The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


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HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

GM, Can you give us a breakdown of the Classes and Levels of the crew we have, as well as some names and basic descriptions for the Radahumi sailors and the folks Nivian just recruited?


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Aye...I meant that Rosie was not human...you got her down as such. But the original spreadsheet has her as Halfling.
^_^

@fill roles with other crew: not even sure if we do. Since there's 3 of us, we may simply want "assistants" for the roles that take over...Bosun already has Bosun's mate. Then we can get a Doctor's mate. Helmsman would probably simply be taken over by First Mate/Fargrim(on original...here he's second mate, but I think that's still the same "hierarchy".


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Oh, I see. That was a mistake, I fixed it.

I added the crew sheet to my character header. I'll make adjustments as we learn more about them.


Curse of the Crimson Throne Roll20

Rosie Cusswell
Female halfling fighter 2
CN Small humanoid (halfling)
Init +6; Senses Perception +1

AC 15, touch 13, flat-footed 13
+2 armor, +2 dex, +1 size
Fort +4, Ref +3, Will +0; +3 vs. fear

Speed 25 ft.
Melee mw handaxe +7 (1d4+4/x3)
Ranged sling +5 (1d3+3)

Str 16, Dex 14, Con 10, Int 10, Wis 8, Cha 10
Base Atk +2, CMB +4, CMD 16
Feats: Fleet, Improved Initiative, Power Attack
Skills: Acrobatics +4, Climb +9, Intimidate +4, Perception +1, Perform (string) +1, Profession (sailor) +3, Stealth +6
Languages: Common, Halfling

Combat Gear potion of cure light wounds, potion of invisibility;
Other Gear leather armor, masterwork handaxe, sling
with 20 bullets in a leather purse, 3-pint drinking stein
with a silver lid depicting halflings riding dire badgers
and slaughtering goblins (worth 25 gp), long red silk scarf,
masterwork fiddle (currently stored in area A9); Locker
2 flasks of acid, 2 flasks of alchemist’s fire, tanglefoot bag,
30 feet of silk rope


Curse of the Crimson Throne Roll20

Conchobhar Turlach Shortstone
Male gnome bard 2
N Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +7

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 14 (2d8+2)
Fort +0, Ref +5, Will +3;
+2 vs. illusions
Defensive Abilities defensive
training

Speed 20 feet
Melee sword cane* +2 (1d4)
Ranged shortbow +4 (1d4/×3)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate, inspire courage +1), hatred

Gnome Spell-Like Abilities (CL
2nd; concentration +5)
1/day—dancing lights, ghost sound
(DC 14), prestidigitation, speak with animals

Bard Spells Known (CL 2nd; concentration +5)
1st (3/day)—cause fear (DC 14), cure light wounds, hideous laughter (DC 14)
0 (at will)—daze (DC 13), flare (DC 13), know direction, light, summon instrument

Str 10, Dex 14, Con 10, Int 13, Wis 10, Cha 17
Base Atk +1; CMB +0; CMD 12
Feats Martial Weapon Proficiency (sword cane*)
Skills Acrobatics +7, Appraise +5, Climb +5, Perception +7,
Perform (sing) +8, Profession (gambler) +7, Sleight of
Hand +7, Stealth +10
Languages Common, Gnome, Halfling, Sylvan
SQ bardic knowledge +1, gnome magic, versatile performance (sing)

Combat Gear oil of animate rope, wand of mirror image (11
charges); Other Gear shortbow with 12 arrows in wood
quiver, sword cane*, black silk gloves, bottle of musky
perfume worth 35 gp, fake eye patch, foppish clothing,
outrageously foppish purple hat, yellow silk handkerchief,
key to locker hidden down left boot; Locker (average lock,
Disable Device DC 25) elixir of love, 42 gp


Curse of the Crimson Throne Roll20

Owlbear Hartshorn
Male human fighter 2
N Medium humanoid (human)
Init –1; Senses Perception –2

AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 24 (2d10+9)
Fort +5, Ref –1, Will –2; +1 vs. fear
Defensive Abilities bravery +1
Weaknesses blind in one eye

Speed 30 feet
Melee unarmed strike +5 (1d3+3 nonlethal) or
club +5 (1d6+3)
Ranged barrel +1 (1d6+3) or
club +1 (1d6+3)

Str 17, Dex 8, Con 14, Int 4, Wis 6, Cha 10
Base Atk +2; CMB +5; CMD 14
Feats Catch Off-Guard, Intimidating Prowess, Throw
Anything, Toughness
Skills Climb +8, Intimidate +8
Languages Common
Other Gear handful of live crabs

Blind in One Eye (Ex) A character who makes a DC 10
Perception or Sense Motive check notices that Owlbear is
blind in his left eye and very slow. If his opponent notices
this and attempts to fight Owlbear from that side, that PC
can make a DC 10 Acrobatics or Bluff check each round to
easily avoid Owlbear’s clumsy blows.


Curse of the Crimson Throne Roll20

Sandara Quinn
Female human cleric of Besmara 3
CN Medium humanoid (human)
Init +1; Senses Perception +2

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20 (3d8+3)
Fort +3, Ref +2, Will +5

Speed 30 ft.
Melee mwk rapier +4 (1d6+1/18–20)
Ranged heavy crossbow +3 (1d10/19–20)
Special Attacks channel positive energy 5/day (DC 13, 2d6), surge (+5)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
5/day—copycat (3 rounds)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—instant armor* (DC 14), slipstream*D, summon monster II
1st—command (DC 13), doom (DC 13), inflict light wounds (DC 13), obscuring mistD
0 (at will)—bleed (DC 12), create water, purify food and drink, stabilize
D Domain spell; Domains Trickery, Water (Oceans subdomain*)

Str 13, Dex 12, Con 10, Int 10, Wis 15, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Athletic, Combat Reflexes, Scribe Scroll
Skills Appraise +4, Bluff +6, Climb +3, Heal +6, Knowledge
(religion) +4, Profession (sailor) +8, Stealth +5, Swim +4

Languages Common
Combat Gear scrolls of cure light wounds (2), scroll of cure
moderate wounds; Other Gear heavy crossbow with 20 bolts,
dagger, masterwork rapier, Besmara’s tricorne (see page 58),
clay pipes (3), ebony holy symbol of Besmara, pouch of Old
Deep Rum-soaked pipe tobacco, tindertwigs (10); Locker
35 gp


Curse of the Crimson Throne Roll20

Ambrose "Fishguts" Kroop
Male middle-aged human rogue 3
N Medium humanoid (human)
Init +2; Senses Perception +3

AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 20 (3d8+3)
Fort +3, Ref +5, Will +0
Defensive Abilities evasion, trap sense +1

Speed 30 ft.
Melee dagger +3 (1d4+1/19–20) or
frying pan +3 (1d6+1)
Ranged dagger +4 (1d4+1/19–20)
Special Attacks sneak attack +2d6

Str 13, Dex 14, Con 11, Int 14, Wis 9, Cha 13
Base Atk +2; CMB +3; CMD 15
Feats Catch Off-Guard, Great Fortitude, Skill Focus
(Profession [cook])
Skills Appraise +6, Bluff +7, Climb +5, Diplomacy +7, Disable
Device +6, Intimidate +7, Knowledge (local) +8, Perception
+3, Perform (oratory) +7, Profession (cook) +8, Profession
(sailor) +5, Sense Motive +5, Sleight of Hand +8, Stealth +6,
Swim +5
Languages Common, Orc, Polyglot
SQ rogue talents (resiliency), trapfinding +1
Other Gear padded armor, daggers (4), frying pan (improvised
club), steadfast grapple


Curse of the Crimson Throne Roll20

Rahadoumi Sailors x3, including Lucky

Human expert 1/warrior 1
N Medium humanoid (human)
Init +1; Senses Perception +3

AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 11 each (2 HD; 1d8+1d10+2)
Fort +3, Ref +1, Will +1

Speed 30 ft.
Melee short sword +2 (1d6+1/19–20)
Ranged heavy crossbow +2 (1d10/19–20)

Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Base Atk +1; CMB +2; CMD 13
Feats Athletic, Rapid Reload
Skills Acrobatics +5, Climb +7, Heal +4, Perception +3,
Profession (sailor) +4, Swim +7
Languages Common, Osiriani
Gear studded leather, heavy crossbow with 20 bolts, short
sword, 10+1d6 gp


Curse of the Crimson Throne Roll20

Pirate Crew All other pirates have the following stats.

Male or female warrior 2
Medium humanoid
Init +2; Senses Perception +1

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 each (2d10)
Fort +3, Ref +2, Will –1

Speed 30 feet
Melee cutlass* +3 (1d6+1/18–20) or
dagger +3 (1d4+1/19–20) or
sap +3 (1d6+1 nonlethal)
Ranged dagger +4 (1d4+1/19–20) or
throwing axe +4 (1d6+1)

Str 13, Dex 14, Con 11, Int 10, Wis 9, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats Athletic, Skill Focus (Profession [sailor])
Skills Climb +7, Intimidate +4, Perception +1, Profession
(sailor) +6, Stealth +3, Swim +7
Languages Common
Other Gear throwing axe, cutlass*, dagger, sap, basic pirate
clothes*, personal effects such as cheap earrings, leather
belt, lucky rabbit’s foot, hat with a parrot feather plume, etc.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
The Many-Faced GM wrote:


It's late in the afternoon when Moh invites the officers to partake in a private stash that he and a few others have cooling in the waters.

"You should come join us. We have a cask sunk in the river to keep it cool. We'll play some ninepins to help pass the time and forget about this dreadful heat. Just bring a few coins to make it interesting."

well

*looks at Misfortune*
*looks at Fortune*
*looks at Cackle/singing reskin*

Lets do this!

More seriously: We should totally rip someone off in a game of chance sometime in this campaign. I mean, doing that to our own crew may be bad form, but if we make it to some "regular" port, we should totally screw someone over. Best thing: You are not even cheating, just incredibly lucky...and them unlucky.
^_^


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

I thoroughly approve of the names of our new crew!


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I'm all for some cheating. Maybe not right now though. We really need to not piss these people off before they fix our ship.

Hell, in this instance it might be worth it to let them win a little.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Aye, as said, if we do some cheating, then in a "regular" port. Gambling with some rich merchant, mayhaps. If he loses, great, we are rich easy. If he win's despite luck, we trail his ship and plunder it.

Win-Win.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I love that idea. :)


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Now that we've seen the stats of our crew, I've made some adjustments to the crew roster.

Conch actually has Appraise, so he's our Quartermaster.

Rosie is our Rigger's Mate. She has a great climb score. We need to get her a "masterwork profession sailor tool" in the form of a knot work book or something because she's a little weak there. She isn't bad, but she's not as good as we want an officer to be.

Fishguts is utterly wasted as the ship's cook. He has all kinds of good skills. At this point, I'm pretty sure he's the most well rounded sailor on the ship (PCs included). If we can get him sober, he'd make a great Bosun or Bosun's Mate. I've left him as the cook for now because getting him functional is going to be a process. It will help that we don't have much int he way of booze right now.

Anyone have other notes or suggestions?


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

We are running with a crew of 20, which is just above bare minimum for our ship.

21 if we include Romello. (He can climb and he's smarter than Owlbear, so I think we should).


INACTIVE - GAME DIED

Let's do it! :D

Put me where you want me. ;)


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Johara wrote:

Let's do it! :D

Put me where you want me. ;)

And that makes Johara my Cabin Girl...

*grin*

Just kidding. Quite busy at work right now, so I'll simply trust you on those things. I may look over it again when things calm down a bit, maybe give a suggestion or two, but it does all sound reasonable-


INACTIVE - GAME DIED
Nivian Mazu wrote:

And that makes Johara my Cabin Girl...

*grin*

Just kidding. Quite busy at work right now, so I'll simply trust you on those things. I may look over it again when things calm down a bit, maybe give a suggestion or two, but it does all sound reasonable-

:D


Curse of the Crimson Throne Roll20

My tablet died, my printer died, and I'm sick so my posting will be severely limited for the next few days.


INACTIVE - GAME DIED

Oh ew! So sorry to hear that :/


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Checking in. I'm enjoying the scene. Nothing to add to it right now though.


INACTIVE - GAME DIED

By the way, I hope Johara isn't coming across as "too much." As a harim girl she basically spent the last several years of her life having to use her sex appeal as her main point of influence, but if it's getting too eye-rollingly ridiculous I can back it off a bit.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Addressing the Take 10 ok Knowledge Checks thing-

The Take 10 rules state "When your character is not in immediate danger or distracted, you may choose to take 10.... Distractions or threats (such as combat) make it impossible for a character to take 10."

I had to look this up. I didn't realize "being in combat" (as in someone else being attacked nearby and being in initiative rounds) was enough to stop taking 10. I always though of "combat" in this case as "being attacked or threatened."
In other games I've been in, this scenario would not have been considered threatening or distracting to Sandman, so I went with Taking 10 to move things along.

So basically, I should have rolled because we are in combat. The Bard ability allows Bards to Take 10 on Knowledge checks even when they are being hit in the face. Out of combat, anyone can Take 10 on knowledges.

GM, how do you want to handle this? Do we Retcon?


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Aye...my problem with this comes from hold-over from 3.5 times.

Specifically, that Pathfinder allows Take 10 in the first place, for Knowledge Checks.
Which leads to absurd situations, courtesy of

Quote:
Retry? No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.

So if I ask you what this creature over there is, while it's docile...you will be able to identify it without error(Taking 10).

If it's instead hostile, and your lack of concentration causes you to be unable to identify it, then after we are done, you will still be unable to identify it, until such time as you do proper research or invest another skill point.

So, by causing you to be distracted while you try to make a knowledge check, I could artificially make you stupid if Take 10 is allowed(which it is, RAW - but not in stressful situations/combat).

That is, if I was to clone you, right here, then proceeded to distract your clone while asking him questions, while letting you answer without distraction, your clone would be significantly more stupid than you after we are done. Permanently, since he can't retry those checks later, or next time he runs into identical situations.

I can't QUITE wrap my mind around that -_- So yeah, I actually DID forget that raw you are allowed to Take 10 on them, now. But point still stands since we are in combat...so at least I only look like a fool because I admit my mistake ;)


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Your'e right, it's a pretty weird issue. I like Taking 10 in as many situations as possible (especially in PbP games) because it speeds things up. The logic for me is that simple. It saves me time typing out the math.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

It's pretty strange that if I'd seen the Naga before combat started I'd know automatically what it was, but since it attacked a sailor on the docks before I noticed it, I now have a 50% chance of calling it "the weird snake with a face"


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

My point exactly.
It also works the other way round.

If some significantly high-CR beastie comes up to you, and you can take your time and take a good luck, trying to recall what you know?
You would fail with Take 10.
If said beasties comes rushing at you, you instead have a chance to know about it, since you just rolled a 17 on the check.
But ONLY if you didn't try and look at it calmly, before. If so, you have no idea what it is.

That kind of stuff is why it's utterly non-sensical to me to "Take 10" on Knowledges...any other checks, I'm all with you, Take 10 is great for streamlining things. But with Knowledge, it seems that there should be an "inherent" randomized aspect, where a character misses some knowledge they SHOULD have, theoretically, but then knows stuff that would be obscure to them.
*shrug* //endrant/

But yeah, as said, RAW, Pathfinder allows it, so it was my mistake there :)


Curse of the Crimson Throne Roll20

I'm all for anything that speeds along game play or simplifies things somewhat. Not every game rule makes logical sense. Some things are just silly, like becoming easier to hit as a moving target because you are using the run action and lose your Dex bonus. Or your hearing improving as you get older because your Wisdom increases as you move through age categories.

Anyway, taking 10 is fine and I would agree that an npc being attacked doesn't automatically prohibit taking 10. We're pirates and pirates are going to tussle. As long as you have not taken a standard action yet taking 10 is fine. I was going to say as long as you haven't acted yet, but you can still move and take a look.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Hum. I can at least make sense of the examples you gave, by disregarding defense and(by definition) moving in a straight line, or Perception being more than hearing, and a better understanding of small details that comes with life experience(that "click" was unnatural.).

No matter, I already said, twice(thrice now), that it was my mistake. It makes the Bard class Ability utter crap, but that's a whole different topic. *shrug*


INACTIVE - GAME DIED

So are we gonna try to subdue the naga? Is there a point at which we say "never mind" and kill it instead?

*twirls*


INACTIVE - GAME DIED

Given the DM's recent comment, do folks want me to try to Diplomance the naga?


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Go for it!


INACTIVE - GAME DIED

Everyone back now that the boards are working again? :D


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Never left :)


INACTIVE - GAME DIED

Ok! Let's either make friends with or kill this naga! :D


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Or both! ^_^
(I think we were supposed to be an evil group...we mellowed a bit, but I still try and make a point of Nivian only looking out for herself and those under her command.)


INACTIVE - GAME DIED

Pragmatism is a fine way for evil characters to behave. Naga allies could be useful. :)


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
Johara wrote:
Pragmatism is a fine way for evil characters to behave. Naga allies could be useful. :)

^ this.

Sandman's still a guy who rather enjoyed slowly brainwashing two people into killing each other and never said a word to anyone about it. He's also a guy who knows the value of loyalty and freedom and cooperation.

Complicated characters are the best. :)


Curse of the Crimson Throne Roll20

I still remember when Sandman made a captive prisoner bite of his own tongue and bleed to death, or when Nivian drowned someone in their own vomit. Good times!


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Pramgatism is great. Just saying not all friends are to stay. Unless they submit to us, that is, become part of the crew. All others? Disposable, even if useful.
There's allies, there's enemies, and everything not in either category is a tool to be used - and tools break sometimes, forcing you to pick up a new one, rather than handle them more carefully-
(Mainly, one reason Nivian got so riled up about the "free-spirit" approach of Rillum back then...she prefers some black&white-thinking on the loyalty axis, because by her understanding, anything that allows "individual interpretation" will only lead to problems. You are crew, or you are not crew, with all that comes with that. There is no "mostly crew but kind of my own thing" to her.)


INACTIVE - GAME DIED

*tickles Nivian while waiting*


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

*tickles back*

FYI: While I expected to be able to post during the combined work/private trip over the weekend, life had different plans. I'll be attending a funeral tomorrow and it's kept me busy the past 2 days, too.

I will try and post again as soon as possible, please do bot as needed.


INACTIVE - GAME DIED

Hope you're able to recover and return soon!


INACTIVE - GAME DIED

I will be camping this weekend and may not have internet. Bot if needed!


Curse of the Crimson Throne Roll20

Adhesive spittle has a range of 15 feet. Are you moving out of cover to cast the spell?


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Oops! Thanks for the catch.

I'll ready my action and spit at the first one who gets within range.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Um is there a problem with the game play page? Last post I see is the 18th... I've tried reloading and still just see Johara's post from the 18th as the final post...


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I think that's correct. We haven't had a new post in a while. Unless that's wrong somehow.

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