Jelani's Colonization:Aspis Rising (Inactive)

Game Master Brian Minhinnick


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You haven't heard them talk to each other yet actually. Just scream during the battle. That and the one said he was going to f$#$ Penance in broken orc, which Nim probably heard.

I'm sure Corridan will try out goblin on them soon.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

As soon as someone tells Emerion about their language he can get to work. He won't be able to do everything until he rest. He has some spells for them should they not be forth coming. ;)


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Level up summary:

HP gained: 6+1 = new total HP 39

Paladin ability gained: Divine Bond
Spells: +1 level 1 spell

New Feat: Greater Mercy

Skills: Craft (Carpentry), Intimidate, Perception, Survival, Profession (Soldier)

Default for spells to memorize each night is going to be: Cure Light Wounds, and Serren's Swift Girding, for now.


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

Been dragging my feet about leveling. I'll get that sorted out tonight.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

LEVEL 5

Telemakos gets


  • +3 skill points: know nature, arcana, planes
  • +1 feat: Skill focus (something). I'm sifting through the Sorcerer Bloodlines for the best Eldritch Heritage to get at level 7. Arcane is a strong contender, as a familiar would fit perfectly with Telemakos' theme of animal expert, and is incredibly useful.
  • summon monster III instead of II as SLA
  • general improvements such as hp, spell slots per day, etc...
  • 1 2nd level spell known. Despite Jelani's advice, I'm having fun with summoned monsters, and don't want to waste a precious spell slot summoning Arasmes. If Arasmes isn't around, I'll go with Krumo & friends.
    I am open to suggestions for this spell. Either another buff/utility (Invisibility or Alter Self) or a debuff (Glitterdust or Slow).

Arasmes gets


  • +1 hit die, with all improvements it comes with to BaB, hp, saves, etc...
  • +1 to ability score (Int)
  • +1 to Str and Dex
  • +8 skill points (4 for the new hit die, 4 because Int got raised from 7 to 8) brining his total to 20=(6-1)x4
  • 1 evolution point (total 8): he loses the climb evolution (1 ep) and gains the flight evolution (2 ep). He gains the Fly skill as a class skill.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Pound for pound, I can't think of a better spell than glitterdust, honestly. No SR, can be used to strip enemies of invisibility or natural stealth, blinds foes... it's amaaaaazing to the point that I have a hard time not ALWAYS taking it with all my casters. /my two cents.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Tele, you were saying you were wishing you had made Arasmes as a skill-genie. Can't you do that, now? I thought you could basically remake him every level.

5th level changes for Devram
+1 BAB
HP: 6-2+1 = 5
+1 Fort save
Bonus Feat: Dazzling Display
Feat: Power Attack
+6 Skill Points: Craft (Carpentry), Profession (Architect), Knowledge (Nobility), Intimidate


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

I could, but... that's so ugly from a roleplaying perspective IMHO...

Maybe a gradual shift. The flight evolution he would've gotten anyway, and skilled (survival) is staying. I like having him as a dumb, naive Int 8 creature, and that doesn't really sit well with a skill-genie. I should probably take away the Gore evolution for more skill-related evolutions. I'll think about that in the next few days. He has yet to use his horns, so it would take just a little reskinning to make them mostly ornamental and unreliable in a fight.


You can change his evolutions every level, but you can't change how you've spent his skill points. I have absolutely no problem with you completely changing up the evolutions every level if you want to.


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Monk 2/Ninja 2 -> Monk 2/Ninja 3

Saves: +1 Fortitude, +1 Will
Hit Points: +7 (+5 ninja, +1 CON, +1 favored class)
Base Attack: +1
Feats: +1 feat - Improved Feint
Skills: +13 skill ranks, +1 Craft, +1 Profession - Acrobatics, Bluff, Climb, Craft (Clothing), Diplomacy, Disable Device, Escape Artist x2, Knowledge (Local), Perception, Profession (Tailor), Sense Motive, Sleight of Hand, Stealth, Swim
Class Features: Ninja - No Trace +1, Sneak Attack +2d6


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Forgot to mention sense level up Emerion can craft magical arms and armor. So supply him with the cash and he can start making stuff for you guys.

P.S. Which kind of brings to my attention, we are below character wealth for our level by a good deal. Unless I missed something.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Sweet. A magic Aldori Dueling Sword would be awesome. Even better would be a mithril breastplate.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Well, we are exploring wilderness. Unless there are mushrooms full of magic items, it's going to take a while to gather some wealth. Like, a raid on a hobgoblin camp.


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

Black Blade Magus ftw.

I have most of the level up squared away on notepad at home on the PC; just need to pick out spells continue agonizing over a feat selection.


You are intended to be below character wealth. It's gritty. Can you feel the sand in your teeth yet? ;) That and there's SEVEN of you. And you're way more powerful than the base expectation of 15 pt buy.

You also did just get 1650*15=24,750 GP worth of masterwork full plate, not to mention the 400*15=6,000 GP worth of composite bows, and the swords.


Even if you did have gold, it's not gold that lets you craft magic items, it's materials you buy with the gold. Aint no stores on this island. At least not that you know of.


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Well, it is a sandbox game after all. ;-)


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

So I can only craft every other month when we have an incoming ship and I have placed an order for the materials?

I may want to dump all my crafting feats in that case. Never get a chance to use them at this rate. Here I thought I could finally make a some constructs.


I explained to you back in recruitment/character creation that I did not want a lot of crafting period, but especially at first. It was also the primary reason I originally had Emerion as an alternate choice.

What did you expect? You are completely cut off from civilization and knew that going in.

If you want to retrain feats using the downtime rules I'll allow it. Scribe Scroll could still be pretty useful right now though. Eventually there will be more resources available, but you've got to locate and acquire them. Other things will have to wait for resupply.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

I am aware of that, but I did not expect to run into hobgoblins wearing full plate armor with composite longbows or to be gaining levels this quick. Not that I am complaining. If they have the resources for that then I don't see why if we gain an alliance or just an agreement Emerion could not craft magical arms or armor. Does not make sense that you have a bunch of blacksmiths and a wizard yet you can't create magical gear.

Unless the hobgoblins or to a lesser extent the lizardfolk completely refuse trade or hoard their resources. We could gain at least some access soon. Which is why I bothered with the feat as I don't expect our group to otherwise get any magical gear, buying it is twice the cost after all with an extended wait added. The way crafting works I will require more time for the number and power of said items, like you said big group to supply. Even if I had the materials right now it would be a long time before everyone even gained one item each. Sense crafting has to be on a "day off", as a PC unless everyone is off he is not. The exception being potions and scrolls as you pointed out, which can be done much faster.

Really I just don't like having anything about my PC being pointless or useless. More so when it's for the party, no one likes being a craft monkey. That and I really want to get to make a construct one of these days. :)

Anyways will see whenever we have downtime.


If you found some people with spellcasters they should have the magical components you would need. It'd just be a matter of getting your hands on the components somehow (trade, theft, conquest, diplomacy etc).


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

So anything anyone wants Emerion to ask the hobgoblin or does the mage just keep at it himself?


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

So I feel like we need a discussion of the direction to handle the prisoners. Not all of us are IC in the room and it's moved a tad fast.

So their demands:
- Bury their dead in their armor with all possessions
- Allow them to go free to return home with all their weapons/armor

That allows us to negotiate with their king? Not sure I like this. I get the high honor and face-saving culture. Burying them with their armor might be ok, though with a few Mending cantrips, that armor can probably be worn by our own troops. We also might hold the prisoners with us as ransom and demand negotiations. Or we march them back under guard.


That's basically right, though they didn't demand immediate release. Hyuktaar just said, "You will have to release us," with no timing specified. They said nothing of their weapons, and only specified that the armor be returned to their fallen.

OOC, Hyuktaar knows that the Khaan will be on his way with an army soon, and either he convinces you to parley with the Khaan and work out some kind of alliance, or presumably they (the prisoners) get executed, and their tribe enters into a bloody and costly war with you all. As he said, he thinks you'd do better together. He fully expects to be used as a bargaining chip with the Khaan, however he was just warning you that should certain customs not be followed, the Khaan will go all "We do not deal with terrorists," on you.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Yeah I kinda figured what Jelani just said so now you know why Emerion said what he did and acted like he did. That diplomatic stuff in his background is not for nothing. ;)

I don't peg Jelani to miss small details like only stating the armor after that glass scale mishap on my part. So if he only said armor, everything else is ours to keep.

So we bury their dead in their armor, return the armor to the prisoners as well as untie them, and wait for their king to roll on up to negotiate. The prisoners will not be allowed free access or weapons, so guards will be with them and they will be unarmed if not unarmored.


It will need to come down to a vote, but that's certainly one option.


So green is out of the fight, and red's AC is now 12.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Did nobody even attempted a sense motive on the hobgoblins?

Assuming we trust the hobgoblin, I say we can give them the armor if so they want, but they stay tied up until the Khaan shows up. I just doens't make sense to have someone watch over them constantly if they try to flee.

Also, roughly when should we expect a visit from the Khaan?


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Sorry if I jumped any guns there with Penance's post. I didn't want to enter into a 'Penance keeps walking back to the tent to hear the current state of negotiations' cycle of posts given the usual rate of posting in PBP.

If not burying the guys in their armor means we end up in all-out war with the Khaan, that seems like a bad idea. Penance bears these guys no IC love at all, but even he doesn't want to wind up with a full war before we even have something like 'basic defenses' set up, especially given the cost in lives of this first 'raid'. So he's willing to bury them in their armor, if that's a requirement of not dealing with a hundred troops in a day or so, even if he's not happy about it.

Coffwecoulddigthemuplatercough

Does anybody have any illusion spells? Here's an image of your guys being buried in their armor, etc, for the prisoners to report back.

That would mean we can't ever openly wear the armor in front of them, but as Jelani also pointed out, this is our first substantial loot and profit on the trip. It's kind of maddening, ICly, to have to write off a huge hunk of sellable merchandise when our whole goal here is to make a profit for the Aspis.

TL;DR: Penance will unhappily agree to bury them in their armor if nobody comes up with a clever workaround.


Telemakos Ogeo Krostumolis wrote:

Did nobody even attempted a sense motive on the hobgoblins?

Assuming we trust the hobgoblin, I say we can give them the armor if so they want, but they stay tied up until the Khaan shows up. I just doens't make sense to have someone watch over them constantly if they try to flee.

Also, roughly when should we expect a visit from the Khaan?

You don't know when the Khaan will arrive. You could always ask.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

I am good to move things forward.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Did we get to rest and recover our level in HP?
thanks


Male Hobgoblin Male Hobgoblin Fighter (Lore Warden) 3, Monk (Maneuver Master) 1 AC 20/14/16 / HP 34/34 / F +6 R +7 W +3 / Init. +4 / Perc. +7)

I'm afraid this should not come as much of a surprise as I have not made any posts in some time but I am down sizing on how many pbp's I am apart of. I apologize that I have not been more involved, and I hope you can all understand. Please mark me as inactive.


Yeah, you were able to rest Iliante.

Khanjar - Yeah, I figured as much. Miss your postings, but real life is more important. I'll mark you as inactive, hope to see you around the boards in the future some time.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Assuming everyone has spells back at this point, correct me if I am wrong.

Who is currently hurt besides Penance, after the night's regaining HP?


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

After the night's rest, Corridan should be at 30/36 hit points, if I am not mistaken.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Devram at 25/28.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Emerion is untouched cause Nethys loves him and no one wants to tangle with a guy that can fart fireballs and spit lightning. Unless they can do that to. In which cause he was just lucky. xP


I put the stats for the riding lizards on the campaign info tab. They can travel at full speed through the jungle by jumping from tree trunk to tree trunk.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Is there a ride check to stay in the saddle as it goes leaping from tree to tree?


Meh...probably should be. Especially for you non-natives. But I don’t think there are any rules saying so, so no.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

By the way sense some people have shown an interest in languages, here is a interesting rule from Ultimate Campaign. ;)

You can spend time to learn an additional language. It takes 20 days of training to gain a bonus language, and these days need not be consecutive. Each language requires a trainer who shares a language with you and knows the language you want to learn, or a book written in a language you know that explains the basics of the language you want to learn.

The new language does not count toward your maximum number of languages (racial languages + bonus languages from Intelligence + Linguistics ranks). You can train this way only a number of times equal to 1 + your Intelligence bonus.

P.S. Telemakos you wanted Emerion to learn some spells from your scrolls. He can make two scrolls to replace any he uses up if they are 1st level spells.


I wish it only took 20 days to learn a language in real life. Been working on Chinese for three years and I'm not even close to fluent.


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

I should tell you that this week has been... tiring and will most probably continue to be so until about Tuesday with the next three or four days being spent away from my computer. I am not entirely certain whether I will be able to post until then, but I shall at the very least try.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Well here are Emerion's plans in case anyone wants to know or help. He would like to have Penance by his side, likely get more respect then a robe wearing guy alone. Give the Khaan a few niceties pointing out the body count, respect for their dead, and current prisoners. After which invite the Khaan in.

Any thoughts, suggestions, or foreseeable problems?


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

I'm really temepted to have Telemakos shoot his rifle at a nearby tree and say "because of this". The only reason I haven't done this yet is because he knows they can't understand him. Otherwise it would be the perfect kind of irresponsible, learned-from-theatre-plays-about-savages move he would do.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20
Telemakos Ogeo Krostumolis wrote:
I'm really temepted to have Telemakos shoot his rifle at a nearby tree and say "because of this". The only reason I haven't done this yet is because he knows they can't understand him. Otherwise it would be the perfect kind of irresponsible, learned-from-theatre-plays-about-savages move he would do.

I had the same thought OR better yet throw a breastplate of a dead one with a bullet hole through it. Same effect.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

We buried the hobs with their armor. So nothing to throw, anyways they have no reason to believe it is not a trick of some kind. The prisoners will make our case more then we will in the first interaction.

Will post shortly. ;)


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Yeah, what Nim said-- the dead guys got buried in their armor, and we put it back on the living ones, so it seems like we don't have a spare sample of their armor to use as a badass demonstration.


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

I think we should really leverage the firearm angle. Let them continue under the false notion that we have the means of outfitting them far, far in the future. Maybe even let the Khaan shoot the gun once himself to really drive home the power they represent. Make it clear that none of the guns we brought are for trade or sell, of course. Allow them to infer that our firearms are just as dear to us as their armor is to them.

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