Darkwings Serpant skull (Inactive)

Game Master DarkWingD

Serpants skull

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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|
Nali the pie rat wrote:

No, by all means, Roland, keep your build. Your battle control aspect won't come online until level 5, And foes larger than you or tumbling foes will still get past it. Also, probably some of the others will get into close combat now and again.

How will you threaten within 5'? Armor spikes? Bite?

True, though you shouldn't discount the control a threatening dude with a big stick can present ;)

For when things get close I plan on switching to a different weapon. Maybe a cestus, or a spiked gauntlet. I won't be able to threaten areas both at the same time though. It's not the optimum solution, but that's ok.

I don't really like the flavor of a natural attack, I'd pick up unarmed strike, but giving up the feat is painful and without a level in monk, brawler, or similar I would still need to use my hands to make the attack and would end up in basically the same place. Armor spikes to threaten while using both hand runs into the "metaphorical hands" restriction as well.

Still, using a reach weapon usually works out to be a net advantage in my experience, especially if you play it smart.


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 think, for my personal idea, I'll just have to team up with Henris or Thraxis or even Almon. Because if you don't threaten up close, you don't flank up close if I share your square.

Would the party be happy if I build Nali into a party face (snout) by level 3? Or does someone else want to go that way?
I'd still have to team up with a high wisdom character who can do sense motive. But that's ok. I don't think you guys want to send the rat with very questionable morals into conversations alone.


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'm going to be taking ranks in Diplomacy starting next level - I just needed to grab myself a rank in Swim to take advantage of the Wave Master feat (Gozreh specific feat). Having someone else capable of being a face wouldn't be bad, though, just in case I die. I hear this first bit can be a little fatal.


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

In time, I will conjure up a plethora of furry friends that you can flank/scurry around with, but it will be a bit.


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've got a build that I want to put up for inspection. Please, all, let me know what you think.

The ciphers behind the classes indicate the levels at which I take them. So at level 12 it'd be swashbuckler 5, alchemist 3, fighter 4.

swashbuckler (inspired blade, wild strider) 1, 4, 5, 7, 8
alchemist (internal alchemist, vivisectionist) 2, 3, 6
fighter (weapon master) 9, 10, 11, 12

1 weapon finesse rapier
1 weapon focus rapier
1 fencing grace
2 brew potion (free)
3 scurrying swarmer
3 discovery: pheromones discovery / designer poison / mercurial oil anointing
5 quick draw
7 lunge
7 outflank
9 accomplished sneak attacker
9 iron will
10 critical focus
11 advanced weapon training: warrior spirit
12 sickening critical

A word on the discovery at 3rd level: if someone else wants to be the party face, I won't take pheromones. If Almon takes designer poison, I don't need to take it. Mercurial oil is the third choice, which will be useful anyway.


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

On another note. I initially made the player mistake to think that Aerys was the captain. As such, I was more hostile to her than reasonable. Now that I know who the real captain is/was, I'll just roll with it. But please ignore Nali's previous remarks about her no longer being captain.


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

I don't think I can take designer poison, unless the book it's from explicitly says investigators can take it - AoN or prfd20 don't have it.

I'm most likely going to take some ranks in Diplomacy, plus Expanded Inspiration at 3rd, so I should also be ok at it by then, so Nali can focus on stabbing things if she'd prefer.


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

designer poison:
Designer Poison (Ex) (Potions and Poisons pg. 9): The alchemist can create special poisons that are more effective against certain creatures. When crafting a poison, the alchemist can choose a single creature type (and subtype, if appropriate) from the ranger’s favored enemy list. Against creatures of the chosen type, the poison’s saving throw DC is increased by 4. Against all other creatures, it is reduced by 2. The alchemist must choose the creature type and subtype (if appropriate) while crafting the poison and afterward cannot change this choice.

It actually is on aon, under discoveries, the fourth option under poison discoveries.

I'd rather focus Nali on stabbing things than on talking to them. And it indeed doesn't seem to be a discovery that an investigator can take.
So I'll go the designer poison way, then.

Let's start with drawing poison out of these scorpions :D


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

I don't think y'all should really worry about face skills to much this AP is not super intrigue heavy, and I like that there isn't one that the group is somewhat rough around the edges.


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|

Awesome, I plan on putting a single rank into diplomacy and intimdate so I can assist in checks. That combined with is reasonable charisma should help a bit as well. Without investing too much into it.


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|

@Nali

GM_Darkwing wrote:
everyone can go on the suprise round (move, standard or charage if able), only Nali can attack the creatures FF. because they are not really suprised except by nali.

I assume this means we could arrange ourselves and if we were in a position to attack, I could be wrong though, I often am :)


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

ya you moved only Roland because supervise round you cant move and attack.


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:
ya you moved only Roland because supervise round you cant move and attack.

ok, no worries I just get into position then.


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 read it wrong, too, then. But all's well again :)


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

@nali- ya your right on a lot of it, (in my defense I was super high when I got home and wrote it, yay guys poker night.....) I will relook at everything tonight.


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

Being high doesn't really help in dealing with a rules system, usually. Depending on what you're high on... :D

Perhaps recheck that poison, too, then? :D


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|

@Nali

You only use 1 panache when you do parry and reposte. You spend 1 panache and if you have any panache remaining you can repose. You don't have to spend a second panache. It does mean that you almost never want to spend your last panache on a parry because you want be able to reposte then.

@GM

Glad we got that all ironed out. I was eating to see what you had ruled.


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

Oh, that's great! Means I have 3 panache left instead of 2.

Thanks!


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|

Also you only spend panache if you actually attemp to parry, which only happens once you are attacked (it is declared in response to a declared attack) which I believe means you have full panache since the dice have been kind to you this 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

Yeah, that part I did read correctly :D
3 points is actually my maximum.

And yeah, they've been particularly kind, haven't they?
I've got only 15% chance to get a crit threat and they keep on coming!


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|

Ah, for some reason I thought you had four. I'm not complaining the rat girl just sliced her way through all three scropian things. :)


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 thought we were all in our second round actions now, Nali included. Which is why I didn't post an attack. I'll post a fort save and reaction either late tonight or tomorrow.


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

Ok... So a recap of the combat...

Surprise round
Roland positions
Almon shuffles aside
Nali crits for 11 damage on a scorpion
Henris casts bless
Thraxis does nothing

Round 1, Scorpions start
Scorpion 1 attacks Nali, gets killed by Nali's riposte
Scorpion 2 attacks Roland, hits him with a claw

round 1,our turn
Roland does those 11 damage to scorpion 2 that he posted too early
Thraxis misses with a sling
Almon moves and makes a botched assist to aid Roland
Nali makes a crit for 12 damage on scorpion 2
Henris does nothing (or at least has not posted)

round 2, Scorpions turn
Are there any left?
This is where we are now. I've not posted my second turn yet.


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 agree with Nali's breakdown, but to keep things moving we'll go with GM's line of events.


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

Alright then. So that means you're wounded. I'll write a response to 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|

Just for clarity, what areas have we not explored?


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

3, 1, 6a, 6b, 7a, 7b, 12 a or b (whichever doesn't have Alton's ghost in it), and the flooded sections.


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|

Let's move the the one next to Alton's cabin then. It's close and make sense to search. Thanks Henris for listing all of that, super helpful :)


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|

Is anyone up for some in character chatting during the next few hours? I like to do chats, but I don't want to slow down the actual story with it, so I find it works best when players are playing around the same time, or chatting during a downtime section of the game.


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

link
There are rules for harvesting poison from Ultimate Wilderness.

Basically survival for dead creatures, or handle animal for live, then Craft Alchemy if you want it to last longer than a day


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'm going to be traveling this weekend. I'll have my phone, but may be unable to post. Please bot me if necessary.


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

Feel free to RP with yourselves for the next few days, I got the FLU. so ill be out


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|

lol that missing "no" made a whole lot of confusion. That sort of thing happens in real life too though. Thanks Nali for dealing with it in a solid RP way :)


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 had to read it twice, myself, so that's how I thought Nali would respond as well :D


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 offtopic, but...

Guys I did a thing! Check this out if you get the chance and post me some feedback/advice. Thanks! :D

Baggageboy's Mini Guide to Making the Most of UMD at Low Levels


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

Looks good! Great start! Now, to constructive feedback.

Your start reads a little disheartening, which is the opposite of your message. If you tell that you're first going to state what you can't do, then tell what to watch out for, and then move on to what you can do, people will know to skip at discretion.

Spell check it once more. There is an abillieies there, somewhere.

As to content:

For wands:
Keep watch (for small parties or evil parties, or for if you want to keep wearing your heavy armor)
Endure elements (for deserts and glaciers), could also be a scroll.

For scrolls:
Air bubble

That's it from the top of my head. Nice going! :D


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

I'll be posting either tonight (in a few hours) or tomorrow, I am sorry about the wait, my Flu turned full blown bacterial lung infection, I cant breath and get tired easy, but I'm kinda back. Thank you for the wait and im sorry I just wanted to get back on where yall didn't think I abandoned yall.


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

That is brutal. You're on antibiotics, now, I take it? So kill that pneumonia, and even then you still have the original virus to deal with. Take care!


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

That sucks. I've never had full blown pneumonia, just walking pneumonia. Not as crippling, but dangerous in its own 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|

Oh man that sucks. I hope you get well soon.


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 okay? How are you doing?


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

Sorry about that, I relapsed and haven't felt like posting ill have something up tomorrow. I didn't realize the amount of time that passed from my last post.


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

Glad you seem to be better, now :)


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|

Glad you're back. Hope you are well.


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|
Roland Payne wrote:
Just for clarity, what areas have we not explored?
Henris Flynn wrote:
3, 1, 6a, 6b, 7a, 7b, 12 a or b (whichever doesn't have Alton's ghost in it), and the flooded sections.

So I'm getting confused about where we have and haven't been. I added symbols to the map covering the numbers for rooms we've looked in already. If I've messed it up anywhere (which is definitely possible) feel free to fix it. This way we can keep track of all of this.

Thanks guys.


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

writing up a post right now. posting tonight.


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

Putting it here so as not to make trouble in the gameplay thread...

I've gone to great meticulousness and extra checks to keep tabs on the tide. There was enough time, all the time. And suddenly we don't have time anymore for the flooded part? I'm sorry, but I think that sucks balls.

We should have over 50 minutes left before tide locks us in...


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

I figured it would take time to move stuff from the different rooms and pack away the supplies you found to safely transport (there would be additional items added that arnt worth tracking, like you could take the caldron for food prep, it would take at least two people to carry a keg of ale across the area carefully, blankets that you dont want to be wet, etc. becasue i didnt want to do checks.). I assumed it added quite a bit of time if you disagree that is cool. You can always talk to me about it if you don't agree its not any trouble, but that was my reasoning. (plus possible RP reasons.)


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 don't mind your reasoning. It's sound.

I have, however, had quite some attention on the aspect of time. Boty ooc (giving count of thw minutes having passed) as ic (making nature checks to see how much time we have left).

To be suddenly told our time is up, after having put so much thought into it, is not a nice thing to experience. It makes me feel that what I do as a player matters little, and that I might as well just kick in doors and see what comes.
I like to play intelligently (especially with an int 14 character), and I like to reap the rewards of my efforts. In this case: not being suddenly rushed.

So... If suddenly our time is up, I'll just assume that Nali stopped thinking about time for 45 minutes, even though she was really acute about it just before. I honestly don't know how to roleplay that, since Nali is the kind of person who would then consider herself to be a liability to the group, and would be prone to take herself out of the equation, taking her stuff and going her way through the jungle solo.

I'll just have to gloss it over as a glitch in the matrix. I can do that, at the cost of immersion.

All in all we've searched 13 rooms (26 minutes). Then we've had to come to the ship (a few rounds), and had a combat, a few rounds. Let's say 30 minutes, so far. Add another 30 for talking, roleplay, and moving stuff, and we would total 60, giving us an hour left.
That should give us time for the submerged room and moving stuff back in land, right?

Unless you really just want us to come to the wreck a second time... Then we'll just do that, and just decide that we've had it, for some reason, and will come back tonight or tomorrow.

Do you wish us to do that?


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

Okay... I've realized some things:

1 - Dutch are very direct, Americans are very evasive... The above post is considered very polite and respectful in my culture. It might be rude and cross in yours.

2 - I've said my piece. I seem to be the only one having a problem. That shouldn't keep up the game.

I'm going to make an in game post where Nali agrees with going back before exploring everything else.

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