monday and tuesday because I have to drive 4 hours to the interview. xD


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

I'm also off for a business trip to India from tomorrow to the next saturday. I should have internet connection, but it will be more restricted. Do not wait for me.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Hi there, I've caught a bad case of food poisoning during my overseas trip. So I'll be off the game for some days.

Liberty's Edge

Male I don't like to run and I'm not overly competitive Procrastinator 10/Daydreamer 15/Trivia Buff 5

Ugh. Sorry to hear that. Hope you get to feeling better, soon!

RPG Superstar 2015 Top 8

Eeek! Feel better.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Ahh,.. India's great but Delhi Belly's always a risk!


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

OK, So it looks like you're planning on heading back to Oleg's. That being the case, does anyone object to me posting in the recruitment thread for a replacement for Volpe? - It seems like a good opportunity to rotate him out and get in some new blood.

Also, what route are you going to take? - Back through areas you've already explored or through unexplored areas? - If you choose the latter you do run the risk of getting some of the mapping wrong, however if this happens and you go back to the area later you'll be able to re-explore the area in 1/2 the normal time.

If I do post for a replacement, would you care to add any stipulations, suggestions etc. as to what you think the party's missing?

RPG Superstar 2015 Top 8

We are only down to a party of 4 (Bein, Finnabar, Jack, Xarafine), which is actually a standard party size. We have melee, ranged, mounted, unmounted covered well amongst the four of us. We've got as much magic as we're going to get within your campaign's paradigm (multiclass bard and multiclass oracle). We have two skillmonkeys (Jack and Xarafine, who each skill monkey in very different areas). Xarafine and Finnabar cover the party face aspect far beyond adequately.

As I'd mentioned earlier, I was probably going to take a rogue level or two for Jack (he's a half elf so he gets a second favored class anyway), and that would fill in the few class skills we don't have and lose by losing Volpe.

In other words, I think we've actually got most of our bases covered pretty well. While we could get another skillmonkey and/or quasi-caster brought to the group, we're actually alright (much as I hate to lose Volpe, if he's not coming back). Personally, I'd rather plug on than try to get someone worked into a group that's been playing together for over a year. If you decide to recruit, I'm not going to complain, but in a way, I'd rather push on and not be slowed down by the recruitment process.

As for the route taken -- Jack had suggested they retrace their way to the bandit camp (hex 25), which is a straight shot northwest of them, and if they get lost in the tangled forest, they should be able to climb a tree and look for the dip in the canopy where the river will be. Keep going northwest to hex 17 and then 10 where Oleg's post is.

ETA - also while in hex 17 we can get the moon radishes for Oleg's wife.

Hex 26 was where the pteran cave was, right? I might see if I can update the map myself.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Good points.

Does anyone disagree and want a 5th? If not we'll continue without a ringer.

RPG Superstar 2015 Top 8

Since Jack's the cartographer I thought I'd try my hand at this (hopefully to save Hymenopterix some time).

There may well be mistakes, I managed to lose my notes between now and lunchtime.

Please let me know if this looks right. Right click to "View Image" -- to look at it zoomed in.

https://docs.google.com/open?id=0B2OerAuy7RmwZDI2ZjAxZjctNDdhNi00ZjkzLTk2OW EtOTE0MGE4MDczNWNl


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

I don't mind it being just the four of us, perhaps shade west will eventually return. If need be (We) can still use Volpe as an NPC as well.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Bein'Meleth Rámalóce wrote:
I don't mind it being just the four of us, perhaps shade west will eventually return. If need be (We) can still use Volpe as an NPC as well.

Feeling better now, but not fully healed. Deathquaker's arguments make sense. And as we have four players posting regularly, I agree with her, we can keep on with the four of us.

Liberty's Edge

Male I don't like to run and I'm not overly competitive Procrastinator 10/Daydreamer 15/Trivia Buff 5

So, what's the plan for Volpe (the character)? Do we keep him on as an NPC, or do we write him out of the story (i,e his criminal past catches up with him, or the like)? I'd like to leave the door open for Shadewest, should he return.

I'm fine with just the four of us continuing on. I agree with Deathquaker's assessment; the bases are fairly well-covered. I wouldn't be averse to recruiting a fifth, but I feel perfectly comfortable that we can manage the campaign without a new addition to the group.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Cuchulainn wrote:

So, what's the plan for Volpe (the character)? Do we keep him on as an NPC, or do we write him out of the story (i,e his criminal past catches up with him, or the like)? I'd like to leave the door open for Shadewest, should he return.

I'm fine with just the four of us continuing on. I agree with Deathquaker's assessment; the bases are fairly well-covered. I wouldn't be averse to recruiting a fifth, but I feel perfectly comfortable that we can manage the campaign without a new addition to the group.

As Volpe has got a lot of constitution damage, we could just let him rest at Oleg's till he recovers. That can last as long as we want.

RPG Superstar 2015 Top 8

I think leaving Volpe at Oleg's makes a lot of sense. And it means that if we decide we need him as an NPC (or Shadewest comes back) we know where he is. :)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Sadly my Intimidate is only +2 ;(

Besides i'm going for that borderline intimidate/diplomacy. I didn't threaten to kill him, only to halt him if he tries to flee. I'm just hoping he surrenders peaceably.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Must add more to perception ! >.<:::::::


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Bein'Meleth Rámalóce wrote:

Must add more to perception ! >.<:::::::

You know you can take 20 on perception checks if you search thoroughly.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Oh that's right! Lol I always forget about taking 20 in pho because most of the time you never have that long of a period to perform the skill. Thanks Finn!


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Remember that in this AP there's often LOTS of time to get things done - it's the sandbox thing.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

True, I just didn't want to assume that we had a lot of time/didn't know if we'd get attacked. I will try and include take 20 in the future. =)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Since this is taking up more room on the main thread then I like I will post Bein's reasoning's here.

Bein was trying to say that he was willing to pay whatever extra coin it would take to convince Kesten to allow them to borrow/hire some of his men for a day. Since they are professional soldiers they aren't getting paid for more then their current duties and since we would be taking them further afield it would be considered combat pay so Kesten could require us to pay upwards of 3-? times what they make in a normal days work per man we ask for. At least this is what he is expecting (He wouldn't expect anything less if he was in Kesten's position) to happen and depending on the others reaction to the suggestion he will refrain from suggesting Lord Finnabar to ask Kesten, as Bein and the Captain are on uneasy ground.

We'll cross that bridge when we get there though as we haven't heard how the others want to approach it and until then the thought of Rping it is out for now.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

And speaking of mapping...

Here is an updated map.

This includes the corrected location of the faeries from the previous map. Please let me know if there are any errors.

Note sure if this needs noting, but the map labels are largely my labels to remember what was in each hex. Jack would note certain things of course but not necessarily in the same way (for example he labeled the spring in the way that they could find it again, but not that it was obvious to an outsider who looked at the map so they would not exploit the spring).


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Jack Ciarathan wrote:

And speaking of mapping...

Here is an updated map.

This includes the corrected location of the faeries from the previous map. Please let me know if there are any errors.

Awesome map Jack! All looks good but i'll double-check. Thanks for providing this, i've been meaning to upload one for ages and just haven't gotten around to it.

Well done.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Thanks! Just let me know if anything needs changing (I will make the hex numbers smaller on the next version for one thing). :)


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

I'll be away through Monday; visiting family for Easter. See you all when I get back!

RPG Superstar 2015 Top 8

Going away for the weekend, not sure what connectivity I will have so please bot me if necessary.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

So hmmm I wonder what level Mikmek is.... XD

This is definitely an ' a hell...' Moment, just when you think the dice roller is gonna be cool, it throws you off a ledge. XD

Can't wait to see what happens! :)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Blargh if only it had been 10 damage I could got one last swing in and fell unconscious! At least I gave it one good smack though. :)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Sometimes the Diceroller can be a pain. :( Thanks for trying though Jack :)

No matter what happens its definitely been fun! I've not given up yet but it has been fun!


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Something I've been thinking of... especially with a roll of a 1, Jack bounced off the cliff and fell pretty hard.

I'm thinking his owlbear egg, even wrapped up as it was, probably didn't make it.

Further, I'm not sure it was a good idea of mine--from a meta perspective--to save it, as it adds unnecessary complication (what the heck do you do with an owlbear egg or wild baby owlbear?), it's just that it would have been ooc for Jack to have abandoned it. But part of me feels Jack/the party'd be better off without having to worry about it anyway.

But it's party treasure, of a sort, so I didn't want to just decide to crush the egg on my own without consulting the rest of you, let alone the GM. What do you think?

On another note, I am fine with moving the story forward but want to resolve this issue before I post very much.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Hmmm that would be sad but we could have sold the egg later to someone who could train/rear the creature. Or perhaps given it to a druid. :)


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

I had assumed that the egg was on your horse - otherwise there'd be a serious risk of breakage each time you get in a fight.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

In my mind, he usually carries it with him to keep an eye on it and make sure it stays warm, but carries it padded in a pouch tied in a way that it's usually unlikely to break...

Unless, say, he had a bad fall.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Well if it does break that would be sad but its between Jack and Hymen in how this goes down.

That was a fun fight, first time Bein has been knocked unconcious~


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

We'll make it random whether it's broken then,...

It was a bad fall, but into water. Also, the egg is not hard (like a bird egg), but soft (like a reptile's), and its padded so....

roll 1d20. On a roll of 1-10 its broken, on an 11-20 it's OK.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

1d20 ⇒ 4

And that's that then. Sorry to hold things up.

Liberty's Edge

Male I don't like to run and I'm not overly competitive Procrastinator 10/Daydreamer 15/Trivia Buff 5

Everyone okay? It's been quiet here.

Liberty's Edge

The Explored Lands Downrightamazed

I am :)

RPG Superstar 2015 Top 8

I need a break, I'll be back on Sunday or Monday. Please bot Jack in the meantime.

RPG Superstar 2015 Top 8

Just repeating from the other thread, I'm going on vacation tomorrow, will be back the week after.

RPG Superstar 2015 Top 8

Hello? Y'all alright?

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Community / Forums / Online Campaigns / Play-by-Post Discussion / Hymenopterix's Colonies of the Salt Coast Discussion All Messageboards

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