Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Back in town and ready to roll! Taking the rest of tonight (and maybe tomorrow) to relax but then will be back in earnest. :-)
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 FYI: the anxiously-awaited Whack/Katsune wedding is tomorrow. We'll then be honeymooning, so no contact with the outside world for several days. In other words, we'll be AFK until probably the 10th. Feel free to GMPC us as needed. :-)
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 *whistles tunelessly with no sense of rhythm* In other words, it sounds absolutely nothing like THIS
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Aid Other DC 10: 1d20 ⇒ 10 Unit 254 whispers advice to Gorfeen as the battle continues to rage. Giving a +2 bonus to his attack rolls.
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Unit 254 attempts to whisper warnings to Gorfeen, but the closeness of the blast has disoriented him slightly, and he's unable to do much.
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Reflex: 1d20 + 5 ⇒ (19) + 5 = 24 (Just in case. I gave myself +2 for cover, since I'm behind Gorfeen's ear. Of course, feel free to ignore if I'm not actually in the blast radius.)
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Yeah, use the grenades to 'splode the skellies, then charge Jaldon before my minion bites the dust. :-)
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 I'm waiting for a response to my question before posting. I haven't possessed Gorfeen, so I can't do much. Can I make Aid Another rolls to try to boost his attack rolls/AC? Preet should post something later today.
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Wow, this got intense. I've been gone all day - hence the silence. Since I'm just hanging out in Gorfeen's ear, there isn't much I can do, methinks. Would you allow me Aid Other rolls to attempt to boost his Attacks or AC? Otherwise, I'm pretty much along for the ride.
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 I'm just going that Gorfeen makes enough noise for the others to notice him. Hopefully his heroic sacrifice will draw some enemies away from the main fight.
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 "You see the green creature? It appears to be in charge, so if you can kill it, the others will falter, and your subjects will have a chance to prevail. Then we will retrieve the prophesied item and begin to rebuild our tribe. If you can do this, I know that the ancestors will send you new subjects, and you will be able to regain your tribe's former glory."
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 "Follow out of fear works for a time, but if something more fearsome comes, your followers will desert you. But if they see you as a hero, they will follow you anywhere."
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 "Not to worry, my friend. I will not lead you false. These skeletons are exactly what you need right now. The tribe is wavering in their conviction and follows you out of fear. You need to show them that you have their best interests at heart. Save them from this threat, and they'll follow you anywhere." Bluff: 1d20 + 17 ⇒ (19) + 17 = 36 (if a roll is needed)
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 This is one of the funnest campaigns I've been in, and I'm having an absolute blast. I was grinning like a lunatic for ages after the Gorfeen murder writeup. :-)
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Unit 254 quietly whispers to Gorfeen. "Look up, do you see it? It was sent to punish the traitor who stole from you. That will be the fate of all who work against the betterment of our tribe. Let me show you where the stolen goods are hidden." Bluff: 1d20 + 17 ⇒ (11) + 17 = 28 Unless Gorfeen wishes to initiate combat, I'll lead him to the forge room where I left the items I didn't take. Unless anything fell out of Kuurst's pockets (I'm not counting on it).
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 This covers Perception/Know (local)/Know. (dungeoneering)/Survival, as I have the same modifier for each skill. If multiple checks are needed, go ahead and roll for me to save time. I'm basically trying to gather information as to what's eating Kuurst, and if there's anything else interesting in the immediate area.
EDIT: I'll post my response to Gorfeen's questions once I know what I found out.
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Perception: 1d20 + 8 ⇒ (9) + 8 = 17 Depending on what the result gives me, I may be suggesting Gorfeen check it out. If so, I'll do that before this next part. Unit 254 whispers reassurance to Gorfeen. "Well done, great chief. You are a true leader - not afraid to make the tough decisions. And your dedication has been rewarded. The ancestral spirits have brought new information to light. If you follow my directions, I will lead you to some ancient trinkets and the body of the traitor who tried to hide them from you." If Gorfeen is willing, Unit 254 will then give him directions to Kuurst's body (and the gear he'd found earlier).
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Preet has the mentality of a cave fisher, so whatever it would normally do is her action. She does have the subconscious desire to search out new species, so if a new species presents itself, she'll attempt to infest. Regarding RL stuff, she should be back by this weekend. :-) As for Unit 254, I'm a little confused as to what Gorfeen's doing. Is he leaving with the warband or staying behind?
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 You sure? It just says "to convince someone that what you're saying is true when you tell a lie." I will confess that this is my first time playing a Diplomancer type (heavy Introvert with 'meh' people skills, IRL), so I don't know much about how the social skills work. Learning as I go. :-)
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Unit 254 winces as the feeling hits him, then whispers quietly to Gorfeen. "A wise decision, friend. With Mum gone, you can lead this tribe to the greatness it deserves. Now it's time to prove yourself to your subjects. Seek out the prophesy. Then all will know you are Lamashtuu's Chosen." Bluff (to pass on a secret message): 1d20 + 13 ⇒ (20) + 13 = 33 +4 if Beguiling Liar applies
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 I should be set. :-) Went with the armor bonus and the +2 RP. Picked up Beguiling Liar as it seemed appropriate. Added a couple Knowledge skills as well. Everything's in the profile.
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 MWAHAHAHAHAHA!!! Okay, now that that's out of my system for the moment, I can get to leveling my brain slug. :-) Nice job, everyone. We're all self-serving bastards, but this unorthodox semi-teamwork-but-not-really thing's working out pretty well so far.
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Welcome back! We've missed you! Preet's still here as well but is crazy busy with finals, so she'll be AFK for another week or so.
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Perception: 1d20 + 7 ⇒ (7) + 7 = 14 Unit 254 is too busy chatting up Gorfeen. "It's time, Gorfeen. Mum has been keeping you from realizing your full potential. You could make this the greatest tribe this world has ever seen, but Mum's holding you back. She's scared, Gorfeen. Scared of losing her power. That's why things are going badly. It's Mum's fault, Gorfeen. She's hurting the tribe. They need you - and only you." Bluff: 1d20 + 12 ⇒ (13) + 12 = 25
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Unit 254 wiggles its way up the sword and nestles itself behind Gorfeen's ear. Hearing the racket of the dogs, it simply waits - for now. "You have done well, Gorfeen. Follow my counsel, and all your troubles will disappear."
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 The voice from the fire speaks calmly but is filled with power. "Fear not Gorfeen. You are one of my most faithful servants and have always tried to do what is best for those under your care. Now your steadfastness is being rewarded. I will counsel you in your time of need." As he continues speaking, Unit 254 slithers into a patch of light. "Your ancestors have granted me all the wisdom of their generations. I am to be your advisor during this time of trouble. Hide me behind your ear, and when you need me, I will whisper words of wisdom to you." Bluff: 1d20 + 12 ⇒ (19) + 12 = 31 I'm actually trying to make him a willing host (at least for the moment). Hopefully there'll be enough time for me to do my stuff before Mum crashes the party. :-)
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Yep! I'm actually hoping to make a willing host of Gorfeen. "The Voice of God" or some such nonsense. We'll see how things go, though. :-)
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Unit 254 will wait until dark and find a secluded spot near Gorfeen's throne. Then he'll leave his host and slither near the fire. Stealth: 1d20 + 19 ⇒ (13) + 19 = 32 When Gorfeen's alone and the time seems right, he speaks quietly in formal Goblin. His tone is regal - as if a deity is speaking from the campfire flames. "Gorfeen. You are troubled. Tell me what's on your mind." Stealth (to keep my position hidden): 1d20 + 19 ⇒ (14) + 19 = 33
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 @GM: What would my host know about Gorfeen? I'm wanting to work on convincing him to replace Mum. Go about things from a different angle. That sort of thing. Once his chat with Abrasax is concluded, "Kuust" goes looking for Gorfeen - hoping to catch him alone.
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 I count 211 active PCs. Damn... Funny thing: if we had a comparable number of PCs, we'd be faster than them. We're averaging 30-40 posts per day right now.
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 That's been my experience as well. We're by far the fastest PbP I've ever seen, so I'd been expecting it to slow to the normal 1-2 posts per day.
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Abrasax: "Very well. Much of this world is strange to me, so I will trust your judgement as long as you do not play me false. For now, what would you have me do?"
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 Pleased with his findings, "Kusst" takes most of it. (check my profile for complete listing of what I took) He straps on the spring-loaded wrist sheath but leaves it empty for now. He can find a dagger or something later. Then he goes looking for Abrasax. When Abrasax is found: At an opportune moment, "Kusst" motions "Mustadook" into a secluded corner for a private chat. "You seem determined to rule this goblin tribe. This is acceptable, as they can help protect the Cathexis. When they are fully subjugated, what are your intentions? These creatures are weak in body and mind, and I will quickly tire of their novelty."
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 I think my Stealth bonus is 4-8pts lower when I'm a goblin, but the size change + Goblin Stealth bonus confused me. If you get it figured out, that would be awesome. :-)
Abilities/Skills: Behind Gorfeen's Ear Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20 Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8 @Itzal: don't forget that if you're not in immediate danger (and there's no consequences for failure), you can Take 10/20. If GM allows, it might be a good idea to do so for that scroll. :-) |