The Bonds of Hope (Inactive)

Game Master DireMerc

A group of young heroes are precipitated into an adventure that reveals their true heritage and their destiny.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Fumble: If you roll a natural 1 on your attack roll, make a dexterity check. If you get less than 10 you fumble. If you get more than 10 your attack simply misses very badly. If you roll a natural 20 you get your attack back, roll another attack roll!

Super crits: If you roll a natural 20 on a critical and when you roll another 20 to confirm this is a super crit, increase your weapons modifier by 1. (ex: X2 becomes X3)

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


451 to 500 of 539 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Phoenix down.


Victor Krishna wrote:
"I wish for the Stalkers Legendary Item to appear in the palm of my hand" is still a viable tactic. The only reason the tactic didn't work on my Inquisitor is a combination of having access to surge, legendary power (saving throws), and you know...being a spell breaker Inquisitor with extremely high saving throws. No idea on how to beat this God though, I'm all stuck on ideas.

If you assume a level where you assume casual flinging of wishes...sure. Of course, you can have the item teleport back on it's own, or have it as returning item.

Plus, it just means you get detectable for a while, not that you are automatically pinpointed...the stalker is still naturally invisible with a very good stealth-check somewhere within quite a large radius. And on it's next turn, it returns the item(possibly even from across planes).
Honestly though, that assumes it works against a eternally bonded legendary item...(which could have the same complications as "I wish for him to simply drop dead"). ^_^
Oh well, we'll see.

lol@Phoenix Dawn...I so second that notion


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Then you find out the Stalker also had Returning on their item. XD


I've been super busy these last few weeks. I promise I'll post soon.


Quote:
"I did some inquiring and found that it was some pirates who took Andrianna and your friend. Seems they found who she really was and plan to bring her back home to claim the bounty for her return. "

If you mean to resolve the Andrianna-quest with this and get us to proceed with Lucious quest hook, please state so.

Because I was paid to safely return this girl. Even if the pirates ransom her back, that means I've pretty much failed at my job(and will, considering the nobility involved, probably have a bad name and a need for a new profession).

Regularily, I'd say we know where they are headed and we have a ship, so should try and free her from those pirates.
But I'm not going to argue about how to proceed over an NPC's fate that you are trying to "get out of our journal" if that's the intent.


Actually on this account I leave the decision to you. Lucious is willing to let you go after her but if you decide to let the pirates bring her home he is willing to agree to that as well.

Personally I'm fine with either as well.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

I like it when stories have satisfactory ends, so... for whatever my vote's worth, Janus, I'll toss it to whatever you'd like to do. ^^


Thanks, Cynthia. Well, time to add another twist to the story then...(for the record, that is exactly how I understood Janus's job when I got briefed on my backstory, so I'm not making this up now)


Also, just for the record:

Quote:
"...While it certainly is a possibility that someone else got to her before me, I did have a headstart. Her parents contracted me at a time when they tried to keep her disappearance a secret, despite Andrianna missing a pretty important event..."

in this post.

I did reference the marriage shortly after meeting, but nobody asked what kind of event she missed...so Janus probably assumed you knew-


Merry Christmas everyone!


Merry Holidays.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

That is, if you'll have me back *gulp*.

Merry Christmas all, and hi there Janus!

Now how does this dice roller thing work again?

HP L4: 1d8 ⇒ 5
HP L5: 1d8 ⇒ 5

Testing Spoiler:
Is this the right setup?


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

I'm fine with you returning If you'd like


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

I see no problems - as long as we can all keep posting in a timely manner, of course. ~.^

(Holiday slowdowns excused. That's normal. XD)


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Nope. Once gone, you can never return. That's why I am always on Paizo.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

For this decision, I don't actually have much of an opinion. XD I'm fine going either way.

I feel like we're leaning towards using the boat for at least one more trip, though, so I suppose I'll cast my vote there. ^^


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Well, it became more complicated. If we could outpace the Sailors by hoofing it, that's probably the go-to idea. Getting Andrianna back from the pirates will likely be considerably easier than from the betrothed.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Meanwhile, somewhere not so close to you all, Thalion is doing...whatever it is captured clerics do.

Hope everyone had a great New Year!


Well, trying to push forward ;) I'd expect we get to free you in their hold together with the unwilling princess bride... ^_^

Also, I think that thing you are doing is...what was the word...praying-


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

I wouldn't mind simply getting pushed forward - sometimes discussions about what to do just kind of end with people awkwardly not talking, so it's usually good for the GM to say "okay, majority said X, we're moving on!". ^^


Agreed. Hence why I posted again, trying to establish a plan as vocal minority...it got plenty silent before, so thought by triggering a reaction we could get back on track.

If we assume we're planning on capturing the ship(yay counterpiracy), then selling it off, the crew costs should be negligible and the surplus sufficient to see us to our real destination with a crew, and we can still sell the ship there, then, if we want.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Hey now, some of us are awkwardly talking while everyone else watches and awkwardly don't. :p


Hey so lately my posting has been a bit off game. I currently work two full time jobs one overnight and the other during the day sleeping 4 hours before and after my daytime job and working all night. I am somewhat burned out lol.

This is temporary and I should return to a sane schedule at the end of this month.

Just letting you know what is going on.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Good luck on getting caught up, and congrats on the munnies.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Thanks for the heads up Mr. GM, and do try not to turn into pincushions my fine mythic companions!

TH


Will try, Thalion...otherwise we'll need an inside job to draw their attention ;)


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

See you when you get back


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

So, uh... should I roll initiative and write down my action, or wait for it to be rolled? XD *Doesn't want to start doing stuff before the GM is ready*


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

He's probably waiting on -everyone- to roll a reflex save, before he rolls his reflex saves for his guys, before we have an initiative.

Also, It might be wise to put the tanky girl who wasn't cowering behind cover in front of the mage. :P

Also, also, don't forget: Flare has Mythic Combat Reflexes, and a range of both 10 and 15 feet. So she can -definitely- strike anyone who tries to board, most likely.


Quote:
Also, also, don't forget: Flare has Mythic Combat Reflexes, and a range of both 10 and 15 feet. So she can -definitely- strike anyone who tries to board, most likely.

Screw boarding, with your reach, we'll do a drive-by ^_^

J/K, I know it doesn't work that way...

Honestly though, I second the notion of you and our rager bringing up the front, hopefully breaking their lines so we can get past easily.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Out of curiosity, what is Thalion and the princess's situation? Let me know what the situation wherever Thalion is when it's relevant. Thanks.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Since Flare did not expressly seek out cover, did she not gain cover on that reflex save, or did the ship simply count as cover?


I will say she doesn't gain the +2 since she wasn't actively seeking cover.

Dc 10 jump to get across. Every 5 beyond that moves you an extra 5 feet.


Just a notice: I'm starting a new job position, effective tomorrow. For a few days, I'll be in another city for some introductions, basic training, and signing of contracts/getting equipment.

I do expect to be able to post ~1 per day, but depending on how stressful things are going to be, I may fail to do so, or, if a longer post seems in order, postpone it until things normalize on wednesday.


Its all good.


Victor, should we go further down, or try here? If that half-orc is a guard(and I suppose she is, if there is fighting upstairs and she sits here with a huge axe) then I would actually expect the prisoners to be held here.
I think you had the 3 invis, for you and the two prisoners, right?
So best if I break stealth and attack her, then? I'd expect we did make that kind of plan when we decided to board together so asking in discussion before I go ahead and try to kill her.


Male Human Follower Alias

Yeah, feel free to attack her. I'm under the effect of Vanish right now, which has a 5 round duration, so it probably expires shortly anyway but yes, I do have 3 invisibility spells ready for use as required. Most of my spells are utility today precisely for this mission, so anytime I dont need to use a spell to beatdown an enemy is a win in my book.


Lets deliver the Princess to her parents for a happy ending, sell off one of the ships at a grand price to them, then sail on to our ultimate destination.
Just suggesting to fast-forward that plotline so team gets to interact with the overarching plot again. And because right now, I need to take a backseat because speaking of princesses, there's this little thing in my schedule now.

I expect things to normalize when work life resumes after next week.


sounds good and congrats


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

The 4k Gold from selling the ship will roughly catch you up to the original group in terms of wealth, Thalion. It is kind of ideal that you get it, if we care about evenish distribution at all.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

...I've been meaning to ask, but is it 4k total, or 4k each?


total for the ship then 500 gold each.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Right-o! I'll be saving that money, then. ^^


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

I am here! Either way with the gold. I would like to get my hands on a good bow and some arrows, but otherwise the Cleric is ready. Heading over to the game shortly. Have to get my game persona on first. What does a 16 year old boy think about again? Oh yeah...

...Food!

Thalion can help with healing, although he's not too experienced on the merchantile side of clericing.

The resident cleric is on the lookout for a pretty bow - masterwork, about +3 str, and some fine cold iron arrows. Pricing it out should be - er...700gp plus change (for the cold iron arrows)?


shouldn't be a problem the group has more or less 2-3 thousand gold floating around (even after the purchase of 2000 gold worth of trade goods)


Where do you live again?
In about a decade from now, when my daughter is about to enter puberty, I would like to move to a place where 16-year old boys don't think about what they think about where I'm living now.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Heh.

(Anyway, I won't be here for the next three days, so feel free to move on without me. ^^/)


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

If no one else is taking advantage of Cynthia's offer, Flare would like feather step slippers for 1000. She's trained in the spell, so Cynthia cannot fail to make them.


Most of the things I'd be interested in are outside my price range...I had considered an Elixir of Dragon's Breath(to use with Alchemical Allocation), but in the end, it's simply not strong enough to warrant the effort considering it's situational use scenario.

I'll eventually get around to "ordering" Bracers of Falcon’s Aim(4k price tag) and boots of striding and springing(5.5k price tag) but right now...nothing comes to mind.

Speaking of making things affordable, what kind of upmark should we try to sell our stuff for?
Considering a ships crew costs 1k Gold per month, and regular shipping would also want to make a profit(also considering eventually needing repairs or even a new ship, or incidents like pirates or storms), I think a 100% upmark is around the "usual" price, for a 4k total sales price at 2k buying price.
If we increase the "regular sale price" by 50% or 100%, to 6k or 8k, thats effectively a 200% or 300% gain for us.

So we could try and find a buyer for our 2k-buying-price cargo at 8k for a few days(meaning we try double the regular asking price of 4k), and if we have no luck, lower the price down to 6k.

Any better ideas?


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Flare as a character isn't interested in price gouging folks for medicine during a plague. The 4k is a lot more reasonable, as we do have a ship's costs to cover. But to be fair, Flare is also the sort to just give it away since she sees it's needed... Which is absolutely a terrible idea from an out of character perspective. :(

Just remember that the person we sell it to is almost guaranteed to price gouge.

Alternately, we can donate it to the Abadar folks under the pretence of keeping a portion of what we recover from the Red Mantis once we chase them down. (Or some combination of all of the above)

She'll honestly likely get upset with Janus for suggesting the 8k markup. :p

1 to 50 of 539 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / OOC Discussion All Messageboards

Want to post a reply? Sign in.