
Blythe Merovingian |

Added the trait boarded in Cheliax, giving me a Knowledge (geography) +2 through the use of a map of the Mwangi, and an additional 200 GP. Adding the hungry ghost archetype on top of master of many styles. This exchanges stunning fist for Punishing kick at first level. Added fuse style from Master of many styles in class abilities.

GM Poisonblade |

@ Raxilsmit
Yes you can, though it would have to be limited to bonus to a Knowledge Skill when dealing with the Mwangi Jungle. Like a book on the religions of the region. Giving you a +2 to knowledge religion when dealing with tribes and creatures of the jungle. As long as it doesn't cover what one of the campaign traits gives you it should be ok. So Knowledge History, Local, and Nature are out, as there is a bonus assigned to these skills for a different campaign trait.

Harper Montajay II |

GM could I switch it for a knowledge dungeoneering in the Mwangi Expanse? I think that would go with my background. Maybe a book of the local ruins and underground civilizations. I am going to switch my skill point from geography to dungeoneering since the other is covered. It looks like we all took the same trait lol.

Angada |

I also have the map and so would be happy to exchange it for something to help with Craft:Bows without the bonus but made to survive the jungle wear or since from the Expanse switch for Polygot (I plan on taking another linguistics point at second for Polygot if no to that suggestion)
It is up to the GM to state how his recruitment thread works and so find what you are comfortable with. Also was said see how many PbP threads the person is involved with. To me that makes no difference unless you are going to go into each game and see if they are actually keeping up. Sounds like a lot of work. Just put in requirements of how much posting is needed if you ask me.

Raxilsmit |

I was thinking one of the following three...You make the call.
- Feldmens Field guide to creatures of the void - +2 to Knowledge planes
- Grasses, Plants, and Fungi of the Mwangi Expanse - +2 to Profession Herbalist
- Basic Elixers and Poultices - +2 Craft Alchemy
...whichever Raxil grabbed on his way to the ship.

GM Poisonblade |

On another subject everyone but two didn’t give me a port they actually boarded the ship on. It might be that I over looked it if you put this detail in your background.
Cheliax ports are Kintargo, Pezzack, and Corentyn. Five out of Six boarded in Cheliax, Four out of Five took the same trait. Our sixth, who is to post shortly, got on in Port Peril. Linard got on in Corentyn. This is a fairly important detail for Chapter 1.
What an unexpected and awesome start to a game.
Please post what port you got on the ship.

Nngara Erebrian |

Hey all - sorry for the delay. Took a while to decide how to change a Summoner to a Wizard. Two classes which seem similar at first, but have nothing in common other than a few spells.
May I present Nngara Erebrian - Mwangi Elf Wizard (Transmuter/Enhancement).
I boarded at Port Peril - heading to the Gameplay to make my intro (so far I have been hiding below decks since I probably will fail my Fort check and REALLY not like sea travel.)

Harper Montajay II |

Tirion (Nngara) is a stud on pbp. I am very glad he was added!! I am still mad that he did not choose me for his TOEE campaign though ;) In all seriousness, the wizard that beat me out has been superb (I follow the campaign). Welcome!

Nngara Erebrian |

Thank you. I am glad you like the ToEE campaign. At some point we might actually get to the real campaign. The party still has to figure you what they are going to do first though - which right now seems to be to alienating the good guys and befriending the bad guys. But this is what happens when the player everyone decides should be the face of the party is a dwarf with a 7 Charisma.
Hopefully I can make this character as colorful. Always tough with high Int/low Cha. I was amazed that you all started in Cheliax and the north. Anyway, it will be swimming time soon it sounds like.

Nngara Erebrian |

I shot the DM the link for MapTools, if anyone else has used it pointers would be helpful as I am by no means an expert. That way we can get him up to speed faster. Hopefully within the next encounter or two he will have our avatars and enemy tokens in place of the dots.

Blythe Merovingian |

We are done with casting, and after a hefty night on Sunset blvd., we are turning in. Film festival tomorrow, and a few meetings, then heading home Monday. Hope I haven't held anything up too much.

GM Poisonblade |

Setting up Camp
In the Serpent’s Skull AP camps take on a bigger roll than normal. At first it is the basics, but later on as you delve into the screaming jungle of the Mwangi Expanse it becomes a much bigger deal. There are specific terms to aid us in keeping track of things and organized.
Food and Water
While the first day is free, everyone will soon starve. To find food and water a PC or NPC must go hunting To be a successful at foraging you will need to make a DC 10 Survival to gain a days ration of food and water. You can increase this DC by 2 for every character you are hunting for. For example; to find a single day’s ration for 11 people you will need to make a DC 30 Survival check. Not an easy task at this level, so it is suggested to have someone use the aid other action. It is also a cumulative check. Meaning that you roll and only break DC 20, you have not failed the roll but have only provided food and water for yourself and five people. Hunting takes four hours per check. If you camp near fresh water you will only need to find food dropping the Survival DC for hunting to only +1 per person.
Shelter
Locating a suitable spot for shelter takes about 8 hours. It is a DC 12 Survival roll to set up and shelter. For every 2 points you beat the DC reduces the set up time by 1 hour, minimum of 1 hour. Not having tools or supplies imposes a -5 penalty to this check. Making shelter provides a bonus to avoid insects and will provide a spot to get out of the sun and thus no exposure checks during the heat of the day. Each time you move the camp you will have to set up a new shelter, and thus another roll.
Jobs
There are five jobs that PCs or NPCs can perform to help the camp out. Only two people can perform any one job at a time, and you can only perform one job a day. You can change jobs every day. NPCs can only do certain jobs if they have an Indifferent Attitude or higher, and have a Morale of Shaken or Higher. If they are both Helpful Attitude and of Hopeful Moral they will do any job, though some are geared for certain tasks.
Defender; Works to set traps and fences for the safety of the campsite. The first time a hostile creature or person attacks the camp the traps inflict 2d6 points of damage. This damage gets divided evenly if the attackers are a group. Each Defender adds another 2d6 damage.
Entertainer; Helps to raise the hopes of the castaways. For each Entertain helping NPCs will get a +2 to their morning Morale Check.
Guard; Each Guard reduces the chance of a wandering monster attacking the camp. During the day and night each Guard reduces the random encounter chance by 5%. You can have as many guards as you would like. This is the exception to the above 2 character job limitation.
Hunter; Each hunter must roll the Survival roll, but unlike the above making this roll while performing this job provides enough food and water for 8 people for one day.
Medic; Helps to ward off disease from insects or fungus. Each medic reduces the chance of catching a disease by 5%. There is normally a flat 25% per night of being exposed. Having shelter reduces it by 10%. Having a medic also increasing the healing rate of sleeping by 2, so you heal 4 points per level if you rest in camp and have one medic.
Attitude
Rules for attitude can be found in the Diplomacy Skill description.
Morale
NPCs must make a Morale check every morning, a DC 15 Will save. Failing by 5 or more shifts them down a rank. The Morale Ranks are Hopeful, Normal, Shaken, Frightened, and Panicked. Each is something of a GM concern but you can probably discern what they mean.