Every generation twists words to make them sound new. When I was growing up, "hot" meant it was cool. "Cool" meant you liked it. "Bad" was good. The next generation came up with "rad" (radical) to mean something that is good. "Twisted" meant it was crazy, in a good way. And here you are with the next generation of slang. Not all slang is good. I'm glade you speak up to inappropriate behavior. Sometimes hearing it from their peers is the only way they will learn.
Cmh wrote:
Sorry I took so long to get back to you, as my family and I were on vacation. No changes needed, you are fantastic! Thank You!
I did not feel like making two lists to list everyone. John spoke Elf, which everyone but Brown Deer and Rokko understands. Then he repeats in Taldane. Leaving only Brown Deer lost to what is going on. Since Erin has no interest in the game, Brown Deer becomes a tag-along. John has been speaking Elf to everyone but Rokko and Brown Deer from the get go. And to Rokko he has been speaking Taldane. So, yes you understood him. One way this can be corrected is if we did the game via e-mails. You would get an e-mail of what you see/ hear/ know/ made your roll. I do not mind if everyone wants to do this. The bad: all the players will get your e-mail address. As far as Pezock, shame on Pezock for treating people the way he got treated. :)
mjmeans wrote:
You are correct, this is the first time Rokko has heard of the map. I can post it to Carol's facebook. I can not alter/ mark it. You started in the north north-east and you are now in the south-west.
Mystwalkur wrote: I would rather have to deal with a small band than a large group, they are likely to know a lot more about this place than us, I think one or two of us should approach the camp and the rest should stay concealed to lend aid should things go badly. Averys to Mystwalkur: "They are cannibals, do you want to become lunch?" John to everyone:
Everyone: You travel half a day then camp. Rokko and Sasha catch up to you. Mystwalkur and Msadventure you notice that Evan is not with them.
That night you sleep. The next day, you travel half a day when you come across a small collection of plank and thatch buildings. Behind these buildings, is a two story ( + light ) lighthouse. In the center of all the buildings, is a fire with a large kettle-pot. You see four humans doing daily work ( making rope, sharping weapons, fixing tools, etc. ). They are talking to each other in a language you do not understand. You are still standing in the jungle. Averys turns to the group and says, "They are dumb as monkeys. However, a monkey with a sword is still dangerous."
mjmeans wrote:
I've been pronouncing it as Avery(s) as in Avery Brooks with a "s" after Avery. I realize it was not in character, but I did not get the reference since I was not pronouncing it the same way as you.
Hmmm, designed for a man sized target eh? Did you roll a strength check for my horses strength to break the tripline or whatever it was tied to and therefore not be tripped? He did break the line, that's why he's laying on his back with his legs up in the air. Draw my sword and look around. If potential threats are present, and it is certain they are hostile, then attack. Otherwise, I don't make the first move, just ready and full defense. "A minute passed. Then another. Then, another minute. Then... another minute passed. Then another minute passed. And another. A further minute passed quickly, followed by another minute, when suddenly, a different minute passed, followed by another different minute. And another. And yet another further different minute. A minute passed. I glanced at my watch. It was a minute past. This was it. A minute passed. After a moment, another minute passed. I waited a minute while a minute passed quickly past. And then, a minute which seemed to last an hour but was only a minute... passed." -- Excerpted from Monty Python. You can hear Episode Nine of 'A Minute Passed' tomorrow night at a minute past. If no threats, a quick check to make sure my horse isn't bleeding and is capable of going on. Then get back on and get out of there. At least 1/4 mile. Then stop and let him rest for 10 minutes or so while I double check his leg and give him some feed and talk to him to settle him down a bit before we go on. Sasha comes back for you, "This is no time to be playing in the mud, let's go!" Luke walks with a limp.
To Torenath: Torenath: As you follow the group, they go passed a giant crab that they are not afraid of. They are lead by a birdman. It dawns on you that if you follow the group and pretend to be part of the group the birdman will not know who's in the group; and the group might think that you are one of the birdman's friends. They go inside by way of a hatch in the back of the crab. Do you follow?
For everyone in the giant crab: The interior of the crab is 26' diameter and 10' high in the center. It smells lightly of seafood. There are no furniture, you're sitting on the floor. He offers smoked sculpin (a small fish) and raw sea urchins to eat. Above you are ropes and pulleys that most likely are used to move parts of the giant crab. Pathfinders tengu do not have wings. Their arms are like human arms and their hands are like bird feet. Their legs are like human legs, but their feet are elongated and are like bird feet. Speaking in elf: "I am Pezock, and you all are?
mjmeans wrote:
We are taught to travel light. I'll do better to find the group if I'm on foot.
Torenath wrote: Not knowing whether this band of travelers or the half-elf following them is friendly or not, I will follow at a discreet distance and observe them. It starts to down pour rain and gust of strong wind begin to push you around, a typical storm for these parts - sudden. The half-elf decides to join the group she was following and they all move forward.
Carol Yager wrote:
John to Ms Adventure: "Oh, you decided to join us after all." He says with wicked smile.
Carol Yager wrote:
She was using body language to explain your, the group, situation. You're harmless. Your not cannibals. We need shelter from the weather.
mjmeans wrote:
See March 29th. "Who can talk to who" "Do not touch him or his gear. Evan touched Ishiroi after he was dead, to give him Last Rites. There might be something contagious. Lets join the others." 1d20 + 1 ⇒ (16) + 1 = 17 Spoiler: As Sasha picks up her gear, you notice a tatoo on Sasha's back. The tatoo is of two interlocking red insect legs that create an "N".
Mystwalkur wrote:
Averys 1d20 ⇒ 11 Brown Deer 1d20 ⇒ 17John 1d20 + 1 ⇒ (5) + 1 = 6 Brown Deer, speaking Arcadian and using hand gestures like a Hawaiian dance , convinces the tengu to allow the group to take cover in his house.
mjmeans wrote: Sasha and her equipment is gone. I help Evan pack up whatever he has and load it on my horse. Get on my horse and help him up onto my horse behind me and tell him to hold on to my waist (and put his arms around my waist in case he doesn't understand) then we take off towards the direction the other castaways went keeping an eye out for Sasha. I stay to higher ground whenever possible to get a better vantage point, but also so as to not get caught in any potential flash flood area. You remember all to well the move your swordmaster showed you when you over extended your self. He laid the flat of his sword across the back of your neck, to show how vulnerable you are. This memory came flooding back to you as you reached for Evan/ Evan's gear and you feel the flat of a sword across your neck.
For Rokko: Finish packing up and do one last quick search of the beach for the rest of the castaways. Is the lean-to still there? Yes. Any sign of them or their gear at all? Evan is in a fetal position under the lean-to, still holding his bag. If not, I will assume the rest of the castaways packed up and went in direction that previous castaways went, and go that way. Sasha and her equipment is gone. Otherwise if the lean to and gear as still near the beach, I head looking for them, keeping toward higher ground, but under the tree line since I don't want to get into the high winds. If I spy a particularly high vantage point and the wind is low enough, I'll take it for a moment to spy the terrain. So, do you stay with Evan or look for Sasha?
Mystwalkur wrote:
Everyone who went with you is seeing the same thing, so there is no need to relay anything. Everyone speaks elf here, except Brown Deer. There is shelter right in front of you, all you got to do is pour on the charm for the occupant.
They yell at you as the rain, the wind and the thunder steal sound. I ask where are the other two (and describe them). "We have not seen anyone but you." Hastily pack my tent and gear, "We don't have time for that. Only what you can carry." I and my horse go with them. "We don't have room for your horse, Sir." If it's not possible to also rescue my horse (which is my animal companion (from Beast Rider archetype)) then I can't go. "It's now or never." A slight pause. "We 'er leaving now." They turn and leave down the hill to the beach. They board a dinghie and head for a black spot out in the sea. The only exception would be if there was no possibility to save my horse and it would die regardless of what I do. If the only way to save my horse would be to not go with them, then I will have to travel inland a 1/4 mile or so to shelter myself from the high winds until the storm passes.
Mystwalkur wrote:
Mystwalkur: You see, from a back hatchway, a birdman emerges waving a jagged bladed sword. He is screaming, "Your not going to eat me!"
Rokko: Who are you and where did you come from? Go where? "We are the crew from the ship Brine Demon. The Brine Demon is anchored off shore, but not for long." Please describe the men. Do I see the rest of the in-camp castaways?
For Torenath:
Spoiler: You hear noises from several people up ahead, so you sneak up on them. What you see is:
male catfolk dressed like a stereotypical pirate with a cutlas. A little human girl dressed in soft leather with a spear. A male human dressesd in scale mail with 2 swords. A female elf dressed in leather armor with a longbow. Depending on what Carol does, her character my or may not still be hidding behind them. A female 1/2 elf dressed in studded leather with a long sword.
For Rokko: Rokko:
On the first day after the group left, you realize Ms Adventure is nowhere to be found. On the third day after the group left, a storm rolls in. As you wait out the storm in your tent, you hear male voices, they do not match Evan. if you look: As you look out your tent, you see four men standing outside your tent looking at you. "The storm is getting worst, if you want to come with us, you have to leave now!" They loudly tell you over the strom.
Mystwalkur wrote:
You, John, Averys (and Brown Deer is tagging a long) are heading off to spy on the other humans to the south-west.
Rokko
Spoiler: Whom do I estimate (based on size, build and mannerisms) are the most vulnerable among us, i.e. rank the others from what I see as apparently most vulnerable to apparently most capable of defending themselves?
Armor and weapons were listed before. A list of can-they-take-care-of-themselves in camp:
A list of can-they-take-care-of-themselves in combat:
About Sarrissastat line:
HP 19/20 AC 17, Touch 14, Flatfooted 13, CMD 17, Saves F +4, R +7, W +6; Perception +10 (+13 when possessed), Sense Motive +7; Init +4 | Status: Normal Background:
It has been said that even death can not stop the strongest of loves. That when two souls who are meant for each other find one another, that there is nothing that can force them apart, nothing in life, nothing in death, and nothing in time. This was the case for Jerr-Dann. The first time he saw her, he knew. He knew that he wanted to spend eternity with her. He knew that he would pledge himself to her, devote his entire existence to her, even commit his soul to her. When the darkness came and the fighitng started, he fled his post and ran to her. Nothing else mattered but protecting her. Had they won the battle and repelled the agressor, he would have been put to death for abandoning his position. Others might have thought him a coward, but none of that mattered. Only she mattered. She was his charge, and he would not fail, not at any cost, not for any reason. As it came to pass, they did not win. The city fell and the walls burned. The invaders had conquered their once great city, but it wasn't all for naught. Those who were charged with the defense of the Spirit Walkers had succeeded. It had cost them all their lives, but they had gotten her out. An ancient alliance with the dwarves had enabled the building of secret underground passages to be used as escape tunnels in dire times, and they had worked. He died in the fighting, holding the line until his last breath, but that was not the end of him. His body fell, but his spirit did not. The thought had never occurred to him before now but it made sense. Being so aligned to a Spirit Walker would have consequences. It only made sense to him now that one of those consequences might have been strengthening his spirit. He stood there above his body looking down at it. The pair of handaxes laying on the ground next to him, his blood ever so slowly coating the floor around him, the battle raging on around him, it was all surreal. He could see it and hear it, but could not impact it, could not touch it. He hated it. Hated not being able to feel the axes in his hands, hated not being able to feel the burn in his muscles, hated not being able to be seen by her. He followed her for years. Even as she grew old over centuries, he walked beside her. He walked beside her daughter and her daughter's daughter until one day something he was not expecting happened. She looked directly at him. She didn't stare through him or look past him. She looked at him, and then she spoke to him. That moment will reside in him forever. A second chance in his...existence, to fulfill his duty, to continue his tradition. For the next few months they got to know each other. He helped to guide her, help her learn about her powers and her family's history. When she became old enough, they set out together to return to Myth Drannor. He did not want her to go, but he would not let her go alone. The promise of so much of elven history, of so many potential spirits to communicate with was too big of an opportunity for her to pass up. She was tired of living in seclusion, tired of not understanding who she was. So Sarrissa, great grand daughter of his true love, and Jerr-Dann had set out. He her protector, guide, and advisor and she, no longer quite alone. Both of them now starting down a new journey, one that would reunite both of them with their pasts. She sat alone at a table in the Halfway Inn, finishing a plate of stewed vegetables and potatoes. Well, almost alone. Most would panic at the sight of Jerr-Dann so hidden he stayed. He sat quietly, in the corner of her mind, lending his own senses to hers. Very little occurred in the tavern that escaped her ears or eyes.
Sarrissa
Elven Arrogance - Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1 against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only 1 ancient language, Celestial, Draconic, and Sylvan. Etheric Tether (Su) - At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane. This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom’s manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master. If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours. Favored Enemy (Ex) - At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Keen Senses - Elves receive a +2 racial bonus on Perception checks. Lightbringer - Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits. Low-Light Vision - Elves can see twice as far as humans in conditions of dim light. Shared Consciousness (Su) - At 1st level, while a phantom is confined in a spiritualist’s consciousness (but not while it’s fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom’s emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8. Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom’s section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can’t use this ability to shunt a mind-affecting effect into the phantom’s consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom’s consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect’s duration as if the spiritualist were affected by the mind-affecting effect. Track (Ex) - A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Weapon Familiarity - Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Wild Empathy (Ex) - A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Xenophobic - You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture. Phantom:
A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature), manifest it partially (see the bonded manifestation class feature), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score. A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom’s manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points. The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist’s consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can’t return to the spiritualist’s consciousness or manifest again for 24 hours. While fully manifested, a phantom can’t be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist’s consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can’t return to the spiritualist’s consciousness until 24 hours after the spiritualist is brought back to life. A phantom can’t be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist’s consciousness, as the phantom is protected from such effects by the power of the spiritualist’s psyche. Phantoms can’t wear armor; that sentence was meant to say they can wear other magic items. This will be reflected in the next errata. Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions. A phantom refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation) in the presence of an eidolon or shadow summoned by the phantom’s master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist’s consciousness, and will not manifest again until the eidolon or shadow is dismissed. A fully manifested phantom’s abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist’s class level and increase as the spiritualist gains levels. See the Phantoms section for more information.
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