Ice's Island of Relative Order

Game Master icehawk333

the current map
universal items list


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M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

The main landmarks are unchanged, such as the mountain and the huge storm, along with the grey mist on the far reaches.

Midioto, if you need a story reason to press on, I can easily give you one.

Other then that, staying and fortifying for a long time is alright with me, but keep in mind fortifying can't actually progress you.

And, the bigger your base is, the more attention it will draw from (redacted).

But I can also light a fire under your charecter's butts, too, if such a thing is desired.


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0
Midiotoziggeroto wrote:

So. I want to go explore this island. Who wants to come with me?

Luca bout a week ago wrote:


"So, are we ready to head out in earnest? I went maybe fifteen feet from our walls, so I'm itching to find something to study."

Way ahead of ya.

Edit: To clarify: This is a very basic suspension of disbelief thing here. Of course just hunkering down and waiting for rescue is the "smart" option, but as you said, not much of an adventure to be found there.


Male Catfolk Unchained Rogue 1/Bloodrager (Prowler at World's End) 7 | HP 42/66+16 | AC: 22 T: 12 Fl: 19 | CMB: +10 CMD: 24 | F +8 R +10 W +3 | Init +3 | Perc: +12 Scent
Daily Abilities:
1st-level spells 1/2 2nd 2/2 | Cat's Luck 1/1 | Destined Strike 3/3 | Spirit Influence 1 | Bloodrage 13/18
Current Effects:
Spirit: Lion, Shield, Shaken, Bloodrage

Rescue? Why do we need rescue? We expected things to be weird coming here.


Cryptic 8 | HP 50/52 + 24 temp PP 10/44 | AC 25 T 18 FF 18 CMD 20 | Fort +5 Ref +10 (extra +1 vs. area elemental) Will +9| Init +3 Perception +12, +16 to find traps (darkvision 60’) Speed 30

Rivet really wants somewhere where he can put a roof and a solid door between himself and raptors. The enclosed yard is much less important. That said if you others are going to go out regardless, he's going with you.


ᚦᛟᚱᛖᚲ᛫ᛒᛚᛟᛟᛞᚠᛁᛋᛏ

Sorry for my absence. Life has been crazy lately. I'm back if you'll have me


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Thorek Bloodaxe wrote:
Sorry for my absence. Life has been crazy lately. I'm back if you'll have me

These things happen.

Welcome back.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Alright, hum.

How do you guys want to move forward?

I don't mind almost anything you guys want to do, but, uh, somthing of some sort would be nice.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Also-

Midioto, if you still want a rebuild, pm me it so i can look it over.

And a question for everyone-
While it isn't what i had planned for the game at first, the corruption system was shown to me and i found it to be a far better system to create the possible transformations in the game.

But, as it wasn't in the first plan, i want to ask you all to see what you think.

Note- the corruptions in this game do not remove a charecter as a PC if they reach coeruption teir 3. The tier 3 instead tends to be irriversable and something that can be a bit of a pain- something to avoid, but not something so nasty it disables the charecter from being useful.

There will be potions to reverse corruption progression or remove corruption entierly.


Cryptic 8 | HP 50/52 + 24 temp PP 10/44 | AC 25 T 18 FF 18 CMD 20 | Fort +5 Ref +10 (extra +1 vs. area elemental) Will +9| Init +3 Perception +12, +16 to find traps (darkvision 60’) Speed 30

I think it's a better system than spending feats, certainly. Especially if it's meant to be at least partially reversible.


ᚦᛟᚱᛖᚲ᛫ᛒᛚᛟᛟᛞᚠᛁᛋᛏ

Looks interesting, sans forced alignment shifts. I can see the RP involved, but don't like "you are now lawful/chaotic evil" Id rather replace those with RP tips personalized to the character and corruption


Figment Narrator 20

We're making our own custom corruptions


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Thorek Bloodaxe wrote:
Looks interesting, sans forced alignment shifts. I can see the RP involved, but don't like "you are now lawful/chaotic evil" Id rather replace those with RP tips personalized to the character and corruption

I don't touch forced alignment shifts with a ten foot pole.

I would muxh rather see a charecter react ro thier situation, rather then see an alignment react to the situation.

If that makes any sense.

It proboblt doesn't because i'm not really awake.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Rivet, boggle cryptic wrote:
I think it's a better system than spending feats, certainly. Especially if it's meant to be at least partially reversible.

Only the protean one had the "feat chain" method. The rest i had planned were caused mostly by experimenting with things and things gping wrong.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

I do apologize for not getting up a story post right away, but i've got to head to bed. I'll get one up when i wake.


Male Catfolk Unchained Rogue 1/Bloodrager (Prowler at World's End) 7 | HP 42/66+16 | AC: 22 T: 12 Fl: 19 | CMB: +10 CMD: 24 | F +8 R +10 W +3 | Init +3 | Perc: +12 Scent
Daily Abilities:
1st-level spells 1/2 2nd 2/2 | Cat's Luck 1/1 | Destined Strike 3/3 | Spirit Influence 1 | Bloodrage 13/18
Current Effects:
Spirit: Lion, Shield, Shaken, Bloodrage

Sounds good to me. :) Especially the bit about avoiding forced alignment shifts.


Human Psion Nomad 6 HP.33/33, PP. 30/53, Fort. 3, Ref. 4, Will. 6. AC 17, Touch 13, FF 14, Int 2.
Skills:
Acrobatics +9, Fly +12, K: (Arcana, Local, Nature, Planes, Psionics) +10, (Geo) +17, L: Gemology, The Maelstrom +17, Linguistics +12, Per +7, Sense Motive +2, Spellcraft +17, Stealth +11, Survival +10

I'm all for things of that nature!
Sticking my fingers in the Mutagen Goo is what I signed up for! (espically since I am going to be half-living in the Maelstrom >_- )
As for "Experementing with things and things going wrong", bring it on >:)

Also, reading my character sheeg again and I realized I have the perfect thing for that... I originally had planned to use it to aid any long distance teleportation but now I realize it would work great with exploring as well.
Thag is the Know Direction and Location power, and that should help us avoid losing our way back to camp.


Figment Narrator 20

Given that I don't think you can aid on a perception check other than maybe by shouting "hey look, there it is" or whatever I'll take our warprist's roll as his own perception check


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

Works for me. I was pretty certain the only skills you can't aid on were Disable Device and Use Magic Device, but I'm not finding anything that supports that train of thought.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Nothing prevents you from adding perception, but pointing something out you noticed, last I checked, gave a reroll with a bouns.

In this case, I don't think it really matters, once pointed out, it's an inanimate object that doesn't move, I think it's easy to find once noticed.


Figment Narrator 20

To be clear I am in no way making you expand your shocking grasp on the web, simply asking if that is what you are doing


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

.... I just realized that I lost some of my maps when I got a new computer.

I'll be rebuilding them while foul runs this dungeon.


Male Catfolk Unchained Rogue 1/Bloodrager (Prowler at World's End) 7 | HP 42/66+16 | AC: 22 T: 12 Fl: 19 | CMB: +10 CMD: 24 | F +8 R +10 W +3 | Init +3 | Perc: +12 Scent
Daily Abilities:
1st-level spells 1/2 2nd 2/2 | Cat's Luck 1/1 | Destined Strike 3/3 | Spirit Influence 1 | Bloodrage 13/18
Current Effects:
Spirit: Lion, Shield, Shaken, Bloodrage

Oh no!


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Lwazi wrote:
Oh no!

And by some, I apparently mean one, (yay) as the rest I had on google spreadsheets, the lost one was the overworld map.

And that one was kinda bad and in need of revision, so....

Not a huge loss, but will Probobly take a bit to remake.


Figment Narrator 20

Just a warning, when you are far enough in to use the map in this dungeon, it's kinda crap because I made it


Human Psion Nomad 6 HP.33/33, PP. 30/53, Fort. 3, Ref. 4, Will. 6. AC 17, Touch 13, FF 14, Int 2.
Skills:
Acrobatics +9, Fly +12, K: (Arcana, Local, Nature, Planes, Psionics) +10, (Geo) +17, L: Gemology, The Maelstrom +17, Linguistics +12, Per +7, Sense Motive +2, Spellcraft +17, Stealth +11, Survival +10

Egads!!! And Hurray!!!!
Lol, dont worry :) We can adapt well enough ^_^
If you need help making maps, I can probably lend a hand (however I doubt I am much better then either of you, just an extra set of hands).


Figment Narrator 20

Due to a missing charger cable I was not able to put up the map before work
I plan to get a new cable probably tomorrow


Human Psion Nomad 6 HP.33/33, PP. 30/53, Fort. 3, Ref. 4, Will. 6. AC 17, Touch 13, FF 14, Int 2.
Skills:
Acrobatics +9, Fly +12, K: (Arcana, Local, Nature, Planes, Psionics) +10, (Geo) +17, L: Gemology, The Maelstrom +17, Linguistics +12, Per +7, Sense Motive +2, Spellcraft +17, Stealth +11, Survival +10

You can borrow mine! Does that help? I live near the north pole, if that helps, just come on over and pick it up ^_^


Figment Narrator 20

Sadly(?) I'm in the more temperate region of Tennessee, so that's not that useful, especially given that I don't know if your power supply would fit and then you'd be out a comp


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

a crude map made in ten minutes with the layout specified to me by the other gm when he couldn't get a charger.

I'm taking over, for now.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

So, the map should be open editing. Since you're headed to the right, please place yourself somehwere on the map headed right. (Left side of the map, as it's top down) and then roll initative.

I figure the ground color is self explanatory.

Foul is free to grab the reigns again as soon as he gets his stuff together.


Male Catfolk Unchained Rogue 1/Bloodrager (Prowler at World's End) 7 | HP 42/66+16 | AC: 22 T: 12 Fl: 19 | CMB: +10 CMD: 24 | F +8 R +10 W +3 | Init +3 | Perc: +12 Scent
Daily Abilities:
1st-level spells 1/2 2nd 2/2 | Cat's Luck 1/1 | Destined Strike 3/3 | Spirit Influence 1 | Bloodrage 13/18
Current Effects:
Spirit: Lion, Shield, Shaken, Bloodrage

About how far down is the person in front? (Because it's probably me and I want to not put myself too far forward.)


Figment Narrator 20

Well, there's a pile of rocks partially blocked by the collapse the fire caused
How close do you want to check that out?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

You probobly just started heading down the right (left on the map) passage, so not too far.


Male Catfolk Unchained Rogue 1/Bloodrager (Prowler at World's End) 7 | HP 42/66+16 | AC: 22 T: 12 Fl: 19 | CMB: +10 CMD: 24 | F +8 R +10 W +3 | Init +3 | Perc: +12 Scent
Daily Abilities:
1st-level spells 1/2 2nd 2/2 | Cat's Luck 1/1 | Destined Strike 3/3 | Spirit Influence 1 | Bloodrage 13/18
Current Effects:
Spirit: Lion, Shield, Shaken, Bloodrage

I've got myself in position, let me know if it's too far.


Figment Narrator 20

I have edited the map to (more or less) match the one I made
Squares marked D are difficult terrain due to either remaining web or falling rocks
White squares are fully illuminated

Please also make a perception check and initiative check before I tell you what S is


Human Psion Nomad 6 HP.33/33, PP. 30/53, Fort. 3, Ref. 4, Will. 6. AC 17, Touch 13, FF 14, Int 2.
Skills:
Acrobatics +9, Fly +12, K: (Arcana, Local, Nature, Planes, Psionics) +10, (Geo) +17, L: Gemology, The Maelstrom +17, Linguistics +12, Per +7, Sense Motive +2, Spellcraft +17, Stealth +11, Survival +10

Hi :)
I forgot my computer power cable at a friends yesterday :(
I have had no computer this last day, however I will by tonight.
Go figure after the above posts :/
Maybe it was stolen by the Yellow Boxes >_>
Either way, I'll get caught up in a few hours.


Human Psion Nomad 6 HP.33/33, PP. 30/53, Fort. 3, Ref. 4, Will. 6. AC 17, Touch 13, FF 14, Int 2.
Skills:
Acrobatics +9, Fly +12, K: (Arcana, Local, Nature, Planes, Psionics) +10, (Geo) +17, L: Gemology, The Maelstrom +17, Linguistics +12, Per +7, Sense Motive +2, Spellcraft +17, Stealth +11, Survival +10

Could you put up a link to the map above the gameplay thread? It would help find it, thanks :)

As for the map, both me and Rivet have torches, and torches shed normal light out for 20 feet, so I expanded the lighting area.

I also put me near the front, because Fire-Midioto is impatient, and because he never learnt from last time :)

Also, about how big is this cavern, because Midioto can psudo-fly. For that matter, that should greatly affect our chances if we attempt that maze later on >:)


Figment Narrator 20

The smoke is cutting the range of your light in half, and I didn't know who the torch bearers were
Thank you.
I will update shortly

Regarding cave height, it varies, but on average you're looking at 10-20ft
Currently I'd say 20-25 ft


Cryptic 8 | HP 50/52 + 24 temp PP 10/44 | AC 25 T 18 FF 18 CMD 20 | Fort +5 Ref +10 (extra +1 vs. area elemental) Will +9| Init +3 Perception +12, +16 to find traps (darkvision 60’) Speed 30

I guess this is a surprise round, so one action (standard or move) only?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Midiotoziggeroto wrote:

Could you put up a link to the map above the gameplay thread? It would help find it, thanks :)

As for the map, both me and Rivet have torches, and torches shed normal light out for 20 feet, so I expanded the lighting area.

I also put me near the front, because Fire-Midioto is impatient, and because he never learnt from last time :)

Also, about how big is this cavern, because Midioto can psudo-fly. For that matter, that should greatly affect our chances if we attempt that maze later on >:)

The map link is now above the thread under the campain title.


Figment Narrator 20
Rivet, boggle cryptic wrote:
I guess this is a surprise round, so one action (standard or move) only?

Nope.

They knew where you were because fire
You prevented their ambush by making the perception check by two (close call that)
This is normal initiative


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

I'm not sure I can edit the map to move Luca. Can someone move him next to Midioto.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Green Smashomancer wrote:
I'm not sure I can edit the map to move Luca. Can someone move him next to Midioto.

Done.


Male Catfolk Unchained Rogue 1/Bloodrager (Prowler at World's End) 7 | HP 42/66+16 | AC: 22 T: 12 Fl: 19 | CMB: +10 CMD: 24 | F +8 R +10 W +3 | Init +3 | Perc: +12 Scent
Daily Abilities:
1st-level spells 1/2 2nd 2/2 | Cat's Luck 1/1 | Destined Strike 3/3 | Spirit Influence 1 | Bloodrage 13/18
Current Effects:
Spirit: Lion, Shield, Shaken, Bloodrage

We'd better hope it doesn't turn out that these bugs eat fire.


Cryptic 8 | HP 50/52 + 24 temp PP 10/44 | AC 25 T 18 FF 18 CMD 20 | Fort +5 Ref +10 (extra +1 vs. area elemental) Will +9| Init +3 Perception +12, +16 to find traps (darkvision 60’) Speed 30

I can run fast with the right buff, Lwazi doesn't need a buff, Midi can fly... it's up to Thorek and Gin to die horribly provide the rear guard in that case.


Male Tengu Warpriest/8 || HP: 54/54, AC: 20 (25, IrS) (FF: 16 [21 w/IrS] T: 13) || Init: +3, Fort: +8 Ref: +6 Will: +10 || Per: +5

And I uh, I can heal people after. So Lwazi better carry me.

speaking of, under-tiny-swarms are the thing I am in no way prepared to put up with, so I'm gonna try to think of something to do with my turn.


Figment Narrator 20
Lwazi wrote:
We'd better hope it doesn't turn out that these bugs eat fire.

thanks for the idea!

Might use that later

As to crawling vs flying
Given that they aren't one entity, both really
They have a slow fly and clumsy speed and a normal climb one


Cryptic 8 | HP 50/52 + 24 temp PP 10/44 | AC 25 T 18 FF 18 CMD 20 | Fort +5 Ref +10 (extra +1 vs. area elemental) Will +9| Init +3 Perception +12, +16 to find traps (darkvision 60’) Speed 30

You could heal Gin maybe Luca? He might be bleeding right now. And I'm thinking about throwing acid another alchemist's fire at his feet.


Figment Narrator 20

you have knocked it down from a 15x5 ft rectangle to a 5ft square of flaming bugs


Human Psion Nomad 6 HP.33/33, PP. 30/53, Fort. 3, Ref. 4, Will. 6. AC 17, Touch 13, FF 14, Int 2.
Skills:
Acrobatics +9, Fly +12, K: (Arcana, Local, Nature, Planes, Psionics) +10, (Geo) +17, L: Gemology, The Maelstrom +17, Linguistics +12, Per +7, Sense Motive +2, Spellcraft +17, Stealth +11, Survival +10
Luca Bloodbeak wrote:
speaking of, under-tiny-swarms are the thing I am in no way prepared to put up with, so I'm gonna try to think of something to do with my turn.

Ya, I checked everything I have and the only option I could think of was to levitate everyone out of their reach, but turns out they were flying, so... XD

Ah well, thats why we ate a party, to cover each others weaknesses :)
However, going back to camp and crafting a few more Alchemists Fires might not be a bad idea at some point :)

Also, just letting you know, my Wed/Thurs every week is going to be very busy from now on so posting on those days may be scarce.

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