Rock Eye Kobold Expedition (Savage Hills Mission #2) (Inactive)

Game Master Mercurion

Second mission of The Savage Hills campaign


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Male Half-Orc Ranger 4 47hp/47hp | AC 18, T 14, FF 14 | F +5, R +8, W +3 | Init. +7 | Perception +11 |
Prepared Spells:
Gravity Bow

@Odak: That would be amazing, I've always loved the warforged and I'm sad that they didn't make it into official Pathfinder

@Tigerwolf: Damn that sounds absolutely delicious O.O


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Warforged are pretty much the closest and well-known fantasy equivalent to androids you can get. And they can be played as super-wise and been-around-for-hundreds of years to 'Yes, I was born yesterday'.

I was inspired about the idea from a character I drew for another player back when I was hosting games, he was really into Shadow of the Colossus and he made a Gorumistic Paladin Warforged like THIS. I would make something similar for a Warforged Odak (aside from the Huge-size thing, that's a bit of a stretch even for games welcoming large races)


Female Half-Orc [HP 43/43 | AC 12 ACR 14 | T 11 | FF 14 | Fort 3 | Ref 6 | Will 3 | Init 2 | Per +8/+10(hidden items) Skulking Slayer Rogue/4

Build a warforge using race builder. They are expensive. Very expensive.


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person
Tigerwolf Runt wrote:
Ground bison, bacon chunks, seasoning, with garlic and sea salt, refried beens, other additions to taste. I suggest salsa, light lettuce, tomato, cheese, and a little sour cream.

god, stop, it sounds delicious.


Female Half-Orc [HP 43/43 | AC 12 ACR 14 | T 11 | FF 14 | Fort 3 | Ref 6 | Will 3 | Init 2 | Per +8/+10(hidden items) Skulking Slayer Rogue/4

Now Odak just takes the stick and chucks it at them. They will run.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

If the rules were more lax, I'd just walk over them. They're what, two sizes below me?


The fishies are medium sized


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22
Mercurion wrote:
The fishies are medium sized

Okay, so I might have to lift my leg REALLY high, or knock them prone first.


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Wow! Good eating off a fish that big.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:
Odak the Iron Giant wrote:
Mercurion wrote:
The fishies are medium sized
Okay, so I might have to lift my leg REALLY high, or knock them prone first.

Wait for Greez and I and then it will be sushi for everyone.


Giant Male Orc HP 72/72, AC 19 T18 FF14, Saves Fort+9 Ref+8(evasion) Will+9 (+2 all enchant spell/effects), Init +4, Acro+17, Percep+10, Climb+10, SenseMotive +8, Heal+3, Ki 5/5 Monk/8

I was thinking of almost doing a thing like slide down wall 20 feet jump off that wall to other wall. Slide down 20 more feet and repeat. Almost like a inverted wall jump. But with my luck of rolls, something would fail. But hey... it'd have got me down that that much quicker.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22
Greez Fhang wrote:
I was thinking of almost doing a thing like slide down wall 20 feet jump off that wall to other wall. Slide down 20 more feet and repeat. Almost like a inverted wall jump. But with my luck of rolls, something would fail. But hey... it'd have got me down that that much quicker.

I think that maybe Slow Fall can't be exploited by wall-jumping, as written anyway. Though even if you could, I think the shape of the hole is that it's literally a hole in the cavern ceiling and Slow Fall requires a wall for you to slide/jump from.

On the flipside, there's an offical ruling stating you can take a -5 penalty to your climb check in order to accelerate your climb speed from quarter to half (15ft for 30ft movers). With a knotted rope (DC 5), this becomes DC 10, failing by 5 or more means you fall the rest of the way. You might want to use this option to reduce the amount of rounds you need to climb down. (unless Dergoshion calculated this already).


Giant Male Orc HP 72/72, AC 19 T18 FF14, Saves Fort+9 Ref+8(evasion) Will+9 (+2 all enchant spell/effects), Init +4, Acro+17, Percep+10, Climb+10, SenseMotive +8, Heal+3, Ki 5/5 Monk/8
Odak the Iron Giant wrote:
Greez Fhang wrote:
I was thinking of almost doing a thing like slide down wall 20 feet jump off that wall to other wall. Slide down 20 more feet and repeat. Almost like a inverted wall jump. But with my luck of rolls, something would fail. But hey... it'd have got me down that that much quicker.

I think that maybe Slow Fall can't be exploited by wall-jumping, as written anyway. Though even if you could, I think the shape of the hole is that it's literally a hole in the cavern ceiling and Slow Fall requires a wall for you to slide/jump from.

On the flipside, there's an offical ruling stating you can take a -5 penalty to your climb check in order to accelerate your climb speed from quarter to half (15ft for 30ft movers). With a knotted rope (DC 5), this becomes DC 10, failing by 5 or more means you fall the rest of the way. You might want to use this option to reduce the amount of rounds you need to climb down. (unless Dergoshion calculated this already).

Oh it was more just to add a flashiness and flare to the decent. The idea would be nice but figured it wouldn't work.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

Oh thanks Mercurion I am quite happy not to take 8d6 8>)


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

After days of inactivity, there's eight gameplay posts at once and what can only be described as 'I think Majuba fell'.

Oho! Everybody's falling in eh? Well if I remember correctly the first 20ft of falling is 2d6 non-lethal, but after that it's 1d6 lethal per 10ft fallen.


Greez definitely fell, but it shouldn't be too bad since he is a monk. Fortunately Odak was moving forward to engage the fishmen or Greez would have landed on top of him.

@Majuba -- I'll have to take your first roll of 4 if you are going to go more quickly, and I don't think you want that.


Odak the Iron Giant wrote:
After days of inactivity,

Only game inactivity. I was quite active in drinking over the holiday weekend:)

Absolut isn't usually my favorite vodka, but they have a limited edition release of cucumber + Serrano chili pepper that is great.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:
Mercurion wrote:


@Majuba -- I'll have to take your first roll of 4 if you are going to go more quickly, and I don't think you want that.

Actually, The Doctor would have jumped off the cliff into the water if he saw his clan being attacked. So I will take the 4 and the pain.


Are you sure? That would be 7d6 damage (assumes he went down his 10' before failing). If you want to make a dive for the water as you go down to reduce the damage by 1d6 I'll allow a DC 5 Acrobatics check --though remember that the fishman you and Garmack hit jumped into the water not far away.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

Oh crap, now they jumped in the water. OK then I will continue my slow careful climb down


You've only seen one jump in the water.

Recap:
--There were two fishmen and four kobolds
--Fishman #1 disappeared through the vines to the east
--Fishman #2 attacked Odak, then was hit by Garmack and Majuba. he then dove into the lake to the west, prompting the kobolds to flee
--Two fishmen that we shall call A and B appeared through the wall of vines to the east and engaged Odak. Garmack struck one of them with two arrows
--Greez slipped and fell
--Fishman C has appeared through the vines, pushing the 4 kobolds that we shall call Curly, Mo, Larry, and Shep, in front of him
--Majuba is proceeding cautiously down the vine rope (take 10)

Karol (and Dergosh) still have actions this round, else we will proceed to the next after Greez takes his falling damage.


Male Half-Orc Ranger 4 47hp/47hp | AC 18, T 14, FF 14 | F +5, R +8, W +3 | Init. +7 | Perception +11 |
Prepared Spells:
Gravity Bow

Oh, didn't even realize there were so many enemies around. Thanks for the recap Merc :)

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

Please tell me Dergosh did not knock me off the rope


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

I can't stop laughing at how many people are falling off the rope so easily.


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Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

When I'm not here playing in the world's unstealthest Orc group, I live it up in Skyrim, getting inspired about stuff I could use in tabletop RPGs and of course, modding it until it crashes.

And in one of those things, I decided to use the combination of a Giant-Race mod (Playable giant race), Extended Followers Scripting and Familiar-Faces (Save your main characters in a celestial hall of heroes and summon them as followers in other saves) to make

> THIS! <

From left to right,
• #1 is our very own Doctor Majuba; although he was created last out of this line-up, I figured since he always wore a mask, it wouldn't matter if his face didn't look like an Orc's, tried to make him super tall and skinny with that shamanistic look (still working on the correct costume pieces. He's marked as a Ranger mainly because Skyrim's range of magic isn't spectacular in Vanilla and thus not a lot of debuff spells.

• #4 is another campaign recreation, Odak Kobi the Iron Giant, wearing a full set of Ebony armour sans helmet and his trademark look of concern and unwariness in his eyes. Marked as a Warrior for going in Sword'n'Shield style, he's also using enchanted armour from my main save character so he's technically more powerful than the rest of the giants you see here.

• You may have seen or heard of #3 before, it's Jared Kobi, Odak's brother and an unlikely career criminal (half the time he gets away with it because people erroneously believe giants make terrible thieves and subtle assassins). #2 gets an honourable mention as a reoccurring giant spellcaster who may or may not ever appear in the campaign; plus I had to put him in since my Skyrim team needed moar magical support to coincide with this screenshot's main character being a Breton Mage.

• #5 is kind of irrelevent, he's just a downloadable mod follower; a giant argonian I didn't have anything to do with it's creation. I'm thinking of replacing this one with another campaign party member. I can technically recreate any Orc or Half-Orc although Greez wouldn't be nearly as massive as he's suppose to be and viable unarmed combat is virtually non-existant, and there's no such thing as a Half-Orc race as far as faces go.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

Me likey the metal mask look, is there anyway to make it look more polynesian/evil tiki god?


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22
Doctor Majuba wrote:
Me likey the metal mask look, is there anyway to make it look more polynesian/evil tiki god?

Alass, I am not sure there is such a mask in game. I think the one Skyrim Majuba is wearing is called 'Morokei', a lore specific mask. The only other mask types that aren't helmets are Japanese-looking or like the thieves masks the other giants in the picture are wearing. Although I can try getting a > Wooden version of the same mask < so it at least matches the material of the primary Majuba.

Depending on how it looks, I might make a Skyrim Tigerwolf and Garmack, I could make a Karol, Dergosh and Greez although I'm not sure how Skyrim is with fancy hats, messed up hair/faces and Greez wouldn't really be too functional as a party member if he stays as a 'Monk' archetype.


Giant Male Orc HP 72/72, AC 19 T18 FF14, Saves Fort+9 Ref+8(evasion) Will+9 (+2 all enchant spell/effects), Init +4, Acro+17, Percep+10, Climb+10, SenseMotive +8, Heal+3, Ki 5/5 Monk/8

You do know there is the unarmed fighting. But of course the most successful unarmed fighters in fighters in Skyrim wear full heavy armor. For some reason it's in that tree which has the traits to up unarmed damage. And only other that does is Gloves of the Pugist which is found on one of the guys under Riften in the sewer area.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Yeah, unfortunately it's one or the other. I can either try to make a reasonably look-a-like Greez or give him heavy armour which is completely the opposite to what a Monk usually wears to make them effective in battle.

The followers I use in game shouldn't really matter to you guys too much considering I'm very unlikely to post any videos about it; so it's likely I'll just make followers 'look' right rather than play right.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

On a subject on expanding tabletop RPG gaming mechanics, playing Skyrim has shown me how much more interesting crafting would be. Split into three principles; Smithing, Enchanting and Alchemy; they pretty much cover the entirety of equipment and items one might need or want for a medieval-fantasy adventurer.

Smithing is primarily material-driven, to create a specific weapon or armour you needs Ingots and some bits of leather or cloth and the outcome translates into one piece of equipment at it's base level, maybe if this were a mechanic, a high craft check would produce a masterwork item instead, failed checks ruin the materials used. A subset to Smithing is Tempering, in which additional ingots/mats can be used to provide greater values on equipment which otherwise considered magic enhancement bonuses in Pathfinder.

Enchanting is the magical form of crafting which takes a pre-existing item, whether it's a weapon, armour or misc. wearable and infuses it with the addition of a Soul Gem in order to grant a passive bonus to it's wearer/wielder. In Pathfinder terms, the requirement of some 'magical gem/stone' would serve as the penalty for a failed enchantment should one fail a Craft check. Skyrim normally limits an item to one (or two with a perk) and once enchanted, cannot be reenchanted again. I would vote against this limitation since PF has no qualms against the idea.

Lastly, Alchemy which is one part cooking and one part biochemist. I honestly didn't look too much into this when playing the game, but the general gist is that you can create restorative potions, magic potions(enhancing, gain spell effects) and even various poisons. Like Smithing, it's also material-driven but instead of ingots you have all manners of ingredients from flowers and eggs to bits and pieces of various monsters. By combining two or three of ingredients sharing the same properties (the effects they grant when eaten), you create a potion or poison of that type. Ingriedients appear to have up to four properties and reveal themselves when a new effect is created.

As far as things like Scrolls, Staffs and Wands are concerned, they exist but don't seem to be craftable. I suppose Scrolls would fit into Enchanting if you had one written up to infuse a spell into, Staffs and Wands might count as they're pretty much spells in a stick.

--

I really do like the idea of Smithing being able to grant theoretical enhancement bonuses to damage (weapons) and AC/DR (armour) since that seems about fair compared to magic who can make those pieces of equipment even more powerful with passive bonuses or spells-in-a-stick. Making potions and poisons with Alchemy would be a great way to get healing and buffs done if a party lacks a healer or arcane-caster.


I still haven't bought Skyrim, but in previous versions of Elder Scrolls I usually made alchemy a primary skill. You could create virtually unlimited potions of healing, magic energy, defensive shields, etc. Always had one room in the guilds piled with tons ingredients and my alchemical equipment.


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Alchemy was also a great way to make money selling all those potions.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

So how far down is the Doctor?

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

So roughly 27' to go


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Once you hit 20ft, you can take non-lethal damage to jump the rest of the way. At least that's how I remember it, it definitely works if it's an intentional drop instead of a 'oh, I failed my reflex/acrobatics check' fall.


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Hey all
I'm going away to a writers convention this weekend, leaving in about 30min or so. I am not certain if i will have net access, so I won't be posting much I think. Back to proper posting early next week.
Feel free to bot me

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

By the time you get back, I may be down the rope 8>)


Giant Male Orc HP 72/72, AC 19 T18 FF14, Saves Fort+9 Ref+8(evasion) Will+9 (+2 all enchant spell/effects), Init +4, Acro+17, Percep+10, Climb+10, SenseMotive +8, Heal+3, Ki 5/5 Monk/8

Maybe get lucky and everyone might be down the hole by time returns..... I know it's a stretch.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Maybe I should've been a giant wizard instead. Featherfall might have made this all much easier, and probably give people the chance to act even during their descent!


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

I can't tell whether I was supposed to pace my powers or something, but I've been at zero PP for a while, when do we next 'rest'?


Giant Male Orc HP 72/72, AC 19 T18 FF14, Saves Fort+9 Ref+8(evasion) Will+9 (+2 all enchant spell/effects), Init +4, Acro+17, Percep+10, Climb+10, SenseMotive +8, Heal+3, Ki 5/5 Monk/8

What's this so called 'rest'? Aren't we suppose to be the group the never sleeps?


Odak the Iron Giant wrote:
I can't tell whether I was supposed to pace my powers or something, but I've been at zero PP for a while, when do we next 'rest'?

Now might not be the best time, though the moss does look soft and inviting


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Lol


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

I think we're stuck in some kind of 'Can we, should we?' about moving away from the Cenote and off to the rest of the story. I can't tell whether we're waiting on the GM or whether we're just being too cautious about the thing.

If it takes more than a few days to get past one little thing, should we just force ourselves along the path instead of overthinking it, unless we're waiting for the GM to trigger an event?

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

I feel the same way, plus there's the whole "I don't want to get into get into combat in/under the water"


Female Half-Orc [HP 43/43 | AC 12 ACR 14 | T 11 | FF 14 | Fort 3 | Ref 6 | Will 3 | Init 2 | Per +8/+10(hidden items) Skulking Slayer Rogue/4

That's the primary thing I think. The underwater thing. Without a swim speed we are in a huge disadvantage against foes that can swim.

And if this weedy lady is any kind of caster....well it makes things difficult.

Also I have been waiting on the NPC to answer the question about is there a way besides swimming to get to her.


Odak the Iron Giant wrote:

I think we're stuck in some kind of 'Can we, should we?' about moving away from the Cenote and off to the rest of the story. I can't tell whether we're waiting on the GM or whether we're just being too cautious about the thing.

If it takes more than a few days to get past one little thing, should we just force ourselves along the path instead of overthinking it, unless we're waiting for the GM to trigger an event?

This is true IMO. You guys need to drive the action, which in turn drives the story. What I mean is, you should certainly discuss in-character what the party is going to do, but once that is settled it is ideal if your post includes what actions you're taking.

As an example, you can say, "OK, we go to find the bombs". I can't do much with that post, because while it tells me *what* you want to do, it doesn't tell me what actions the characters are taking to achieve that. Are they diving into the lake? Climbing back up the vine? Exiting a different direction, casting a spell, making loud noises to draw the enemies to them (Dergosh and Greez' preferred tactic), etc.

PBP is *really* slow, and one way to help speed it up is to ensure your posts are action oriented.

/pontificating


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Majuba's afraid of bright lights?

I suppose he sleeps with a Ultra-violet light at night.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

Yeah I think I messed that up. Does light give an Orc the Dazzled condition?


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Good question, I know the GMs agreed that Orcs would be able to skip one mental score debuff but didn't think about that light sensitivity thing. To be honest I don't see why day-walking Orcs would need for light sensitivity. It's more likely Dwarves would have it.

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