hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
We have attempted to bring in new players and they have not lasted long in game. We would need to replace Polux and Holystone this time around and I have a feeling we would end up in the same place in the end. Hack and Taissa can rp and do but with only the two of us now (sorry Melthune but honestly you don't really do much rp with us), I can't see the game surviving for much longer on the backs of 2 players. We're also in the middle of some tricky combat (GM's words) and it's crazy that Dain would be npcing three main characters (Snaga, Polux and Melthune/Holystone) plus the enemy. Hack and Melthune what do you think?
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain you had Snaga move to C:3 and he got line of sight into the room. When I could post I didn't want to get in Snaga's way. So I moved Taissa elsewhere. The way you made it sound is like I randomly chose and then incorrectly. I'm sorry but that isn't the case. Know. Nature: 1d20 + 5 ⇒ (16) + 5 = 21 Taissa quietly shares all the info beneath the spoiler with the others.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Snaga is currently at C:3 with the musket. So he has line of sight. If I have Taissa move in front of him and obscure that line it wouldn't make much sense. Yes? If I move Taissa to the now vacated B:5 she has some sight line into the other room and isn't interfering with Snaga. I agree -- Melthune has the highest AC and it makes sense she is in the front line moving into the room.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
With nocked bow, Taissa quietly moves closer to the long table, at E:2, and makes ready to fire at a possible enemy rushing through the door. She takes a full defensive stance, ready for anything, watchful and listening for sounds, movement etc. Stealth: 1d20 + 8 ⇒ (8) + 8 = 16
In much lowered voice, Taissa answers Polux, "Aye, let's clear that room. I've got you covered with my bow." Total Defense: You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Taissa's HP 38/38, AC this round 18+4=22
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
I figured, Polux. It worked out -- Tais gave one of her back up weapons (musket) to Snaga. She still has the lucerne hammer once she's done using her bow. ;)
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
"Grond." Taissa whispers back to Snaga. Silently she asks the Spirits to watch over, guide and protect them.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain, can Snaga use a musket? I had Tais give him hers to use during this encounter (plus the ammo). Tais does't have a spare bow and I didn't hear back from any of the others whether they had a bow to give to Snaga to use.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
If no one has a spare bow to hand to Snaga (Taissa only has one and it has a +2 STR rating and she is using it), then she will do the following... Taissa hands Snaga her musket and the 10 alchemical cartridges Zayna had created for her. This decreases the loading time to a standard action rather than a full-round action, as per Zayna's instruction. If Snaga needs more ammo, Taissa also has 2 shots remaining and will give him those as well. She checks the pouch about her waist and ensures there are two Alchemist's Fire there and a vial of Oil of Restfulness. Before they move from the roof, Taissa gives quiet instruction to Daya to stay and watch the roof without drawing attention to herself. If any of the enemy were to show themselves, then Daya was to take care of them if it was safe enough or fly a safe distance away. Not sure where we'll end up and whether Daya can meet us if we go make it to the bottom of the structure. Perhaps she can just fly down to Holystone on the raft...much later on. Then Taissa gets into position (bow readied) and moves as quietly as possible, taking care to observe the area for sign of threat etc. Stealth: 1d20 + 8 ⇒ (15) + 8 = 23
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Okay, so the marching order is Hack, Melthune, Polux, Taissa, Snaga? And Dain what checks do you need from Daya as she stays on/above the roof?
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Heading to bed - very late, here. Daya will wait outside. Taissa has at least two Healing Remedies on her and has her lucerne hammer strapped on her back and musket on strap at her shoulder. She's using her bow at present. I'll post more tomorrow.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
We should give Snaga a bow as Tais is the only ranged fighter and Snaga has pretty good DEX from what I remember. Polux, do you have a bow to give Snaga? It's almost bed time for me but tomorrow I will post IC. If we decide to go through the chimney, I can have Daya fly Snaga up to the top and he can lower down a rope and help us climb up.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Melthune: Good luck with getting through work and overcoming illness. I'm busy with work this week, as well.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain GM wrote:
With an eye on Snaga's drawings and an ear on what was being said and what Daya had relayed, Taissa silently pondered the options before her/them. Looking across to Polux, she gives voice to her thoughts, "Melthune will not make it in the water with her heavy armour and she has refused to take it off. So it seems the only option is to go up and move down each floor. I don't like that if we must retreat, moving back up and out will be trickier, yet we may have to take that chance. What say you?" Thinking upon the marching order, she adds, "I will stay toward the back, bow ready, with Melthune taking the rear. I will have Daya scout for us as she has the advantage of flight." To the group: Do you want Daya inside the structure with us or staying topside, on the roof, waiting to attack etc ...? Dain, can you please not use the acronyms/initialisms because some of us had to actually look up what they all were because I'm not in the army or defence forces. Thanks. Melthune's player made a posting saying he was busy at work and not well (feel better soon Mel). Is she going to be npc'd?
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain, here is the link for the NPC Outline. I can't update the campaign page as I'm not the GM. So, can you please place the link on the Campaign page? Thanks.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain, send me the npc spreadsheet and I will upload it to Google Drive and send you the link to use on the campaign page.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
I'm fine with those, Dain. In regard to the NPC "cheat sheet", if the character is a sailor, then put the name of the ship they're sailing on, and the captain, please. And I'm sure White Fang will love his new doggy-jacket. Just make it sure it's masterwork as the pup has rich tastes. ;) Keep taking care of yourself -- don't let the pain or muscles get worse.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain, take care of yourself. Get checked over too, as car accidents can bring other complications. Sorry this has happened to you.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain, I believe you have a gmail account. You can use Google Drive to set up a shared file like the one you want to create for the npcs we've met. You can put up a link on the campaign page and we could access it. I don't think it's a good idea to give everyone access to amend the document, however. I think one person should be responsible for that -- keeps it more accurate and easier/safer to manage. But that's just my opinion. If people want to keep extra notes, they can have their own files or can ask the caretaker to upload the details to the drive.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Jenner himself has a major alliance with the gnome on Captain Dodger's ship - she made him a special Firearm because she likes him - and he has a strong ally there (much like Polux has earned a strong ally with Snaga). Holystone had intimate relations with Ella and she made him a special gift. Taissa has been nice to Ella and Kit from the get go and helped but hasn't received a gift or had herself deemed a "close ally". So, no it isn't as simple as that at all in game. And, Dain, if you say that the silly paper hats Ella makes for White Fang equate to a special firearm, I will have to disagree.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
You can use any Acrobatics Check as part of a Move Action if you up the DC by +20. I never understood this rule and it seems each time one of us have tried to incorporate Acrobatics into our action, you tell us we've done it wrong. In other games, people move using acrobatics so as to not incur AoO (if they succeed on the check). The DC isn't upped by +20. Unless you mean a character can start walking then they do make an acrobatics jump/roll etc in their one move per round ... or they pick up a weapon (move action) and then attempt a roll (using acro) in the same round action...again I've seen it done in other games and the GM hasn't upped the DC. Like I said, I don't understand how you mean this house rule to work. I would like to, however, because I would like to utilise Taissa's good ACRO modifier at some point. I didn't say anything about the other house rules. But the part about giving gunslingers an advantage -- I still believe, via your house rules. Like I said, I'm not big on guns in games ... but the enemy has guns and so we need them. Regarding the regular townsfolk, yes, they should automatically default to 'friendly' if they are allies and we are protecting the town. Unless we do something horrible to them, and it changes their opinion of us, then I say people like Vick, Petunia etc should give us what we need/want, if it's available. If someone new comes into Beacon and we need to trade with them, then it makes sense to try to win them over with charm and get a discount the first time around. But then they too should be considered 'friendly' thereafter. The rolling Diplomacy thing: you do expect it rolled because on the occasions I or one of the others haven't rolled it, you have brought it to our attention. I now roll it all the time, to spare myself the hassle and slow down the game with retconned checks/rolls. I mentioned bargaining because I know there is a check and an opposed check and a penalty if we fail. So I would expect a diplomacy roll necessary in this case to get the discount we're looking for (if we succeed against the opposing check). But again, if the merchants are our allies and we have dealt well with them before, why can't we get a small discount without having to do bargaining? Because your tradespeople have quite high modifiers and it can be hard to beat their opposing checks. The NPCS should always be in the background. This is what we need. They can't be the centre of attention -- even if they are sprouting information. They are secondary to the storyline. But I find they take over primary positions and it seems like they are so brilliant to how stupid and incompetent we (the PCs) are. Especially the amount of information/knowledge White Fang has who's been alive for mere months and only ever resided on a small isle, held in captivity. To me, even as a story hook, that's rather far-fetched. I know he is a magical beast but still, he is a "toddler" for all extents and purposes. I think having a chart with each npc you've introduced and the pcs have interacted with is a sound idea. I keep notes, but that's me. But even then, I have to rifle through pages and pages to find what I'm searching for. That takes away from the fun for me. The battle with Dirk Rowan and the Merchant Marines -- the enemy ship's captain was a caster and Taissa and Daya spent all of the combat time shooting at him to interrupt spells etc. The bad cleric on the isle off the Varisian Sea, with the dark, blood ritual, was a caster. You said in game, when those bounty hunters were aiming to steal Daya and White Fang, that the lead guy was a caster and lucky for us we downed him before it got ugly. So there are casters... and the smaller creatures you have attack us first are either controlled by the caster or brought in by one. The game feels more than "low fantasy" and it isn't only myself who feels that way. So what you consider "low magic" and what we do doesn't match up.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
I am still interested in continuing. Improvements, I feel are necessary. This is not an attack on the GM but in answer to his question on how to improve the game as we move forward. * Any NPC who is a sworn ally provides us with all relevant/pertinent/correct information that we need. They are meant to be support and a resource centre, so to speak. We seem to roll great DIPLO even after it is established they are friendly/allies, but we do not get the full picture via the answers provided by the npc. * In the same vein: We are given a map or a full description of the places we are meant to go into/scout, if it's already been established in game that an NPC allied to us (or we have turned them 'friendly' due to great DIPLO rolls) has such extensive knowledge. * One mystery at at time would be easier to undertake and solve. Multiple mysteries confuse things and cause havoc. * The GM being more free with the storyline. That is, if one or all of us do not perform as hoped/expected IC, then the GM can still turn/move the storyline/game forward without recrimination of what hasn't been done or how it should have been done -- everyone has different ideas on how to go about resolving an IC problem. PCs should not be penalised if they veer from the GM's preferred/expected course of action. * No micromanaging. Especially if we're already allied to someone, I don't see why it is necessary to roll DIPLO and run dialogue streams when purchasing items from allies. If we are bargaining, it should only be a set of rolls back and forth ... Not multiple postings of rp. I can understand if we're in a foreign land and we don't know the merchants. But in Beacon, we should be able to get what we want if it is available because the townsfolk know we work for the Regent. * Waiting in game for a situation/social rp to be resolved before moving on. I personally am beyond exasperated with the amount of retcon that goes on. It makes things harder to follow, especially if a retcon changes something IC. Waiting an extra day for someone to be free to post and finalise an important event is better than pushing the game forward and then people floundering in how to resolve the advancement. If a player hasn't posted in days and has not given reason for their disappearance, then sure, move the game forward. But if we must wait for someone to wake up and have time to post and it takes a day longer? I don't see a problem in waiting a day or two maximum. * From the beginning, this game was meant to be "low magic". That's why I was drawn to playing it. But I quickly learned that it is "low magic" for the PCs, but not so much for the NPCs. I think that's unfair and unappealing. "Low magic" to me means maybe one or two casters over a long period of time in game (and then low level magic -- some healing, some defensive spells etc) -- Not every time we meet an enemy their leader is a super-powerful evil caster. I was hoping brawn and strategy/cunning would be the way to go in this adventure. Not trying to survive the magic attacks of the enemy with little but physical might and non-magical weapons (for the most part). * Acrobatics should be left as intended in the original rules of action/movement. I find the new rules a little unnecessary and make the game harder -- because people are trying to understand the GM's changes. And following this: The only ones to benefit by any GM rulings, are the gunslingers, and honestly -- most of us don't use guns because of the time it takes to load and reload, and it is not in keeping with character. And I really don't like guns in these games -- I prefer bows, hammers and swords. But I'm trying to work with guns as they seem to be the preferred choice of every enemy we face, whether on land or sea. * This is for everyone: if you're not going to be on the board for an extended period (for whatever reason), then say so on the discussion board. It gives people the chance to work around you and figure out time frames. Even if you can't post, jot down in point form on the discussion board what you see your character doing while you are busy in RL.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
So, what are we going to do now Holystone has left? I'm a little lost what our next step is at this time ...
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
I didn't read the information/"clues" you presented to Polux on what he found under the swamp water because Taissa wasn't there in game (she was atop on the raft). If It was meant for all ears and eyes, then it should have been communicated to us as such. Snaga could have done it in Polux's absence in game.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Swamps and marshes are surrounded by trees and aquatic vegetation, have roots and silt on the floor, and do not have rocky outcrops and cave systems/tunnels beneath. So I'm in agreement with Holystone - this isn't swamp or marsh territory we're dealing with. If we were going to quickly wander into coastal ocean/cliffs, Snaga should have said so before we left Beacon as he is the guide and no actual map of the dens was provided to us.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Shenkt "Hack" Corchran wrote: If there is an above-ground entrance, then I'd rather climb and take it. Taissa nodded at Hack's alternative. She flicked the heavy raindrops from her eyes as she looked to Snaga to give them more information. Tais has Climb +8, Swim +9, so either way is okay with her. Just waiting on Snaga's info/reply.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Melthune wrote: "So...our option is left to follow the Goblin?" She asks. "Well, Snaga's been pretty reliable thus far. I cannot see his purpose in tricking us now. If you'd rather, you can remain on the raft while we make the swim..." Dain, is there an option for Melthune to remain behind on the raft (take care of it and the heavier belongings) if she doesn't want to follow Snaga and finds swimming difficult in her armour? It doesn't seem as though Melthune wants to part with her armour at present, and that's her decision. Melthune wrote: "Catching my breath after all the hard slog, polling over the past hours." Melthune you poled for 40 mins (20 mins to the hill where we repaired the raft and then 20 mins back to the rock/place where we are supposed to submerge... *winks* The first lot of oar work was undertaken by Taissa and Hack, so Melthune wouldn't have been tired from that. lol
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Jenner 'Holystone' wrote: "This raft'll get bashed to nothin' by the waves if we let it drift, and then we'll have no way to get back to town, neither... hm, I've a notion, tho-- does anybody have pitons? You know, those spikes you hammer on into a rock?"[ Standing on the repaired raft and not jumping into the water until plans had been set, Taissa addressed the conversation around her. "I have no such spikes, Holystone. But I agree with you, we cannot permit the raft to drift. Since Daya is not a swimmer, I shall have to leave her to watch over the raft and our heavier belongings. I have some rope, if it can be of help." Dain GM wrote: ""We swim under water and find tunnel. It not far – we get in tunnel and swim through and reach open cave. Water goes through tunnel and comes out to other side of cliffs where big boats can be kept.” "Is there another way around, to reach this place, Snaga? Daya cannot swim the tunnel." (Okay, at this stage I'm really confused as to what to do with Daya if we're all going to swim this tunnel...Can Snaga give direction to the open cave for Daya to fly and meet us there?)
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
We might not hear from Polux as it's quite late (time wise) for him on his side of the world. Will you give Polux an opportunity to respond in the morning his time and then move the game forward? Melthune has a -4 to Swim, so she will only slow down Polux and Snaga if she were to go into the water with them (must be all that armour). Holystone has a +5 to Swim -- so if he's amiable, he may go down with them? I can't speak for Holystone, as it is his decision. I wasn't aware that you wanted others to go down, too, as it seemed Snaga addressed Polux alone on the matter. And I don't expect Snaga to go down on his own, so no worries there. Thanks for clarifying.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain, you said in an earlier posting that Taissa could not make any repairs to the raft until it was on land. So what are you saying now, that repairs can be done on water? I'm trying to understand the purpose of what you've said in the above posting. Holystone has already made numerous Prof Sailor checks and all but one seemed to have succeeded. Taissa and Hack have both rolled successful Craft Carpentry checks. I simply wanted to know if Polux and Snaga would explore the sinkhole now or later so rp wouldn't be confused with retcon.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
So, are we waiting to see if Polux and Snaga stay in the swamp with the deep sink hole and explore, before we draw the raft to the small hill further down (600ft away, you said, right?) to repair it? Let's get that straight before we continue with further rp and then possibly having to do retcon. Thanks. So the scenario so far is: Melthune and Daya have established the next location to move the raft to so repairs can be made on land. Taissa and Hack to work on repairs eventually, Holystone to navigate raft, Melthune to man oar/pole (Hack to man other oar/pole, Tais to keep watch/be lookout). Polux went down into the swamp water/sink hole and discovered some interesting things that warrant more investigation (at some point). Snaga believes they should remain and continue searching the sink hole while the rest of us move down the swamp, hit the next hill and make the necessary repairs. Hack has marked the location of the sink hole using the surrounding landmarks etc...
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain: Yes, I have checked my inbox and received your answers. Thank you. I shall reply later tonight. Have a good day at work. :)
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain, I realise that. I was playing out what Daya had seen. If that is the same place that Holystone is steering us toward (based on some remark by Melthune) -- it's all good. I'm simply handling information IC as my characters receive it.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain GM wrote:
It makes sense to fully repair the raft -- so, we will spend the full 2 hours on repairs. When Daya returned and flew close enough to the raft to inform Taissa of what she had seen (in Roc), Taissa relayed the information to the others. "Daya has seen a large, rocky hill, roughly 150ft high and 200ft wide. Possibly a good place to put the raft ashore and properly repair it. It will take about two hours, but it will be wholly repaired."
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
I'm out of the house and won't be able to post until my late afternoon. Sorry for the hold up on my end.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain GM wrote:
Dain: That was after the repairs were done once the Hydra submerged (and didn't attack the raft again). I'm now confused why you say the raft only has 5hp before we start working on it, again. Please clarify.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Taissa looked up from her carpentry work; the rain falling onto her face. "Aye. Two pairs of hands are better than one, Hack, especially in a downpour. Thank you." Taissa gave him a quick, impish grin and returned to work; Hack settled industriously beside her.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Know. Nature: 1d20 + 5 ⇒ (14) + 5 = 19 As Taissa worked on the raft, she reflected on the hydra and its presence in the marsh waters. She voiced her thoughts aloud, "I don't believe the hydra was native to this area. It either deftly moved through many shallow pockets of water to arrive at this place or it was deliberately brought and settled here in this deep sink hole. We have to be more vigilant." Daya had taken to the air, again, this time 20 feet above the raft as the rain was heavier and she did not want to lose track of the raft and/or its occupants. Her golden eyes peered through the raindrops and scanned the area above/across and below. Daya's Perception: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12 (-4 penalty included for poor visibility due to rain.)
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Taissa leaves the pole/oar to someone else, and, once again starts work on repairing the damaged raft with her masterwork tools. She wipes the raindrops from her eyes from time to time. Craft Carpentry: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Hope your child is doing better now, Polux. May your youngest recover quickly! And thanks re the holiday, Dain. :) I'll be around later to post.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
It's a public holiday here tomorrow (due to the Queen's Birthday long weekend). So my posting may be slower than usual as I am going to be out during the day.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Dain, I'm in the process of replying to the PM. You should receive it soon. Okay, it's sent now. Oh, and with Tais fixing the raft, that's all she can do this round, correct? May I ask, why there is a cross over E:8 (Polux) on the new map?
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Know. Nature: 1d20 + 5 ⇒ (11) + 5 = 16
Taissa pondered why the Hydra would be attacking so readily and a thought occurs to her. She voices it aloud to the others, "The water is deeper, here, and it can hide. It's lair is close by, I'm certain. It's protecting its home and it won't run away. We need to kill it before it disappears below and heals itself!" Taissa scanned her eyes on the surface of the water and beneath. She pointed it out, with a shout, "There! It's dived under the water! Polux, Snaga, go after it!" Holding on steady feet upon the raft, Taissa flings her bow over her shoulder (it's on a leather strap) and takes her masterwork tool kit out and begins repairing the raft from the new damage done to it by the Hydra. Craft Carpentry with masterwork tools bonus: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Taissa once more attempts to keep her footing on the raft as she takes a 5 ft step to F:7. She nocks a new common arrow and aims through the raindrops at the Hydra's flank. She breathes out and fires. Ranged Attack with magical +2 comp longbow, including -2 rain penalty, Precise Shot and Point-Blank shot: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Taissa's HP 38/38, AC 18, 2 common arrows used.
hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Jenner 'Holystone' wrote:
Least, you hit! Better than nothing. ;) And Polux, okay, okay, no Alchemist Fire if you fall in. Maybe. ;) Organized Play Characters
Aliases
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Cliff Norman
Gabriel Godsoul
Azeruun