Elsewhere in the Shackles (Inactive)

Game Master Giant Halfling

In the proverbial shadow of the Siren's rise to renown, another lesser known vessel prowls the Shackles with a no less colorful crew...
Plunder Rules
Infamy Rules


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Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Undead fairies? Are you trying to make Saph cry?

EDIT: Huh... this is a weird post to top the page, even for me.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Sorry for the delay... I don’t currently have access to my computer. Paddy has until I get a chance to post to get his action up, and Jordanna and Hedy can change or add to theirs until then.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

So, my kids are doing a 'hybrid model' for school right now, which means more supervision from me and a need sometimes for them to use my computer. I'll try not to let it slow me down too much but I'll apologize in advance because I'm sure today won't be the last time it effects my posting schedule.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

No worries. I'm on a tiny laptop all day so my kids can have what they need to. We can always banter away at each other to fill in the gaps.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

I do most of my posting from my phone usually, by I try to make GM posts from the computer as much as possible. I do always appreciate banter to keep the thread active too though!


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

We're pirates, we should always travel off the beaten path~!

We'll take the path


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Map question: is there a wall next to the guards that hit really hard?

Technical question: are they flat-footed, despite winning the surprise round? (Only matters if there’s a wall in my way.)


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

They are in a room that has a door on the center of each wall. The black ink on the crappy map represents the walls and I just left the open doorways blank. So... they have walls on two sides and they’re exposed on two sides. They are not flat-footed.


male

So... is someone opening the door? moving upstairs? turning back?


Female Skinwalker (Werebat) Witch/5 |HP 35/35 |AC 10 |F +3 R +1 W +3 |Hexes Combat Hypnosis Water Lung Distraction Misfortune

I vote for opening the door but I am not in the lead, unless no one else responds in your time frame.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

I thought that was the implication I was making, but yes open the door please. Hedy will take lead, for once :)


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

What skill's used for steering/piloting/driving/whatever the boat?


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

In another seafaring game I’m in, it’s profession: sailor.

…which I don’t have in that game either.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Generally, profession (sailor), though I may allow you to substitute other skills in some circumstances (eg using survival if your just trying to maintain a course).

I had a rough day at work today but I’ll try to get up a meaningful post tomorrow (if you’re ready for it by then).


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Anyone with even a single rank in profession: sailor could take 10 to assist Murillo. Although, somehow, that’s apparently only Jordanna or Paddy?!? Or Lief will do it, but I figured I’d give a PC a chance to step in if anyone’s interested?


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The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

I'n the future I'll endeavor to remember I can myself take 10.


I will be on vacation from Saturday 10/10 until Monday 10/19. During this time, I won't have much chance to post. GM, please bot me if necessary.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Enjoy your vacation


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Hey, I know Jordanna is away but I haven't heard from Paddy, Murillo, or Vadoma in a little while? You guys losing interest or just swamped IRL?

If you're not enjoying exploring the haunted island you could always head back to the ship and go terrorize the high seas? Although it does seem like a bit of shame to turn back when you're so close to potentially discovering some treasure...


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

I’d like to finish what we started.

I am much busier now that school has started, so I tend to look for games with “new” post alerts and *usually* I will respond same-day if I know what my character can do.


oversized hobbit

Me as well. Also to point out just cause Hedy is captain, she does not need to okay anything anyone wants to do. Worst case our characters disagree and yell at each other (though I think Hedy is not really a yeller, she'll be more of a snarky ass about it), all other cases she'll roll with everything anyone wants to do.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

I haven't been waiting for you to order/approve things, though I understand the concern that other people may have been. I've mostly been trying to stick to the rule of two, although usually if someone makes a decisive (action) post and nobody objects reasonably quickly I'll move forward with that action. Its always a little bit of a balancing act in PBP (imo) with how much to push action forward as a GM when people don't explicitly write that they're taking an action, but right now my bigger concern is just that posting in general has been pretty sparse the past week or so. I just wanted to check in with everyone and see if people just got busy at the same time or if there was some other issue that maybe I/we could address?


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

General life busyness has slowed my posting in all my games; hope to pick up the pace again soon. But not "this weekend" soon - I'll be out of town starting tonight, though I might be able to get something up from my phone.


Female Skinwalker (Werebat) Witch/5 |HP 35/35 |AC 10 |F +3 R +1 W +3 |Hexes Combat Hypnosis Water Lung Distraction Misfortune

Sorry got sick, not only was I away from all games for awhile but haven't even had the mental wherewithal to be able to focus on anything. Better now and ready to continue.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

That weeklong gap was a failing to bot Murillo's actions in combat. When waiting for directions, I thought Hedy was very clear in directing us to the barn, and wasn't aware that we needed 2 clear votes in the same direction. The skeleton just hasn't been important for Paddy to voice his opinion on, nor did he need to jump into combat.

For the sake of keeping the game moving at a reasonable pace, I think GM needs to bot people in combat, and we should consider someone for rule of 1. I think it makes sense for Hedy to be that leader, but Jordanna could be a good pick too.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Murillo posted his combat action Monday night and I posted that combat was over Tuesday morning; then Hedy was the only one to post until Thursday when I asked if anyone was still around. Hedy talked in character about checking the barn but didn't order anyone in that direction and didn't state that she was actually moving in that direction. I don't usually (or haven't typically) move(d) things along on just an in character comment, but either way, if we were all posting 1+ times per day there was plenty of space for people to post before arriving at the barn?

If people really want to switch to a rule of one we can try it, but I'd like to share the reasons I don't usually do that:

1- its too easy for people to get left behind. If three or four people post actions between a GM post and when another player checks the thread we could be rooms (or miles) away from something they wanted to do by the time they see it.

2- its too easy for people to check out. If people aren't RPing decisions (or even just 'chatting along the way') then they don't tend to stay invested in their characters and pretty soon we're just slogging from fight to fight and then the game starts to feel like a chore.

3- its too easy for everything to fall on one character. Hedy's been pretty clear that she doesn't want to just make all the decisions, but when we just need one person to talk about moving to move, people often stop talking about moving unless they feel like they have the authority to move people or there's sufficient consensus to move (and usually that means one person gets stuck with that job). This also contributes to players checking out because they get to feel like their character doesn't matter that much.

IMO, I think the solution is that we all try to keep up with the 1/day posting rate and then we shouldn't have a problem getting at least two people who are ready to push the action forward in a timely manner; but if you guys would prefer to try out the rule of one we can?


Female Skinwalker (Werebat) Witch/5 |HP 35/35 |AC 10 |F +3 R +1 W +3 |Hexes Combat Hypnosis Water Lung Distraction Misfortune

I like the one day posting rate, even though I am not always able to follow it. For my part, and maybe this can work in general, if Vadoma suggests a direction or voices an opinion about a direction, then I will make an OOC comment on my vote at the same time. I am also trying to get better about my posting rate even if it's just to make an offhand comment.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

I was mistaken. When looking at timestamps, I thought there was a full week of inactivity between Murillo's turn, and his post. I see now that instead of a full week, it was only a matter of hours. That's my bad.

I'm finding waiting for two very clear, "I'm going in this direction" posts to be exceedingly tedious, and a significant hindrance to our momentum. Posting 1/day will not solve this issue if everyone hums and haws and makes passive suggestions. I want a leader. Someone who keeps people moving, ideally with their best interests in mind. Hedy makes for a great leader narratively as captain, but Jordanna has the right character personality to do it. Those are my nominations. I do not want to be the leader, but I'll do it if I have to.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

I was working specifically not to be the person that says do THIS, since I for one never like being ordered about. To me, one person doing that all the time is limiting to everyone else growing their characters. It is actually the only part of the skulls games several of us are in that I don't like, but ships have captains so it makes sense, and neither of ours are a%~#**!s, so it becomes only a minor gripe.

But if it helps the momentum and is what other people want, then I will have Hedy start ordering.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16
Hedwig Bogg II wrote:
I was working specifically not to be the person that says do THIS, since I for one never like being ordered about. To me, one person doing that all the time is limiting to everyone else growing their characters.

I’m the same way. I *hate* being micromanaged in real life.

Honestly, I would suggest if that’s not how you want to play Hedy, don’t play her like that. Rule of two works as long as more than one player posts, and the pacing doesn’t hurt. Example: the paired zombies we faced seems to be a pattern of:
kill—1/4 mile forward—kill—1/4 mile forward…

…but there was no fourth pair. I’m not sure who besides me realized this was a clue to move inland from the second pair, but I doubt I would have come up with that if we just screwed through from fight to fight. I also appreciate players having control of the game’s pacing.

Now that I know of rule-of-two, I’ll just post to do my part to move things along. Before I would read and think, well, I don’t have anything to add by just saying yes’m to the cap’n, and moving that way is obvious (to me), so I’ll post after we move. Now I know there’s value in posting agreement. I’m seldom too busy to type Saph seconds the motion. (And if I’m *that* busy, I shouldn’t be goofing on the Paizo board!)

I’d rather do my part to help Hedy not be Cap’n Bossy-Boots and help MotSaS GM the way he’s most comfortable than ask both to change their style. Asking people to change at the expense of their fun (or principle?) seems like a path to burn-out.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --
Saph wrote:
Now I know there’s value in posting agreement.

I love this sentiment. Maybe I've done a bad job expressing this but I think there is, or at least can be, value in every post, whether its furthering the plot/mission or not. Every post is an opportunity to develop your characters and flesh out their relationships with one another. Even just a quick/simple post agreeing with the captain or starting to move can define and/or refine your personality and relationships.

Consider the difference between:

"Despite his misgivings, Murillo readies his rapier and moves forward as the captain commanded."

and

"Murillo moves forward with a menacing grin, ready to carry out the captain's order."

Both of those are simple 1 sentence posts that second an action, but both convey very different things about how the character feels about the current course of action (and hint at the relationship between him and the captain). And that little bit of roleplaying in a post that might seem insignificant is one of the things that helps characters feel more real (and helps us stay invested in them). At least, that's my feeling?


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Both are good posts, though they both assume that there was an order/command.

I'll post each day doing my best to move things forward. If people outvote me with their own actions, that's fine. As long as we keep moving forward, I'm okay with how things are.

---------------------------------

On an unrelated note, I've updated my stat bar. I gain half my favoured terrain bonus in all terrains (except water, which is where I get my full bonus). So since the half bonus (+1) applies to almost all situations, I've added it into my basic stats. So things like Initiative, Perception, Survival, etc have increased.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

That's a helpful adjustment, Paddy, thank you. I updated your initiative in my copy&paste block too (now).


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

And, just like that, we're at a thousand posts!

Congrats everyone, and thank you all for your contributions to this game. I really appreciate everyone's desire to make this game fun for everyone, and your willingness to engage and discuss ways that we can make it better.

Here's to the next thousand.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

1000! That is cool.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@Vadoma- did you change which spells you prepared after sleeping? If so, what did you prepare?


Female Skinwalker (Werebat) Witch/5 |HP 35/35 |AC 10 |F +3 R +1 W +3 |Hexes Combat Hypnosis Water Lung Distraction Misfortune

Sorry about that I will get that new list up in a couple of hours.


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

I'm good with the rule of two. I'm trying to be better about my posting rate, but please always bot me in combat if it's been more than a calendar day since my last post.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

I like the backdrop of the story. Just wanted to point that out, since Hedy very obviously does not give a flip. :)


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

lol, thanks


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

I think the story goes like this:

Pirate crew, very successful. Gets loots and buys/builds a dock and little cottage. Rapier dude is the captain. The woman is either a fellow crewmate or a pretty maid from elsewhere. There's a mutiny for reasons unknown. Maybe the Captain was settling down instead of raiding. Merchant dude leads the mutiny by taking the woman hostage. Captain panics and gets woman shot. Merchant dude leaves Captain and loyal crew on the island as he sails away, leaving them to slowly die of starvation and cannibalize each other.
No idea why merchant dude didn't also rob them blind, unless these loots are just the scraps of a hoard that was much bigger. Also unknown how long ago this was.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@Paddy- you've got some of it. You could always do some research if anyone cares enough to find out.

*Important Update*
We can RP whatever you guys want of organizing the plundering of the estate, but here are the net results:
- there's a total of 14 points of plunder between the house and the mausoleum (assuming Hedy takes the time to appraise her way through the house)
- the chest has 8,160g worth of coin and jewelry
- you have all reached 6th level

Congratulations!


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Woohoo! and yes Hedy will appraise everything, from floorboards to the nails in the walls, one never knows :) kidding... mostly


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Lol- the floorboards and nails aren't worth the labor to remove them (unless you're trying to start a mutiny) but there is a lot of fine furnishings to sort through.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16
Hedwig Bogg II wrote:
I like the backdrop of the story. Just wanted to point that out, since Hedy very obviously does not give a flip. :)

Saph does, but there are two things she cares about from this tale… and she’s deciding which matters more. I got interrupted by snack time, so I’ll leave her there staring discerningly at the corpses for now.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Oh, one other important thing that I forgot to say before: please post your changes from leveling up in discussion (and remember to update your banner because I use that information).


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Might be tomorrow before I get to it, sir.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

No problem, I'm assuming it'll take us the weekend to get through whatever people want to do on the island before heading back to sea. And you'll have to figure out where you want to go to sell your ill gotten goods.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

• Dragon Ferocity
• Ki Power: Ki Metabolism
—> +10 Speed
—> +1 BAB
—> +1 All Saves
—> +6♥️
—> +1 All Skills except Porter & Linguists
—> +1 Ki Pool
—> +1 Stunning Fist
—> +1 DC for saves vs. Stunning Fist


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Level up
Ranger 5 / Gunslinger 1
Fortune Finder, Skirmisher / Gun Scavenger

HP: +10 (6 for hd (1/2 hd +1), +3 Con, +1 favoured class)
Fort/Ref/Will: All +1
BAB +1 (2nd attack)

Features:
- 2nd Favoured enemy: Undead +2 (cuz that's what we fought)
- 1st Favoured enemy: Humanoid (human) now +4
- Skirmisher trick: Vengeance Strike. Tricks usable 3 times/day

Skills:
- +1 to acrobatics, diplomacy, k.dungeoneering, k.local, perception, survival
- +1 to lore (alcohol), perform (sing)

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