The Golden Pegasus

Game Master Sai Ling

Player's Map

Cueta's Resource Tracking Spreadsheet


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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 generally like to see the mechanics of things. Mainly because it's an easy way to convey a large amount if information. In the pbp format it saves us from having to ask as many questions of you when we want to get involved in something specific.

I've changed my mind - this a good point about pbps, and the more concise with information, probably the better. Plus it would save DM Nerk time going round and round with us if we're being obtuse about something.


Indubitably Never 3d6

At this point, I think I'm going to go on as I have been. You know what the Thayers are up to. I don't think you need to know the precise numbers and all that, but when they start actually building, rather than gathering resources, I'll let you know.

You should also know (and have probably guessed) that they've recruited two teams. I gave them and Ingwe starting capital the way I did you, so that someone could get something started right away.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

We should build another settlement at the mouth of the bay or at least a fortress to keep pirates away.


male Dwarf barbarian 3
Ben Sandlock wrote:
We should build another settlement at the mouth of the bay or at least a fortress to keep pirates away.

Once we have enough people, I wouldn't start a second settlement until we hit at least 200 people and the first is reasonably developed.


Indubitably Never 3d6

Could solve the Thayer problem.

I'm kidding. There is no Thayer problem.

You'd want to explore the hex to find a decent site first, of course.


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, at least a fort would be a good idea but that's still a long way off. It's only really important once we re-establish relations with home or run into a sea faring civilization here.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

What are you disparaging my family for Vallen. They aren't racists (Ben maybe but not the others), and besides that Cueta built the shelter for the sick people not the halflings. Are you sure he wasn't soaked with sweat?

Actually none of them are racist but when the history of your people involves continually being slaves to bigger races it leaves a mark.


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)

In all likelyhood is was probably soaked with sweat, Vallen was just covering the possible causes in his mind. He doesn't have anything against your family, he was just being logical.


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

Now now, we're not going to start calling people on their inner thoughts are we?


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

yes. yes we are.


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 (and everyone else really) - I'm glad to see you're thinking about continuing to explore. I'm thinking we need to get people farming asap, and I think we need to have hexes totally explored before we put people down to work in them. The beach hex we landed in may be a good one to explore next, as it was noted it could be good for farming. If need be, I could take a separate group and do the same, once we get back from the salvage.


male Dwarf barbarian 3

Once back from the Salvage Kal'Tos will probably stay around Newspring for a few days to help Vallen get things sorted out and get everyone busy. But he certainly doesn't object to others continuing to explore.


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'm actually just bringing that up with the Thayers. Though I think the area we landed in is part of the same hex as our spring? Hexes are 12 miles across and we're only a mile from where we landed, though it's possible we're right on a corner.

By the time you get back I'm hoping to have another hex explored. Thinking we might try moving at full speed and knocking the next one out in two days. It depends on what people end up needing from our party 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
Kal'Tos wrote:
Once back from the Salvage Kal'Tos will probably stay around Newspring for a few days to help Vallen get things sorted out and get everyone busy. But he certainly doesn't object to others continuing to explore.

I think we have so much we need to accomplish in such a short amount of time that splitting the party is going to be necessary for a bit. Hopefully none of us get bit the wandering monster gods!

One thing that is probably going to have to be dealt with by the whole party is the stinky, blighted area of the hex that we are in. If there is a lair or something there it should be tackled by everyone.


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'm actually just bringing that up with the Thayers. Though I think the area we landed in is part of the same hex as our spring? Hexes are 12 miles across and we're only a mile from where we landed, though it's possible we're right on a corner.

By the time you get back I'm hoping to have another hex explored. Thinking we might try moving at full speed and knocking the next one out in two days. It depends on what people end up needing from our party though.

That's a good point - it probably is the same hex - one mile apart. For some reason, perhaps the different terrains, I had segmented the areas in my mind.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear
cueta wrote:
One thing that is probably going to have to be dealt with by the whole party is the stinky, blighted area of the hex that we are in. If there is a lair or something there it should be tackled by everyone.

*koff* black dragon *koff*


male Dwarf barbarian 3

I modified the NPC page to reflect that we should probably consider the group of elves to be a minor faction within Newspring, also noted that there are 4 other elves as part of Istiel's party.


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)
Ben Sandlock wrote:
*koff* black dragon *koff*

It will take a black dragon to make me move this forge once it's built.

I am terribly excited to see what's going to be at the wreck of the Harpy. I wish Vallen was there, but honestly there is enough political intrigue and struggle going on there for anyone.

Before we watch a bunch of people starve next week (if not then, there's always winter!), Nerk, fantastic job of building this kind of atmosphere. There's adventure, politics, looming dangers, and mystery all around. I tip my hat to you.


male Dwarf barbarian 3

more quiet tonight than it has been.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

And now for something completely different.

Have you ever played with someone you just want to punch in the face? If that person is me I apologize and would really appreciate it if you would tell me how to improve so I won't be that person.


male Dwarf barbarian 3

Ben I have no issues with the way your character is going. He is probably grieving the loss of many of his friends and family and some people lash out when that happens. Plus being untrusting of the aristocracy is hardly ground breaking.


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:

I am terribly excited to see what's going to be at the wreck of the Harpy. I wish Vallen was there, but honestly there is enough political intrigue and struggle going on there for anyone.

Before we watch a bunch of people starve next week (if not then, there's always winter!), Nerk, fantastic job of building this kind of atmosphere. There's adventure, politics, looming dangers, and mystery all around. I tip my hat to you.

Agreed on both accounts, but especially about DM Nerk. This is top-notch dming. I wish I could get onto a table with Nerk in real life.


male Dwarf barbarian 3

If we find survivors and another longboat we can probably bring both back, along with more stuff.


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
Ben Sandlock wrote:
Have you ever played with someone you just want to punch in the face? If that person is me I apologize and would really appreciate it if you would tell me how to improve so I won't be that person.

I once saw someone get punched. It involved a guy playing a druid, his beloved badger animal companion, and another player who was playing a horribly unoptimized bard/rogue multiclass that mostly threw alchemist fire at people and was only really good at $@%&ing up the other players' plans. I can't recall exactly, but he ended up getting that badger killed and then an argument broke out and the bard/rogue player was totally unapologetic, claiming that it was exactly what his character would do, and eventually he got punched. A horrible end to a horrible evening, and neither player was invited back to my table.

But, I got something out of it. I don't think I've played a pc that has been an @$$hole after that incident, because I saw first hand that sometimes we all take our imaginary people and their things a little too seriously. And I also try not to take what happens in character too seriously. I think over the internet it can be difficult to portray sarcasm, so I try to avoid it in the discussion threads.

For what it is worth, I think Ben is an interesting character, and I look forward to seeing what we can do to make life miserable for slaving bigguns once we have a kingdom at our backs!


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:
If we find survivors and another longboat we can probably bring both back, along with more stuff.

How would we do that (barring a survivor that has profession [sailor])? Think we can tow a longboat?


male Dwarf barbarian 3
Cueta Guiding Star wrote:
Kal'Tos wrote:
If we find survivors and another longboat we can probably bring both back, along with more stuff.
How would we do that (barring a survivor that has profession [sailor])? Think we can tow a longboat?

Hope to one of the crew is among the survivors?


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:
Cueta Guiding Star wrote:
Kal'Tos wrote:
If we find survivors and another longboat we can probably bring both back, along with more stuff.
How would we do that (barring a survivor that has profession [sailor])? Think we can tow a longboat?
Hope to one of the crew is among the survivors?

I suspect that if there is a functional longboat and someone with the skill to pilot it, they will be long gone, along with some of our salvage. But perhaps nearby.

Edit: then again, there may not be a safer spot than a scuttled ship, if it is structurally stable and there is nothing that can get to it.


male Dwarf barbarian 3
Cueta Guiding Star wrote:
Kal'Tos wrote:
Cueta Guiding Star wrote:
Kal'Tos wrote:
If we find survivors and another longboat we can probably bring both back, along with more stuff.
How would we do that (barring a survivor that has profession [sailor])? Think we can tow a longboat?
Hope to one of the crew is among the survivors?
I suspect that if there is a functional longboat and someone with the skill to pilot it, they will be long gone, along with some of our salvage. But perhaps nearby.

It has only been a few days, where are they going to go? If I barely survived my ship wrecking on rocks with a couple other people I am probably not going far the first couple of days.


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:
It has only been a few days, where are they going to go? If I barely survived my ship wrecking on rocks with a couple other people I am probably not going far the first couple of days.

Yeah, I probably shouldn't have used the phrase, "long gone." But they could be a bit removed from the ship. I wouldn't want to camp across from where my family died. They could, for all intents and purposes, with our time constraints, be out of reach though. But yes, most likely, I think you are correct - they would probably be nearby.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

Yeah you can tow a longboat. Can't turn verywell, and the added weight really slows you down, but it can be done.


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)
Ben Sandlock wrote:

And now for something completely different.

Have you ever played with someone you just want to punch in the face? If that person is me I apologize and would really appreciate it if you would tell me how to improve so I won't be that person.

You're fine, don't worry about it! I also like Ben as a character and you should play him how you want. I believe everyone here has established they're adults and we like to rp our characters.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

well thanks Vallen but I didn't mean me. There is a player in another game I am in that sets my teeth on edge.


Indubitably Never 3d6

That must be Amamer....

I'm such an irritable prick, I can almost say I've never played with anyone I didn't want to punch in the face at some point. The exceptions would be one-offs where I didn't have enough time to get to know what I hated about that particular person. And you guys.

So far. ;)

But, yeah, there are some people who I really want to punch pretty much all the time. I've dropped a few games because of people who made my skin crawl. It's a group activity and a lot of gamers lack the social skills to function in a group.

Now if you'll excuse me, I have a boatload to catch up on in the gameplay thread.


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)

Ooooh salvaging party is about to get some action... I'm going to guess it's a giant dragon turtle.


Indubitably Never 3d6

Quit reading my notes.


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

Lol, damn dragon turtles!

It seems I picked a good time to be away for most of a day, less to catch up on than I'd feared :)

I've played with one or two people in real life that I'd rather like to punch. Nobody in my pbp games as of yet...but then I'm a fairly laid back person.


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)

Okay I guess it isn't a dragon turtle. First contact with natives? A survivor from the shipwreck? I suppose the most important question is: Does it have loot, and how dead does it have to be before we can take that loot?


male Dwarf barbarian 3

Why do you think I haven't actually attacked it yet? Realizing after it kill it that it is Zik's father would be terrible.


Indubitably Never 3d6

Zik's father is a gnome, this is bigger than a gnome.


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

So, in my real life I work for a Library that has a large Indian captivities collection (often autobiographical narratives of narratives of individuals or groups that were captured by Native Americans). Here's the description of one that I just purchased for the Library, and arrived in the mail today:

"The narrative follows the adventures of Jonathan Dickinson, a wealthy Quaker merchant. In 1696, following a series of earthquakes that nearly destroyed Port Royal, Jamaica, Dickinson determined to pack up his family and settle with relatives in Philadelphia. He left Port Royal on board the barkentine Reformation on August 23rd of 1696. The Reformation proved an ill-fated ship with crew injuries and other mishaps occurring from the outset. Eventually the ship was separated from its escort vessel and, blown off course by a hurricane, shipwrecked [near modern day Palm Beach]... There they were taken captive by local Jaega Indians from the village of Jobe or, as Dickinson spells it, Hobay. This began a long saga of torture and abuse, in which the captives were stripped of all their possessions, beaten, fed starvation rations, and constantly mocked..."

And I couldn't help but thing to myself, I hope Nerk isn't reading captivity narratives!


male Dwarf barbarian 3

It has been really quiet today.


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)
Kal'Tos wrote:
It has been really quiet today.

Indeed. Nerk and Garrack are probably busy.


Indubitably Never 3d6

Cueta, I'm quite jealous of your library. I've never read a first-hand accounts of captivity by Indians, but I've read a few similar things from other parts of the world and it's pretty horrifying. I wouldn't recommend getting captured by the guy you've just met.

My availability will come and go. I will be able to post and touch base with all characters at least once a day, and some days much more than that. I love having a good, engaged group of players eager to do stuff, but there's a limited number of hours in the day (I'm told mid-20s) and sometimes the demand on those hours seems unlimited.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

I am guessing he is a cannibal, and this really lowers the chances of rescuing survivors.


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

That was my thought too - if they went to shore, they either retreated back to the ship or were turned into stew.

This also greatly lowers our ability to put things ashore and come back to it. I'm not sure I want to supply a tribe of cannibals. I think I'd rather let those things go into Besmara's chest.

Regarding the Dickinson family, they survived their captivity ordeal by being who they were - Quakers. By reacting non-violently to every affront, the survivors eventually had been able to work their way north to St. Augustine, where the Spanish Governor assisted them in getting to Philadelphia. Somehow, I don't think the Quaker strategy would work with Mr. Shark-teeth.


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)

Hmm Mr. Shark-teeth greatly complicates matters. Also, if he's wearing humanoid skins, there are obviously other humanoids around. Ant-people?!


Indubitably Never 3d6

Well no. As hard as Quakers rock, you'll notice there are few successful RPGs based on the principals of non-violence.


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:
Hmm Mr. Shark-teeth greatly complicates matters. Also, if he's wearing humanoid skins, there are obviously other humanoids around. Ant-people?!

Or Harpy-people?

DM Nerk wrote:
Well no. As hard as Quakers rock, you'll notice there are few successful RPGs based on the principals of non-violence.

Ha! That would be incredibly... boring.


Indubitably Never 3d6

At least, it would need a really different set of rules than anything in the D&D/Pathfinder line.


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

And here I'd been hoping to get a few buildings set up and raise a herd of giant ants in peace...I guess it's just not to be.

Catching up on the threads, post incoming.

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