Darkwings Serpant skull (Inactive)

Game Master DarkWingD

Serpants skull

Loot sheet


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Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

Please post all off the topic questions and Out of character talk here. I do group initiative when it comes to combat. (this is where it will be where I will take the average of everyone's intuitive and the enemies initiative and roll once.) that way anyone can post during the turn at any time where you will not be waiting on anyone to go. typically I post every day and you will have one day to post your characters roll during fights. if not I will bot you. I will try not to cast spells or use up abilities though if I do. below my character name and above my picture. you will see a day count a weather count and any other situational modifiers. as the group gets more power it will be a little less important but for now it will be a challenge on food and supplies. every day and encounter might bring a random roll for rainfall or other modifiers so please pay attention to this.

At the beginning of every morning I will tic off all the rolls for the day. the party as it sands require a total of 18 gallons, 9 lbs food per day. if the party does not have enough you will need to roll a Fort save or start starving which will effect other rolls. For ease of play I will make the beginning of the adventure the morning/afternoon of the first day.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

Nali I typically give one new person a go at the PbP because competition is so high to get in a AP. if you have any questions on how to do something let us know. everyone was a newb at sometime. first thing you need to do is move your character info to your profile tab under your alias.

directions-
1. Profile tab under your character pic.
2. click on edit my profile tab (it is on the right)
3. then fill out character. (just copy and paste and fill out other tabs. I would prefer you follow the others example on the character setup.)
4. anything you post in the Classes/levels box in the profile tab will show up under your picture. (this is a must for quick reference, please use this example as a template with your own modifiers.)

1st lvl ratling swashbuckler (fencer)| AC 18 FF 16 Touch 13 | HP 2/13 | Fort +5, Ref +1, will +1 | Perception +1 | Panache 3xday


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Hello everyone :) I' glad to have made the cut. I look forward to playing with you.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Should we reroll any equipment rolls that appear multiple times?


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

yes re-roll duplicates.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Hello and thank you for the honour of selection. I'm looking forward to playing!

I'm on European timezone, so it's night, right now. I'm going to continue sleeping after this post. :D

I'll endeavour to make everything in order from a PC asap, However, tuesdays through fridays for me are extremely busy, so please bear with me if it'll take into the weekend to make the finishing touches on what goes where.
Thanks for the pre-fab statline! :)


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

Hello all! Pleasure to be here.

I might make a few minor skill adjustments to cover knowledge if that's ok. Looks like religion and Dungeoneering are the main ones we're lacking. Will work out exactly how once I'm in front of computer.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Ok first post is up, failed both saves :( and managed to be a bloodrager without armor or a weapon :(

I'll add my tagline info tomorrow probably.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

GM, would you like us to update the values in our taglines as conditions effect them, or just add the conditions? I've done it both ways in the past.


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Thank you for choosing me, GM! I appreciate it!

Almon, I'm planning on taking ranks in Knowledge (religion) going forward at some point. I am a cleric, however, so my Int will never be that high, and it probably wouldn't hurt to have someone else with the ability to make the same knowledge checks.


Male Human Human 1 Druid (blight)| AC 12 FF 10 Touch 12 | HP 11/11 | Fort +4, Ref +2, will +5 | Perception +7

Hello everyone.

I am setting up my character and getting caught up on the reading.

I envisioned a tiny otyugh tugging at my boots when I read a small crap-like creature ;P


Male Human Human 1 Druid (blight)| AC 12 FF 10 Touch 12 | HP 11/11 | Fort +4, Ref +2, will +5 | Perception +7

Items in order (2-16):
Sickle,
leather armour,
spear,
sling,
backpack,
5 days rations,
bedroll,
anti toxin,
Water skin,
rope,
torches,
flint/steel,
anti plague,
hammok,
fishing rod

Rolls:
items: 2d8 ⇒ (4, 4) = 8
items: 2d8 ⇒ (6, 7) = 13
items: 2d8 ⇒ (2, 7) = 9
items: 2d8 ⇒ (1, 4) = 5
items: 2d8 ⇒ (4, 3) = 7
Fort: 1d20 + 4 ⇒ (16) + 4 = 20
Will: 1d20 + 5 ⇒ (10) + 5 = 15

Results:
bedroll
flint/steel
anti-toxin
sling
5 days rations

Will: pass
Fort: pass


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Nali - Henris picked up on your joke, but he has a thing in his past where he feels he wasn't attentive enough to his devotions to Gozreh and a storm hit the ship he was crew on, so he doesn't find it amusing.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

So, I think we should plan on investigating the wreck tomorrow to see what else we can salvage and learn about the attack. I'd like to good the dagger Ishu offered if no one minds. I'm happy to pass it off again once we have a proper one handed weapon for Roland though.

Henris and Thraxis do you think either of you, or both of you can prepare some spells to make the journey to the ship easier? I'll propose all of this in character later today when I have a bit more time to do it right.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none
Henris Flynn wrote:
Nali - Henris picked up on your joke, but he has a thing in his past where he feels he wasn't attentive enough to his devotions to Gozreh and a storm hit the ship he was crew on, so he doesn't find it amusing.

Ooohhh, some hidden pain in the past! Nice ;)

Roland Payne wrote:

So, I think we should plan on investigating the wreck tomorrow to see what else we can salvage and learn about the attack. I'd like to good the dagger Ishu offered if no one minds. I'm happy to pass it off again once we have a proper one handed weapon for Roland though.

Henris and Thraxis do you think either of you, or both of you can prepare some spells to make the journey to the ship easier? I'll propose all of this in character later today when I have a bit more time to do it right.

I'll just wait for you to propose it in-game, to reply to it. I don't think anyone is going to stop you picking up that dagger.

As for myself. I see all your nifty things in your profile pages and I'd like to build that as well, but I really don't have time before the weekend to do all that.


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

I was actually going to have Henris suggest we explore the wreck in the morning, so I agree with that. I'll look over the Cleric list and see what my options are - I'm not going to have many options at level 1, and even then I'm limited to 2 + Domain spell per day.

For camp purposes, I suggest that we have Ishirou act in the Guard role for the camp, since he's currently willing to help. I don't know which of us would be best suited for attempting to diplomacy each NPC to get them to at least Indifferent - I don't have any ranks or a ton of Charisma, but if I roll high I figure I have a chance.

EDIT: It doesn't look like I have many options - Suspend Drowning might be the best one - that or Air Bubble.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

I think Thraxis has the best option with touch of the sea. If we get the prisoner free maybe he'd be willing to help with spells as well.

Almon, is there anything useful on the investigator list? I know only you can use your extracts, but the more people who can t=get to the ship safely and back the better I think.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Yeah, about that prisoner. I'm neutral evil and have already offered my help to the guy, as long as it doesn't involve me thinking about his problem.

If the captain had the key and I would be armed, I might stab the captain to release him, but as it stands, I, at least, am leaving him to his fate.

Please note, though, that 'his fate' currently means being manacled on a beach. You good guys might want to do something about that ;)


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

I"m planning on leaving the prisoner's fate up to Almon as he's best able to judge the guys story and has tools to release him.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|
Darkwing_DM wrote:
I managed to find a good compromise house rule. that should allow a good give and take. you can use the Oth level spells a total of (# of Oth level spells + main casting stat;

Are we going to apply this rule to all 0 level spells, or just create water? One of the advantages of the enlightened bloodrager is that you get 0 level spells, you give up a big portion of your bloodrage abilities to gain this along with some other benefits. It's not a huge deal but if we use this rule I can only cast my spells 3 times a day which is a pretty big hit when at the beginning this is what I've given up my ability to have a familiar or my first bloodrage power for.

I understand the reasons, but it would be pretty painful.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

no just the cleric/druid spells, or we can simply say you can only cast create water once per day because of some curse on the island, if everyone wants to go that route. and that is one of the reasons the place is so deadly. Actually I am thinking that might be better, I can setup some sort of encounter, or curse (by some opposing god) that you as a group can remove and until then It is a mystery. It might do for a interesting side quest.


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3
Darkwing wrote:


@Henris- you are right, you can. however I don't think this adventure considered it (otherwise no tracking really since a Cleric or druid in the group is a must). I have been looking at all the forums on this and I managed to find a good compromise house rule. that should allow a good give and take. you can use the Oth level spells a total of (# of Oth level spells + main casting stat; yes I know this isn't how the game is designed, but I think this would keep the feel without nerfing your character from using the spells you need too.) per day (like a Sor spells) that should allow you to use the create water at the end of day to refill a good portion of the water used but not take out the whole survival hook of the AP completely. because the theme in this AP is very much routed in the Choice aspect of everything if you use spells for party you will be weakened later. I am trying very hard to capture the mood of the AP.

How about we just make create water a level 1 spell, instead? I agree that it really breaks the Survival aspect of the AP, and I've seen other people say that they think it should be a level 1 spell, as well. I don't want to nerf any aspect's of someone else's character just because the designers apparently didn't consider the create water spell when they wrote the adventure. Plus, I'm building Henris to be a buffer as his primary method of contributing to combat (especially without a weapon), and I was planning on relying on guidance a lot for that at low levels.

EDIT: Or the curse idea is pretty good, too.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

I could agree with both, you and Thraxis can choose which one works best for either of you. (either first level spell or curse) even if you both want to choose different routes to it ill work with both just make the choice and we will stick with what way each of ya'll chose.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|
Darkwing_DM wrote:
no just the cleric/druid spells, or we can simply say you can only cast create water once per day because of some curse on the island, if everyone wants to go that route. and that is one of the reasons the place is so deadly. Actually I am thinking that might be better, I can setup some sort of encounter, or curse (by some opposing god) that you as a group can remove and until then It is a mystery. It might do for a interesting side quest.

Thank you, I appreciate your willingness to work with everyone. 0 Level spells are often a touchy point for a lot of people. Some people don't think they should have ever been spamable and I can't say that they are wrong, though personally I like them to be.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

ya if we were at a table game their would be more of a trust factor, but since we don't really know each other you never know when something could rub someone the wrong way.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

That's one reason I like being very chatty in the discussion thread. It helps everyone build that trust that you'd get much quicker in person. Especially when we're all getting to know one another and each other's playstyles.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

I'd definitely vote for create water as a first level spell. Even the first time that I read that being a cantrip, I already considered the unlimited summoning of water at no cost to be ridiculously powerful. And it has messed up a homebrew campaign world, where I had to find weird reasons why water would still be a problem, despite this spell. So, I'm a little vindictive towards create water being a cantrip. It was a level 1 spell in 2nd edition, and it should have stayed level 1.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Nice job guys :) thanks for keeping me from getting into a fight.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

You're welcome, I'd have flanked her for you, though ;)


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

I was thinking about it, if it's come to blows I was going to ready an action to strike her if she attacked and hit her with the dagger doing nonlethal while in a rage. If there was no help it probably would be a toss up between me and her if she's level 1. If she's level 2 I'd have ended up on the ground for sure.


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

Whoa, you've all been busy. :O

I'm going to eventually get all Knowledges because of class skills + I get free inspiration with them.

Spellwise I'm limited to what's in my book, so nothing helpful for getting to the boat, but Ant Haul could be useful for moving stuff and True Strike could be handy in battle. I've realised it only takes a minute to prepare an extract so it's easy to leave slots free for utility things.

ok, gotta catch up on the gameplay thread now.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

Don't worry Almond its always like this in the beginning then slows down, after about a week. I guess I'm speeding things up by paying a lot of attention to the thread at the beginning. (I'm one vacation, that why I started a campaign right now. :P)


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Cool, where is your vacation to? What are you doing?

As to social skills in conversation.

Such skill checks are an indication of their effect. A low roll intimidate (like Roland's) would mean the threat would feel like weak sauce to anyone around (pffft he would use a dagger vs that rapier). A high roll like mine would be scary in tone of voice and believable intent (not only would I be capable of slitting sleeping throats, but I have the group on my side, while she is ostracising herself.)

Diplomacy, same thing. Low roll it sounds stupid or offensive. High roll it sounds reasonable and friendly.

We usually, in my tabletop group, roll insight ir willpower against them (whichever us higher), and the lower the defensive roll, the more the listener goes along in what's said.
But that's not a rule.

Personally, I would consider her reaction to this mixture of reason and hostility to be extremely foolish. Any person with a shred of sense and the lack of a death wish would let go of pride and apologise.

The only reason Nali doesn't try to slit her throat this very night is that Nali herself is way too tired. But that captain has to seek redemption or be sure to make not a single other social mistake.

Also. I assume I have no idea about the poisom? You didn't respond to my rolls ;)


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

GM, do the PCs roll fort and will saves again at the start of the day?


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

How do these daily die rolls work?

dieses? Is that diseases?
And does Aerys have mindfire? Or what do things say?
And those wandering monster rolls... Should they tell us anything?

And am I still shaken?? Or do I roll a new fort save?
Or do I roll on the adjusting morale roll and with a success become spooked?


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Nali: Since you're new to PbP, I'm going to let you know that unless the GM says it's okay, it is generally considered bad manners to read spoilers unless they are addressed to either you or everyone.

I would like to second Roland's question about if we need to roll Fort and Will saves again. The Fort save was for the poison initially, I believe, so if that's worn off, we just have the Will save if we need to roll it.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

Its a staycation, just a little time off. (I live in Texas, U.S.)

@Roland- no ill roll the fort saves for diseases when it is time daily. and don't worry about the will save. you do not have to worry about the Morale, its for NPC's. ill tell you when to roll for the fear escalation. or the will save to lose it.

@nali- the daily rolls are all shown on the campaign info tab, and the wandering monster rolls are a constant on the Island. 4 rolls a day, its rough.

@henris- correct the shaken condition is gone, because it was caused by poison, however the escalating fear on the spooked condition wears off in a few days as long as you don't run into something that would cause the fear check.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Guys, do we have anyone who qualifies as a face character? If not we should decide how we want to work around that deficiency.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Well, do we try the acrobatics checks (wet rocks) or swim checks (rocky water). MY personal thoughts are acrobatics, but idk...


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

Looks like no-one has Diplomacy, but Henris has the highest CHA.
I can spend Inspiration on it, if necessary. I can take a talent at 3rd level that'll give me free inspiration on it, but that won't be for a while.

Probably worth using aid another on the rolls. If we can fix people's attitude, then they can help out in the camp which will improve morale (or reduce the chance of it falling) I guess Gelik should be the first one to try? Entertainer sounds good for the morale bonus. Although we should make amends with Aerys too.

@Darkwing - are the NPC quirks things that are common knowledge? Wondering about "Likes poetry" for Aerys specifically.


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

Marginally better at Acrobatics than Swimming. We can probably crawl if we want to be extra careful. Might be worth making some sort of raft to float things back maybe. Or we could wait til high tide. :/


Male Human Human 1 Druid (blight)| AC 12 FF 10 Touch 12 | HP 11/11 | Fort +4, Ref +2, will +5 | Perception +7

I am considering giving Thraxus a point in diplomacy next level for RP purposes (he is going to get a lot of practice trying to convince people of things), however he has no charisma and it is not a class skill ;)


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

I was going to take Diplomacy at level 2 - I don’t need ranks in Swim every level. I’ll be trained then. I’m surprised I have the highest Charisma - I thought Nali would have higher.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Inspired swashbuckler, how to be a swashbuckler with a 7 charisma :) one of my favorite dips


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

A staycation? Haha! What a funny word :D Sounds nice, though. My wife and I toured through Nevada, Utah, New Mexico, Arizona, California, and back to Nevada, last year in an RV. It was my first time in the US. And it gives me an idea, now, of the extremely vast amounts of uninhabited land you guys have left and the beautiful nature within. The US really has magnificent nature!

Oh, right... Not open the tab and not read it... Of course. I really didn't think of the fact that the GM has to roll on the boards as well :D
I thought I had to do stuff with those rolls.

Anyway, I do like the campaign info tab. It gives me some more footholds to understand things, especially about what to do daily and as a reference for the many NPC's

Somewhere in the coming weekend, I'll make my info tabs nice and shiny.

Oh and yeah... I'm not awesome on charisma :D I'm more cunning and sneaky than the regular swash. I could take diplomacy, next level, but I won't be great.
I also haven't taken swimming, yet. I wanted to follow up on history on that one. We Dutch have a very extended naval history (including buccaneers and piracy on the Spanish), and it was common knowledge that most sailors couldn't swim and where actually terrified of the sea. Fishermen, though, usually could swim. I am going to take a skill point in swimming, next level.


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Ah, I see why people thought I had the highest Charisma. I re-used this alias, and forgot to update the stats in the general area. I only have a 12 Charisma, same as Nali. Roland has a higher Charisma than I do.

That said, I do have the Trustworthy trait, which gives me a +1 trait bonus on Diplomacy checks. I should remember to add that in next time I make an untrained Diplo check.

I vote for the curse of the island limiting create water, and purify food and drink, to being 1/day casts. It occurred to me that being able to use purify food and drink as much as I want also defeats the purpose, as we could just fill up a barrel with seawater then I could cast it until the seawater was purified.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none
Henris Flynn wrote:
(...)he joins Nali in trying to determine if the tide is going out or coming in

This just reads plain funny to me :D

I take it you don't live by the coast?
Anyone who's grown up near a sea can see whether it's flooding or ebbing within about half a minute, especially on a sloping beach. It'd be like DC 2. Same goes for spotting 'circulation currents' that form near rocks, especially during ebbing tide. Although that would maybe be more like DC 10, because German tourists keep failing at it...

I'm making the rolls to determine how far along the flooding or ebbing is, and to try to pinpoint the moment of leaving towards the ship at about two hours before the lowest point of ebbing, right before it'll slowly come back to flooding tide.

That said, Henris is of course very welcome to help me try to gauge that very moment. Perhaps you could make some assist rolls? ;)


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

I do not, actually, and I've never been a huge beachgoer. I also had no idea what a 'circulation current' is. I generally know that undertow is the pull of the waves under the surface back towards the ocean, but other than that I'm out of my depth.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Well... I'm not much of a glacier climber, nor do I know how to deal with the Savannah. I guess we all have our native knowledge :D

A circulation current is when the water flows by rocks, which interrupts the straight flow. Because the sea pulls the water away, it will make sort of a corkscrew effect, generating a sort of tiny (or less tiny if further out) underwater whirlpool. However, because that whirlpool is small, momentary, and keeps getting waves over it, you don't see it as a swirling hole from the top. What you do see is sort of a 'flat area' where the water seems to be less touched by wind and waves.

What a circulation current actually does is lower a swimmer... into the undertow. And that is where it gets nasty, especially if those same rocks are still about ;)


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

@nali- ya that drive is beautiful, me and my wife are going to canada for the first time soon also near Vancover. there is a fun run going on there for charity. I have never been over seas to U.K., but I know my mom loves it. (she goes about twice a year since I was little.)

Its only rude if you tell me you looked, lol. I typically don twhen im a player but sometimes you just have to.

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