The Golden Pegasus

Game Master Sai Ling

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Cueta's Resource Tracking Spreadsheet


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male Dwarf barbarian 3

Go for it.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

But the *bastard* sword is so much more fitting :)

Thank you, thank you, I'm here all week.

Seriously though, it works for me.


Indubitably Never 3d6

Cueta gains a -1 penalty to all perform: comedy checks for the remainder of the day. Awful.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Wow that is both a stylish and mechanically excellent sword! Go for it!

Falcata 1d8 damage 19-20/x3 crit

Looking at the exotic weapon list makes me sad that Vallen doesn't have martial weapon proficiency so he could use a dwarven waraxe, and be extra dwarfy.


Indubitably Never 3d6

So pick up a level of fighter or something. Says the notoriously bad-advice-giving GM.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Sorry, in a hurry at the moment. Gair favors waiting out the storm. Is there anywhere we can see along the shore where it might be easier to bring the boats further up from the shore?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I think if you dwarves can get the boats up the cliff Cueta will never doubt that there is anything a dwarven engineer can't accomplish!

She has 50' of rope that can be lent to the cause.

DM Nerk wrote:
Cueta gains a -1 penalty to all perform: comedy checks for the remainder of the day. Awful.

:) And I was going to tell a story/joke at camp tonight too...


male Dwarf barbarian 3
Vallen Silverclasp wrote:

Wow that is both a stylish and mechanically excellent sword! Go for it!

Falcata 1d8 damage 19-20/x3 crit

Looking at the exotic weapon list makes me sad that Vallen doesn't have martial weapon proficiency so he could use a dwarven waraxe, and be extra dwarfy.

Warhammers are equally dwarven and also fit well with the stereotypical image of clerics smashing their foes with blunt weapons.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Asking Nerk how feasible our crazy dwarven operation is.

True, true Kal'tos, I am not unhappy with my warhammer! But if I had an waraxe and a warhammer... My friend, the only way to get more dwarfy is to dual-wield them.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I think it's totally feasible! I'm a little worried about the boats banging against the cliff on the way up but someone inside with a stick to help steady them might do the trick.

Also, Falcata sounds great. Means we should get Edmund a shield at some point!


male Dwarf barbarian 3

Vallen that is why my backup weapon is a hand axe, also handy in case we come across something with DR/ slashing


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I should have gotten one of those. I've got a dagger at least.

On the topics of equipment, once the forge is up and running Horn'tos and Vallen (if he's level 2 by then) can start churning out gear for our soliders, at least some longspears, javelins, scalemail. Of course Kal'tos will have to be busting his hump digging up iron for us to make this stuff! If we can find some iron around.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Well we found our sharkteeth! Bern and Kyle are about to get their fight too. They are definitely active in this area and definitely know how to track us...


male Dwarf barbarian 3

Let's use our numbers to our advantage.

Gair, Edmond and I each hold one off while the rest beat down the other 2.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
Well we found our sharkteeth! Bern and Kyle are about to get their fight too. They are definitely active in this area and definitely know how to track us...

I'm wondering if they have a scout(s) posted somewhere along the waterline. They know we use boats and it would make sense - we paddle by, scout sees us, goes home, assembles killing party and they come back figuring we're beached somewhere. If we're close to their home it could be done. Perhaps, if we can find their camp but have to come back to finish the job, we should go overland.

I guess if we capture some we can always try and find out how they found us.

Things to ask a captured sharktooth:

1) How did you find us?
2) Are there any of our people alive at your camp?
3) Where is your camp?
4) Any other peoples in the area?
5) How many sharkteeth are there?

Anything else we need to ask?


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

The problem is they might have their own native tongue. Kal'tos and I can cast comprehend languages, but we can't ask questions. A linguist might be able to figure out what's going on and ask some basic questions, but even then why would it answer? There are many hurdles to cross here...

Vallen has had Know the Enemy prepared since we left. When the fight is over I'll use it with a knowledge (local) roll and see what the mighty god of knowledge (Nerk) will tell us. If I didn't have to channel it to save someone from dying that is.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Here's the language rules Nerk posted in the recruitment thread:

DM Nerk wrote:
Languages: I've thought about this, and decided that the standard "terrestrial" pathfinder languages (elvish, orcish, sylvan, draconic, etc) have parallels in the new world. Any character with a skill point in linguistics can make a skill check to understand the Native version of a language that they understand. The check can be made each time that language is encountered. DC 15 will allow extremely simple (think toddler) communication, DC 20 will allow "broken" use of the language, and DC 25 means that you understand the native version of the language well enough to add it to your list of languages spoken. Languages associated with extraplanar creatures (celestial, infernal, auran, etc) will be the languages you are familiar with.

I think if we can suss out what they are speaking, we're a good roll away from communicating, as long as someone has the "back home" version of the language. Am I getting ahead of myself here? Probably, but Cueta is the consummate planner, when she's not being enraged by Taldoonians :)

I hope you don't have to burn the Know Your Enemy Spell - that sounds perfect for what we need!

EDIT: Yeah, the why would they answer question is a good one. I'm open to suggestions. Pain? Threats of the deaths of loved ones, promises to spare their lives? Threat of death and personal injury? Threat of death followed by the execution of another live and uncooperative sharktooth?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

That's a brilliant spell Vallen, great idea!

Communication might be tricky but with luck we'll be able to get something of use. Ceuta has decent linguistics and I'd wager at couple of our number should be able to aid you.

Getting them to answer is a different story but it's all going to depend on their mindset. We'll have to get one subdued for a little "chat" first.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

If we can subdue two, even better. Comprehend languages can get what they say to each other. All we have to do is get them talking, and we may pick up some relevant information.

Thanks for blocking in front of me, Gair - I'm having too much fun to die yet!

And thanks for the clw, Vallen! 8 hp cures may just turn me into a worshiper of Torag!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6
Cueta Guiding Star wrote:
Thanks, Gair, that's what I meant. We play a pretty rules loose PF in my group, so I appreciate the auditing. Looks like I'm gonna have to ditch the reach weapon! I'm pretty sure that I posted that Cueta is bringing her flail with her as well, so I'll hopefully contribute more next fight. Though I must say, my plan to draw the enemy fire worked beautifully!

Reach weapons are super useful but positioning and timing suddenly become massively more important/complicated. It is difficult to both use a reach weapon and draw attacks effectively though.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:
Reach weapons are super useful but positioning and timing suddenly become massively more important/complicated. It is difficult to both use a reach weapon and draw attacks effectively though.

Yeah, normally I wouldn't bother (I got the reach weapon so that I wouldn't be in face to face combat too much). I figure keeping the cubs safe is worth the potential pain though. However, it looks like you're going to draw all the aggro in our fights anyways :)

Looks like I forgot to post about bringing my flail, so I'll stick with the bill for this portion of the adventure, and take a stone hand axe if no one objects, as a backup weapon.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

At least for this one that seems to be the case. Though it looks like Bern is making a case for Kellids being scary in general :P


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
DM Nerk wrote:
Ben, I know there's a thing where you can stay hidden after making a ranged attack, but I don't know if you have it, because I can't remember what it is (feat, rogue talent, racial, etc). Since you rolled a natural on your stealth, I figure you ducked back into the brush and they lost you. As I understand it, as a general rule, once you attack, you're not really hidden anymore. Does that sound right, or am I missing something?

Regarding stealth:

Pathfinder SRD wrote:
If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

Also found this:

Pathfinder SRD wrote:

FYI: Stealth and Detection in a Forest

In a sparse forest, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 3d6 × 10 feet. In a medium forest, this distance is 2d8 × 10 feet, and in a dense forest it is 2d6 × 10 feet.
Because any square with undergrowth provides concealment, it's usually easy for a creature to use the Stealth skill in the forest. Logs and massive trees provide cover, which also makes hiding possible.
The background noise in the forest makes Perception checks that rely on sound more difficult, increasing the DC of the check by 2 per 10 feet, not 1.

There's this racial trait for halflings:

Pathfinder SRD wrote:
Swift as Shadows Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces sure-footed.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:
At least for this one that seems to be the case. Though it looks like Bern is making a case for Kellids being scary in general :P

True 'nuff! Kellids and Vallen for MVP of this fight!


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Did we want two of these things captured, to eavsdrop with comprehend languages? Hope we have enough rope to get the boats down after this!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I'm going to try and stabilize the other wounded one, but perhaps someone with a heal skill (Vallen?) will be a better bet. We can always leave the boats for the time being and go overland if need be. Or interrogate them and execute them, and then lower the boats. I'm not too keen on taking these guys back to Newspring if we can help it.

EDIT: I'm not too keen on taking these guys back to Newspring alive.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

If you get Vallen a rope and tell him not to kill it, he can stabilize it. Alternatively, if you get vallen a rope he can cast animate rope and instruct the rope to tie up the one that Gair has grappled. Though I have the feeling it's about to have the snot beat out of it, subdual damage wise.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
If you get Vallen a rope and tell him not to kill it, he can stabilize it. Alternatively, if you get vallen a rope he can cast animate rope and instruct the rope to tie up the one that Gair has grappled. Though I have the feeling it's about to have the snot beat out of it, subdual damage wise.

Just posted my move, but I think this one is unconscious, so you could stabilize him and we can move onto the other next round and tie it up.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I think we should be fine rope wise, we have lots between us and it doesn't take much to try someone up.


male Dwarf barbarian 3

I say we crucify them after we have the info we need, it should send the proper message to these savages.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Kal'Tos wrote:
I say we crucify them after we have the info we need, it should send the proper message to these savages.

Holy $&!#! Remind me not to get on your bad side :)

I agree we need to send a message. I was thinking we could eat grappled guy and then send acid face back to tell his friends...

I kid, I kid... mostly.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Lets see what we can learn from these ones first :P If we end up tracking them back to their settlement, sending that kind of message is the last thing we want to do.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:
sending that kind of message is the last thing we want to do.

Gair, I'm not following you here - could you please elaborate?

Vallen, I'd like to use your skill at sculpting for a bit of assistance. My plan: carve out two humanoid shapes (I can probably rough them out with my carpenter's tools, and will need you to fill in the details).

One humanoid shape could represent any one of us, or a generic humanoid that could be seen as a human, dwarf, halfling, as these are the types of people the bugbears may have seen. This humanoid will be kneeling in supplication, holding a platter up over his/her head. On the platter will be the severed head of a sharktooth. I'd need you to render the sharktooth head clearly enough for it to be obvious what it is. Other details that would need to be rendered clearly on this figure would be a necklace of sharkteeth teeth, and weapons, preferably something probably primitive and easily translatable across cultures, like a spear.

The other shape will be a bugbear, tall and strong. I'd need you to provide the details there as well. With the dwarven "hatred" racial trait I imagine most dwarves at least have a passing idea of what a bugbear looks like - good enough to do accurate details for our needs.

Eventually, I want to use these statues to communicate with the bugbears, but in the meantime, I think we can carve them out of eyeshot of the Kuru and then present them to them, and see if we can get them talking near someone with comprehend languages - they may have information about the bugbears that could be useful.

I think we shouldn't try to communicate ourselves with them until after we've listened for awhile to them talking among themselves via comprehend languages. I think we need them to think they can talk freely.

Thoughts on this plan?


male Dwarf barbarian 3

I still think we should crucify them. It sends a very, very clear message of don't mess with us, that should transcend any linguistic and cultural barriers that exist between us.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I agree completely that we should give a token effort to communicate poorly and then listen as they talk to each other before doing anything else.

My point about the crucifixion is simply that if we do decide we are going to attack their camp, we really don't want to put them on the defensive any more than our actions already will have.

I'm not sure a direct attack will be possible though, at least without assistance from the bugbears. Given the numbers we've seen thus far, it's seeming like they have a fairly large settlement. Of course the other possibility is that their village is small and their population of warriors is severely depleted at this point. Hopefully by getting them talking we can figure out which is the case.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Completely do-able, but it may take a day or so if you want this thing made of solid wood? Or, we could build the bodies out of supporting sticks, and render the heads only as you suggest. Regardless, Vallen's artistry is more than available! I'm all for your idea Cueta, we should try and communicate with the bugbears. If there's more than one of them, anyway. Unfortunately Vallen does not know goblin, I don't know why I picked giant language in hindsight.

I propose we separate the two Kuru, and with comprehend languages already cast, put them together and have one or both of the dwarves hiding and listening in. They will most likely discuss how they're going to escape, and maybe where to?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Yeah, neither you nor Kal'Tos have Comprehend Langueages prepared today? In that case we'll have to wait until the morning to get them talking.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Correct, we'll have to prepare it tomorrow.


male Dwarf barbarian 3

so we leave them apart overnight, then move them together in the morning?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Looks like that's the plan. Gives the other one time to wake up anyway.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Works for me - I think we could keep them separate tomorrow as well. Keep them thinking. Cueta can probably rough out the figures in a couple of hours - then Vallen would be needed for the detail. So yeah, we're probably looking at tomorrow afternoon/evening before the work is done anyways.

Others could explore the hex while we are working and/or forage for food.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I don't know I'm comfortable staying here longer than the morning. The shark-teeth likely know where we are and eventually they are going to realize that their party failed to kill us or will at least go looking for their missing scout group. Could end up bringing a lot of them down on us and especially if we've split up to forage that could be really bad.

If you aren't able to finish the carvings you want by tomorrow morning, I'd suggest we take the two shark-teeth with us in the boats. Keep moving to our destination. Regardless of what we learn tomorrow there's no way we'll be able to track the ones that attacked us after all this rain so finding their camp will rely on information learned from the prisoners directly.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:

I don't know I'm comfortable staying here longer than the morning. The shark-teeth likely know where we are and eventually they are going to realize that their party failed to kill us or will at least go looking for their missing scout group. Could end up bringing a lot of them down on us and especially if we've split up to forage that could be really bad.

If you aren't able to finish the carvings you want by tomorrow morning, I'd suggest we take the two shark-teeth with us in the boats. Keep moving to our destination. Regardless of what we learn tomorrow there's no way we'll be able to track the ones that attacked us after all this rain so finding their camp will rely on information learned from the prisoners directly.

That makes sense to me. Agreed we're not tracking them after this storm. And I can carve in the boat, and so can Vallen, so I don't think we need to stick around. Let's dissapear the bodies into the ocean and clean the battle scene as much as possible in the morning, to leave them as confused as possible.

What about watches tonight?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

8-10 :Gair, Sia, Jaysin
10-12 :Manari, Ceuta
12-2 :Vallen, Edmund
2-4 :Kaltos, Bern
4-6 :Ben, Walton, Kyle

Don't see why this setup wouldn't work just as well tonight :)


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Oh yeah, that should work :)


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

You have a better survival than either of us Kal'Tos:P


male Dwarf barbarian 3

Edited in a Survival check. We have 2 rangers and the combat cleric is the best at survival? I guess my travels must have been more extensive than I thought.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Wisdom based casters at their best:P Didn't help us any though, those are some unfortunate rolls...


Male Human (Keleshite) Warrior 1 | HP 7 / 7 | (Mage Armor Inc.) AC 17; Touch 11; Flat Footed 16 | CMD 15 | Fort +3; Ref +1; Will +1 | Init +3 | Perception +2

Now that all the excitement is mostly over, how did things go with Hassan's speech back in Newspring?

If I have the timeline correct we're still on the day before the storm and the shark-teeth.


male Dwarf barbarian 3

So 5 unknown NPCs venture off into the wild never to be seen again except as shark-tooth hoods, well done Hassan ;)

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