Ruins of Pathfinder: The Quest for Arcadia (Inactive)

Game Master Robert Brookes

“There are no foreign lands. It is the traveler only who is foreign.”

Robert Louis Stevenson

Current Encounter Map Axebeak Hills Encounter


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Male Dwarf Vivisectionist Alchemist 2

Donkeys/Mules have the same stats as a 'Light Horse'. I don't think Celeador should have been able to get a roll for it since it isn't an animal companion.. but I'm certainly fine with him rolling for it (As it benefits us). Though, I would have liked to have rolled for my hirelings and donkeys if we were allowing them.

Lantern Lodge RPG Superstar 2014 Top 4

As hilarious as the mule bit is, it really shouldn't count. Only highly intelligent animals (animal companions, familiars, etc) can make those checks.

Unless of course there's something about this mule I missed!


Male Dwarf Vivisectionist Alchemist 2

I'm going to need to use Awaken on that donkey when I hit level 9. THEN he can make all the skill checks he wants.

The Exchange

Male Elf Fighter 3

No problem, I won't roll for the mule next time.


Male Dwarf Fighter (Two-Weapon Warrior) 2
Stats:
HP 26/26; AC 20, touch 13, flat-footed 17; CMD 18 (22 vs. bull rush/trip); Fort +6, Ref +3, Will +1; Perception +3; Initiative +3

Maybe the pack animals could just bestow a flat and minimal bonus of some sort? I can't really see them making evacuating people any easier really, but they might be a boon to getting our cargo outta there.


Male Dwarf Fighter (Two-Weapon Warrior) 2
Stats:
HP 26/26; AC 20, touch 13, flat-footed 17; CMD 18 (22 vs. bull rush/trip); Fort +6, Ref +3, Will +1; Perception +3; Initiative +3

To clarify: I am running under the assumption that the amount of supplies we salvage will hinge on our successes and failures in evacuating and subsequently abandoning ship. What I meant above is that the herd/pack animals might just give a flat boost to the final tally to represent the surplus of goods they were able to hurriedly strap onto the saddle packs.


Male Dwarf Vivisectionist Alchemist 2

Yeah that kind of skill check is missing.. instead of saving people, healing people, or fighting off the kraken, another could have been saving supplies. Still, the skill-challenge is neat so far!


M Dwarf Bard (Archaeologist) 2 (20hp)

I took the saving people as saving supplies as well. Apart from loading up dwarves I don't think there's going to be a quick, effective way to get the supplies off the ship safely. Wouldn't be a bad idea to make that a task of it's own though.

The Exchange

Male Elf Fighter 3

The cool thing about skill challenges is that as the different goals are met often, new objectives arise. Its very possible that save the supplies may come up later.

Lantern Lodge RPG Superstar 2014 Top 4

Celeador wrote:
The cool thing about skill challenges is that as the different goals are met often, new objectives arise. Its very possible that save the supplies may come up later.

^ This. Also every hand you get off the ship is trying to carry whatever they can with them. Each rescued dwarf comes with a unit of provisions. We'll discuss more on provision units and the like later.


M Dwarf Bard (Archaeologist) 2 (20hp)

sounds good :)


female Dwarf Cleric(forgemaster)2

Pathfinder goes RTS! Or TBS! if you prefer.


Male Dwarf (Deep Delver) Cleric (Varsian Pilgrim) 2

I finally got my post up. Yay!

There probably isn't a great deal of need for a healer on the battlefront right now, at least among the PCs, since it's only Dwunder fighting, and at a d6 of damage he can take several rounds of hits before he'd need a healer. But I figured that we should have someone doing each role, just in case.


Male Pahmet "Sand Dwarf" Monk 1 / Gunslinger 1

The granite empress was healing as well, but on the plus side those two high healing rolls should have helped recover the wounded dwarves to full HPs and allow them to stay in the fight a little longer.

Lantern Lodge RPG Superstar 2014 Top 4

ROUND II: ADDITIONAL OBJECTIVES

EVERYTHING THAT ISN'T NAILED DOWN (Appraise or Survival Check DC 15)
None of the ships look like they are going to make it, which means every last bit of supplies that can be saved must! Take everything of use that isn't nailed down, but make sure it's worth taking!
 Effect: Each success of everything that isn't nailed down will award the party with 1d4 units of goods (a type of important resource for kingdom building) that will successfully make it to the new world, loaded up on rowboats or lashed together on barrels and towed behind lifeboats. These supplies come in myriad forms from food to building materials and the like.

DOWN WITH THE SHIP? (Knowledge [engineering] or Profession [Sailor] DC 20) [1 Success Needed]
The kraken's tentacles and the fires caused by the lightning are causing massive structural damage to the ship. It's only a matter of time before the whole vessel breaks under the pressure, but how long exactly? A keen eye could find that out.
 Effect: With 1 success on this check, you will learn how many rounds are left before the ship is destroyed.

FROM THE JAWS OF DEATH (Swim or Profession [Sailor] DC 15)
Hundreds of survivors are floating adrift in the stormy sea, barely able to keep their heads above water. Most people lack the courage to risk their lives fishing them out of the stormy waters, but perhaps a brave few will save a few lost souls.
 Effect: Only successfully evacuated PCs or evacuated NPCs under the control of a PC may make this check. Each success indicates that 1 dwarf from one of the other destroyed ships was able to be saved from certain death.
 Special: This check may only be made once per PC/NPC.

The Exchange

Male Elf Fighter 3

Rob, does the dwarves +2 to appraise assist with "Everything that Isen't Nailed Down"?


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Waitaminute. Why do I have Swim,, but not Appraise? Surely it would have made sense for it to be the other way around…

*Wonders what his past self had been thinking* Weird…

Lantern Lodge RPG Superstar 2014 Top 4

Celeador wrote:
Rob, does the dwarves +2 to appraise assist with "Everything that Isen't Nailed Down"?

If you're referring to the racial trait, yep. Provided you didn't swap it out for something else in chargen.

The Exchange

Male Elf Fighter 3

I am, thanks!


Male Dwarf (Deep Delver) Cleric (Varsian Pilgrim) 2
Dakún Rabbúhamash wrote:
The granite empress was healing as well, but on the plus side those two high healing rolls should have helped recover the wounded dwarves to full HPs and allow them to stay in the fight a little longer.

Healing and fighting. I saw all the abandon ship actions and missed the primary two. Thans for pointing that out.

The Exchange

Male Elf Fighter 3

Of course Cherryblossom would have been able to save another dwarf. Thanks a lot Motomi! That’s what I get for having a commoner as a NPC maid. =p


Male Pahmet "Sand Dwarf" Monk 1 / Gunslinger 1

Much as I would love to grab supplies, my character will probably view dwarven lives as more important then supplies - even if that comes back to bite us later.

Who is our master engineer? I think it's quint or maven, over my character.


female Dwarf Cleric(forgemaster)2

I've got a +6, looks like quint edges me out by 1.


Male Pahmet "Sand Dwarf" Monk 1 / Gunslinger 1

Yeah, I have +5 and you edge me out by 1. Alternatively, Dwunderbran also has a +7 in Profession Sailor which would cover it as well.

Robert, just out of curiosity, I assume that the previous round's actions are still open to us as well?


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

I have +3 in Engineering, but that doesn't help us. xD And Angrin's too busy doing other things (cursing, saving dwarves, running around, cursing, wondering whether weather is usually like this, cursing… you get the idea) to take a gander at the no doubt impeccably constructed boat.

Also, Rob, as a suggestion for next round's actions: some way to organize the evacuees? I am not sure how it'd work, but hey, it's an idea.

Lantern Lodge RPG Superstar 2014 Top 4

Just a note, people who have already evacuated the ship can't perform the "everything that isn't nailed down" challenge, I should have clarified that. They can only perform the "from the jaws of death" check.

Lantern Lodge RPG Superstar 2014 Top 4

Dakún Rabbúhamash wrote:

Yeah, I have +5 and you edge me out by 1. Alternatively, Dwunderbran also has a +7 in Profession Sailor which would cover it as well.

Robert, just out of curiosity, I assume that the previous round's actions are still open to us as well?

Yep, last rounds actions are still available.

Lantern Lodge RPG Superstar 2014 Top 4

Actually...

Lantern Lodge RPG Superstar 2014 Top 4

Celeador's post gives perfect justification for the "everything that isn't nailed down" check to be done by people in the water. After all, some s%@% will float.

I'll allow it!


Male Dwarf Fighter (Two-Weapon Warrior) 2
Stats:
HP 26/26; AC 20, touch 13, flat-footed 17; CMD 18 (22 vs. bull rush/trip); Fort +6, Ref +3, Will +1; Perception +3; Initiative +3

Hey now, Dwundiepants gots a +6 in 'neerimg. He is all edumucated and whatnot.


Male Dwarf Vivisectionist Alchemist 2
Quote:
Evacuated Dwarves: 14/250 (plus Dakun's donkey and Mineko's entourage)

Don't forget, I evacuated my two donkeys and both of my teams as well.

As for actions.. Logem will be rescuing supplies while his familiar keeps rescuing people. With the Eidolon's success at minding the Kraken and my Greed trait, I have a +12 to Appraise.. so I'll see about getting as much as I can! My Familiar, meanwhile, will have a +9 to Perception with the Eidolon's bonus. Gotta love that Eidolon!

Also, Rob, do my hirelings get rolls while they're in the water? Unlike Cel's followers, these are just hirelings.. and because of that, I never made stats for them. So I don't know if they'd count. They'd most likely be 1st level Experts, with the Driver having Handle Animal and a few Profession skills, while the 'nurses' would likely have Heal, Craft(Alchemy), Intimidate, etc.

If not, I understand, as they're probably more likely just trying to keep their own butts alive (Or the donkeys', in the case of the Driver).


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

I almost feel inadequate, what with everyone's awesomely long posts... xD I'm always short on things to write about... Ah, well, it'll help me improve!

Lantern Lodge RPG Superstar 2014 Top 4

Your hirelings can indeed make those checks, yes. I would definitely recommend coming up with some generic stats for them, even if they're just entries out of the of codex or something. It'll be less important in the future, but useful for right now.


Male Dwarf Vivisectionist Alchemist 2

Will do! I'll run 'em by you when I'm done here shortly.

The Exchange

Male Elf Fighter 3

If it helps, I used the standard NPC stat array and since I had five followers I assigned them each a NPC class. The GM section lists starting equipment ammount and I used that as a baseline to outfit them.


Male Dwarf Vivisectionist Alchemist 2

Yeah thats what I'm doing as well. All six of my hirelings are Experts with a 13, 12, 11, 10, 9, 8 array and not very much gold (Far less than what the starting equipment amount is, but I can always change that easily enough)

In fact, here they be:

Driver:

Kol Onolasmel, Driver

Male Dwarf Expert 1
N Medium Humanoid (Dwarf)
Init -1; Senses Darkvision 60ft; Perception +1
-------
AC 11 (Touch 9, FF 11)(+2 Armor, -1 Dex)(+4 Dodge vs Giants)
Hp 4 (1d8)
Fort +0, Ref -1, Will +3; +2 vs Spells, Spell-like Abilities, Poison
Defensive Abilities Stability, Hardy
-------
Speed 20 ft
Melee Boar Spear +0 (1d8/x2)
Ranged Dagger -1 (1d4/19-20x2)
-------
Str 10, Dex 9, Con 10, Int 12, Wis 13, Cha 11
BAB +0, CMB +0, CMD 9 (13 vs Bullrush, Trip)
Feats Skill Focus (Profession[Driver])(1st)
Skills (8 - 6[Base]+1[Int]+1[Favored]) Handle Animal[1] +4, Profession(Driver)[1] +8, Survival[1] +5, Ride[1] +3, Profession(Shepherd)[1]

+5, Profession(Stable Master)[1] +5
Languages Dwarven, Taldane (Common), Gnome
SQ
Racial Slow and Steady, Hardy, Stonecunning, Hatred, Greed, Defensive Training, Stability, Weapon Familiarity
Other Gear Leather Armor, Boar Spear, Dagger, Kilt, Animal Harness, Bucket, Grooming Kit, Hammock, Bit and Bridle, Silent Whistle, Cheap Deck of Cards

Scofflaws:

Rith Unolducim, Scofflaw
Edem Litastr, Scofflaw
Datan Mishimathel, Scofflaw
Nil Kolzulban, Scofflaw
Litast Solonison, Scofflaw

Female Dwarf Expert 1
NE Medium Humanoid (Dwarf)
Init +1; Senses Darkvision 60ft; Perception +4
-------
AC 12 (Touch 11, FF 11)(+1 Armor, +1 Dex)(+4 Dodge vs Giants)
Hp 5 (1d8+1)
Fort +1, Ref +1, Will +2; +2 vs Spells, Spell-like Abilities, Poison
Defensive Abilities Stability, Hardy
-------
Speed 20 ft
Melee Sap +0 (1d6 Nonlethal/x2) or Dagger +0 (1d4/19-20x2)
Ranged Dagger +1 (1d4/19-20x2/10ft)
-------
Str 11, Dex 12, Con 12, Int 13, Wis 10, Cha 7
BAB +0, CMB +0, CMD 9 (13 vs Bullrush, Trip)
Feats Skill Focus(Intimidate)(1st)
Skills (8 - 6[Base]+1[Int]+1[Favored]) Heal[1] +4, Stealth[1] +5, Sleight of Hand[1] +5, Perception[1] +4, Knowledge(Local)[1] +5, Intimidate[1] +5
Languages Dwarven, Taldane (Common), Undercommon
SQ
Racial Slow and Steady, Hardy, Stonecunning, Hatred, Greed, Defensive Training, Stability, Weapon Familiarity
Other Gear Padded Armor, Dagger, Sap, Belt Pouch, Artisan's Outfit, Blue Book (Highhelm), Twine[50ft], Sewing Needle[3], Waterskin, Washrag

Rob, if these look good, I'll get the post up. :D


Male Dwarf Fighter (Two-Weapon Warrior) 2
Stats:
HP 26/26; AC 20, touch 13, flat-footed 17; CMD 18 (22 vs. bull rush/trip); Fort +6, Ref +3, Will +1; Perception +3; Initiative +3

Thar ye go folks: have another +2 on your smelly neighborhood Dwunderman.

Lantern Lodge RPG Superstar 2014 Top 4

Those work for me, Logem.


Male Dwarf Vivisectionist Alchemist 2

Er, wait, only gave them six skills each.. need to give them 8. Gonna fix that, post the updated ones in my character info, and then make my gameplay post.


female Dwarf Cleric(forgemaster)2

Rawr, more +2s. Keep em comin.


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Do they stack? I thought aid another's didn't. Though this is technically something else, so I don't know. Did I miss something in the original post that said they stacked?


female Dwarf Cleric(forgemaster)2

This particular case, any successess fighting the kraken give everyone cumulative +2's to saving Dwarves, according to the outline.

The Exchange

Male Elf Fighter 3

MIND THE KRAKEN (Combat Maneuver Check DC 18)
Vigar Skuldafn may be a great warrior, but he alone cannot hope to fend off the terrible kraken on his own. Join Vigar in battle and fend off the kraken's lashing tentacles to buy the evacuation team time!
Effect: Each success on mind the kraken grants dwarves participating in abandon ship a cumulative +2 bonus to their skill check when tallies of successes are made at the round's end.

@Maven: Guess we are on the same page today!

@Everyone: We *really* need to know how much time we have left. I suspect that each dwarf and bit of supplies we save will make a huge difference in the upcoming campaign.

@Angrin: Lucent should handle that unless you want to.


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Aha! Handy.
I'll have to go roll the Dwarves saved, then, 'cause that makes it a success, I believe.


M Dwarf Bard (Archaeologist) 2 (20hp)
Dr. Logem, Ph.Dwarf wrote:
Quote:
Evacuated Dwarves: 14/250 (plus Dakun's donkey and Mineko's entourage)
Don't forget, I evacuated my two donkeys and both of my teams as well.

And my mule!

Working on the engineering btw. (I take it that's my only action for this round right Rob?)

EDIT: Or not. Oh well, that's what I get for trying to do it without a consciousness present :p

Lantern Lodge RPG Superstar 2014 Top 4

Yeah, I tally up the successes in the Kraken check at the end of the round and if it turns some failures into successes I make the necessary tallying. You can see I did that on one line in the round I recap.

Lantern Lodge RPG Superstar 2014 Top 4

Quint Bonechisel wrote:
Dr. Logem, Ph.Dwarf wrote:
Quote:
Evacuated Dwarves: 14/250 (plus Dakun's donkey and Mineko's entourage)
Don't forget, I evacuated my two donkeys and both of my teams as well.

And my mule!

Working on the engineering btw. (I take it that's my only action for this round right Rob?)

EDIT: Or not. Oh well, that's what I get for trying to do it without a consciousness present :p

Yep. Close, though. That sill check may belie where a couple people working together to aid another might be of benefit, as it is a very hard one.


Male Dwarf (Deep Delver) Cleric (Varsian Pilgrim) 2

As long as the right answer is not "Next round", or "The end of this round" we're still good. And if it is, then I'll probably be able to actually make the check. I'm sure the DC to figure out when the boat will fall apart will go way down once it actually does.


female Dwarf Cleric(forgemaster)2

Rogath speaks truth. Once the DM's narrative turns to something like "Vigar is flung a few hundred meters overboard, and the ship splits in two." Then it's time to start pulling in the reserves and finding new campaigns, heh.


Male Dwarf Vivisectionist Alchemist 2

Dr. Logem 'might' get off next round just in case. He's no hero, even if he does want to save as many test subjects - er fellow dwarves as he can for experi- because he's a good guy. ;)

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