DM Immortal's Blood Red Roses: A Skull & Shackles Campaign (Discussion)


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Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Variel Nightstorm wrote:

Horatio the thing to consider is that having another civil engineer may be a good idea.

Also I am not so sure that creating a crafter is the way to go. For the majordomo I would look at more of a profession skill set. I could see the same thing being done for a civil engineer. They are the ones who makes the plans and have others under them who do the actual work. Granted they would need some skill in crafting to represent their initial endeavors.

It would likely be either a human or half-elf aristocrat/expert.

Interesting thoughts...

I hadn't considered a long-term Engineer; but that could work, I suppose.

Tell you what, let me put my concept on hold a bit, you toss up yours and when I see what you do, I'll use that as inspiration to tweak my concepts.

As a fun aside, another possible idea for a Major-Domo COULD be something like I had for a different game I played with the GM, Rain and Dhaavan - but that character concept was a Succubus... On the other hand, that could be an interesting Engineer...

Variel Nightstorm wrote:
There is no guarantee that you are going to be able to spend the entire time at the fort crafting. While you are helping to tame the island (get rid of Cyclopes) the civil engineer can still be doing whatever it is that he needs to do.

Wait, I'm confused - it almost sounds like you're suggesting we have our NPC's work on stuff while we're fighting monsters on the same island?

Why would a Civil Engineer be on the island (or any NPC for that matter) until we've finished off the enemies?

They're not allowed to fight or have combat abilities; if we have monsters to deal with this on this island, we need to take care of that before we just wander off and leave our crew to take care of things while we're somewhere else.

I mean, maybe I'm missing something, but it feels way too risky to leave an NPC alone to do work on an island that has dinosaurs on it if we haven't dealt with the threat...

Also, RE the GM's post - is there really a crystal thing on the island fort? If so - now I'm curious to know how much that will be...

Variel Nightstorm wrote:
I would not be maximizing the NPC's at all by making a hafling ninja to get max skill ranks with a charisma modifier.

I know, not really - that's just picking a decent class to compliment the skill set. Also, Charisma has nothing to do with Crafting (an Intelligence Skill) or Profession (a Wisdom Skill). Charisma is obviously useful, but if you're looking to "maximize" then it depends on what you're considering...

But I agree with you; "Maximizing" and Min/Maxing is pretty shady, of course, that's another I liked the Ninja idea... It has a wide range of Stats to do the job properly that need to be considered, not just one - or possibly two...

On the other hand, if I'm only focused on Crafting he'll automatically need a huge Intelligence modifier which means that a class with skill points won't matter, so I guess any class could work...

Man, now I'm unsure what to do - still; I'm eager to see what you come up with :)

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Majordomo vs 1.0:

Unnamed Hero
Half-elf male aristocrat 3 (don't think Rain wants a female half elf around)
LN Medium humanoid (elf, human) (need someone that will follow orders and run a tight ship)
Init +1; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 23 (3d8+6)
Fort +2, Ref +2, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 13, Int 14, Wis 16, Cha 14
Base Atk +2; CMB +2; CMD 13
Feats Persuasive, Skill Focus (Profession [ majordomo]), Toughness
Skills Appraise +8, Diplomacy +10, Intimidate +4, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +8, Perception +9, Profession ( majordomo) +12, Sense Motive +8; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Halfling
SQ elf blood
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Horatio I think that is a viable option of having the crew behind with the engineer working while we are exploring the island.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Variel Nightstorm wrote:
** spoiler omitted **

Nice!

I might have swapped the 13 Con to a 12 Con and an 11 Strength, but on the other hand, I don't know if the guy will level - if he levels; then yeah, the 13 makes sense.

Not sure about Toughness per se, though...

Also, you didn't pick up any Traits, were we able to, or no...?

I feel like having something that could be handy for Linguistics may not be bad, either... I mean, the more languages the better; Halfling is a good option - and normally I'd pick Dwarven, though in our case I might have swapped it with Aquan - which seems to be something people speak around here.

But if he's to watch our backs, having someone good at languages couldn't hurt - especially if we have Cheliax folk coming... Maybe something like Infernal or Abyssal...

All things said, do we have a pic of our new Major Domo yet?

FYI - Very pleased with the guy, by the way :)


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Variel Nightstorm wrote:
Horatio I think that is a viable option of having the crew behind with the engineer working while we are exploring the island.

Wait - what?

I don't know - I mean, when I had suggested earlier to the GM we could send our ship to pick up new people while he explored the island he made it pretty clear with veiled innuendo that if we sent our ship and away from us then that would be very "bad"...

If we're allowed to let our NPC's do stuff for us while we're not around do you think they'll be safe without us? I mean, I don't know - but it does make me nervous. I thought they'd just sit in the ship until we got the island secured or something. But if we're able to leave them, then that's cool, too...


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

18! 18 new posts in the discussion thread! That blew me away, let me tell ya. Sorry, Horatio, I pretty much skipped what you wrote. It was just waaaaaaay too much, bro, and I've had a heck of day that's got me home late. :P (Just to clarify, I mean the discussion thread. I haven't hit the gameplay thread yet)

I was about to ask about all these new characters we're rolling up. Because I really don't want to have to run another PC. I can barely keep up with 1. :P

Now, what's the deal with all these NPC's we're rolling up(and playing?)? I don't get it. And I mean that literally. This is something I've never encountered in a game. Is this like Kingmaker only we're building "people" instead of buildings? I mean, what's the point of this "Majordomo" guy? And all these other PC's that are doing "stuff"?

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

There are 2 NPC that we are just having fun creating. That is all. Nothing to worry about as they are behind the scenes. Call it an exercise in creative thinking if you want.

Horatio I went with toughness as all NPC's and enemies have it. It is like a staple in all builds. Didn't bother with traits either as wasn't worried about a +1 to a skill here or there. Although I did forget to add the languages thanks to linguistics. He would have 3 more languages known.

As for us taming the island while the crew is back at the fort... I figure that is safer for them than being out among Cyclopes and dinosaurs. Plus we are still close by if anything does alarm us.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oh okay, well that's cool. Man I was wondering.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

You will also note that he does not have any gear either. Wasn't bothering with that much of it.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Javell DeLeon wrote:
18! 18 new posts in the discussion thread! That blew me away, let me tell ya. Sorry, Horatio, I pretty much skipped what you wrote. It was just waaaaaaay too much, bro, and I've had a heck of day that's got me home late. :P (Just to clarify, I mean the discussion thread. I haven't hit the gameplay thread yet)

Don't worry; most people skip my posts, it's okay.

Javell DeLeon wrote:
I was about to ask about all these new characters we're rolling up. Because I really don't want to have to run another PC. I can barely keep up with 1. :P

No worries again - you don't need to do that, it's all good.

Javell DeLeon wrote:
Now, what's the deal with all these NPC's we're rolling up(and playing?)? I don't get it. And I mean that literally. This is something I've never encountered in a game. Is this like Kingmaker only we're building "people" instead of buildings? I mean, what's the point of this "Majordomo" guy? And all these other PC's that are doing "stuff"?

In this particular game we discovered we had a lot of ideas early on, but were generally limited to the gear and equipment that we could get because most of the places in this Campaign were extremely limited on what we could get.

To solve this issue we all started taking specific Skills and Feats in things which allowed us to Craft our own magical goods and gear, as well as mundane goods and gear, so we could be more versatile.

This meant that a lot of us had to spend Feats and Skills on stuff that wasn't helping us in most combat situations, so we ended up outsourcing a lot of those specialty skills and feats.

That's basically all this is; outsourcing crafting and profession stuff so we can be better at being pirates.

Also, like Variel said - it may not be for everyone, but I feel that building characters is pretty fun :)


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Variel Nightstorm wrote:
Horatio I went with toughness as all NPC's and enemies have it. It is like a staple in all builds. Didn't bother with traits either as wasn't worried about a +1 to a skill here or there. Although I did forget to add the languages thanks to linguistics. He would have 3 more languages known.

Outstanding via the Languages - as for Toughness... I know most Monsters have it, it's a cool trick to beef up the HP of an enemy, but I've never used it myself... Still, I agree, it can't hurt...

Speaking of a Major Domo, what's his age? I kind of see him like an Alfred character, though - if that's the case - his age may effect his stats...

Variel Nightstorm wrote:
As for us taming the island while the crew is back at the fort... I figure that is safer for them than being out among Cyclopes and dinosaurs. Plus we are still close by if anything does alarm us.

I agree completely - especially as this fort seems like it is rock and not just a wooden stockade situation.

But I kind of assumed they'd just be in the ship, not the fort.

Still, if you think they can take it, I'll trust your judgment in this case :)


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Variel, I like the Half-Elf Majordomo NPC. Rain likes the fact you made the character a 'he'. ;)

Immortal has gone to bed as he isn't feeling well. He will catch up on answering questions tomorrow. Thanks, guys.


Female 7 - HP: 61, AC: 19, (Fort: 6, Ref: 3, Will: 9). Initiative: +1, Perception: 13/15
Rain Taneththir wrote:
Variel, I like the Half-Elf Majordomo NPC. Rain likes the fact you made the character a 'he'. ;)

Amen-set agrees :D


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Rain Taneththir wrote:
Immortal has gone to bed as he isn't feeling well. He will catch up on answering questions tomorrow. Thanks, guys.

No worries, Rain!

I'll need some time to get the other NPC done - I'm honestly not sure what to do at this point and I'll need some time to come up with something. Also, the coding is somewhat more complicated, but it will be up soon!

Question - what did you think of the Succubus idea? Just curious... ;)


Sadly, no to the succubus. ;) I have a feeling the Pirate Lords may enjoy such a character during the course of their fancy dinner, but since Variel put together a Half-Elf Majordomo then my advice would be to make a character which complements the Majordomo to cover the party's needs at the fort, during the Pirate Lords' visit and into the future. I like the idea of a full-time engineer-type on the isle to help with planning/overseeing the building (that's Rain speaking and not the co-GM). Don't worry so much about what to do -- just take the ideas and make a character that is useful and loyal to the group. I'm sure your NPC concept will be fine. :)


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Dhaavan suggests against a succubus. Can't be trusted, also, demon. Had try to bind it and make a gift of it, or a payment. =P

I just to9what dinner, and am gonna pass out. Dhaavan would have finished Rain's headband, and have 2 to 4 days to craft.

Can I use Mythic Points to cast Owl's Wisdom for the crafting?


Dhaavan wrote:
Can I use Mythic Points to cast Owl's Wisdom for the crafting?

Yes, you may.


Female (totally, totally) Succubus
Co-DM's Tricorne wrote:
Sadly, no to the succubus. ;)

Really? But I'm so charming...

Dhaavan wrote:
Dhaavan suggests against a succubus.

Noo.....

Oh, okay - but it was worth a try, though :D

Don't worry, something will be coming soon.

But as for a character which compliments a Major Domo, it sounds tricky, but we'll see what happens... still tinkering, though...


Island of Empty Eyes Map Current Map

A giant meteor falls from the sky and smashes Qwykee flat, blood oozing out from underneath.

The ghostly form of your DM appears for a brief moment and says NOOOOOOOO!!! GET OUT OF MY GAME!!!


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Flynn, I'm not sure Rain would be happy with a LE character in a position of relative power (as engineer) on the island. Why did you give Thomas Harrow that alignment? I mean he's supposed to complement Variel's major domo who is LN (whose alignment I don't mind).

My vote is for no evil characters in our group of NPCs on the island.


Female (totally, totally) Succubus
DM Immortal wrote:

A giant meteor falls from the sky and smashes Qwykee flat, blood oozing out from underneath.

The ghostly form of your DM appears for a brief moment and says NOOOOOOOO!!! GET OUT OF MY GAME!!!

You naughty boy - Don't you know? That which is dead cannot die :D

Meantime, I've already decided I don't want to be in your piratey game, anyhow, so there :p

It's all good - I know you love me ;)


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Co-DM's Tricorne wrote:
Flynn, I'm not sure Rain would be happy with a LE character in a position of relative power (as engineer) on the island. Why did you give Thomas that alignment?

Fair enough - I'll change it to LN :)

Meantime, I wrote you a PM to help explain things a bit more for my original choice, I hope it helps understand what I tried to do. If you get a chance, let me know what you think!


Island of Empty Eyes Map Current Map

Reminder, these are not characters to play! They are background fodder to fill out the scenery and work on various tasks behind the scenes so that you guys can do the fun stuff. They should not have avatars or anything like that. I don't even need them fully statted out as it will NOT come up.

If they start to become actual characters I will pull them and you will have to do all the work yourself. They shouldnt even have an alignment because it won't come up unless I choose it to.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

duly noted ;) No name majordomo will just sit in the background.


Island of Empty Eyes Map Current Map

Thanks Var. Funny enough I actually had a friend who couldn't come up with a name for a character and ended up calling the character Noname, pronounced No-nah-may lol

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Sounds like as good a name as any. Noname it is!


Flynn, read your PM and happy with the alignment change - thanks!

As to your ooc on the game play thread, you did a great job fleshing Thomas out and making his first and only foray into the game. Immortal was not chastising you for the rp/story flavour (nor have you angered or upset any other player); he was simply restating that these 2 recruits wouldn't be played out in game and would be run behind the scenes by the GM, much like the other NPCs (based on the direction of the PCs in game).

Thank you to you and Variel for creating Thomas, the engineer, and Noname, the major-domo. I'm certain both these guys will do a bang up job on the island in their respective positions. :)


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Co-DM's Tricorne wrote:
Thank you to you and Variel for creating Thomas, the engineer, and Noname, the major-domo. I'm certain both these guys will do a bang up job on the island in their respective positions. :)

Thank you, too, Co-GM - I really appreciate that :)

Again, I'm honestly not intending to RP the character out on the board, I guess I was just excited to try writing something new/unique, but it's all good - at least you now have a quick link to his "Crunch".

This was a brief "Run-Down" on his Crunch:

First, I picked a level of Gunslinger because it will also allow this character to work on crafting any potential Black Powder weapons and ammunition for the defense of our island if we're not there.

I picked Craft: Alchemy because it can not only be used to make specific/unique ammo for firearms, but it can also be used to (theoretically) help create a whole range of useful items that could also be handy for the defense of our island.

I picked "Craft: Carpentry" only because the Feat Prodigy gave me a boost to another Craft, Perform or Profession, and since he already had bonuses in Craft: Stonemason and Profession: Engineer I figured having a pinch-hitter for Carpentry couldn't be a bad thing.

I gave the ability to Take 10 on all Knowledge: Engineer Checks (It's a trait thing) so he'll be able to solve (hopefully) any task which requires a Knowledge; Engineering check to augment his Profession: Engineer skill - I also took a Trait which made Knowledge: Geography a class skill (I tried to include that with things like Survival, Swim, Climb, Ride and Stealth) - but that was so he could - theoretically - be used to help other NPC's on a specific project when we're not around and still be "Functional" as a "Field Agent".

Under his languages I gave him Polyglot (a language spoken by a lot of the Mwangi) - Infernal (a language spoken by many agents from Cheliax which he may have fought against) and "Giant" because I thought it might be helpful on this mission.

All of these things are stuff that may not matter much (and probably won't) but I hoped it would help make him more "Rounded Out" then just maxing out his talents as an Engineer (I also gave him a Trait bonus for Profession: Sailor - he can help sail with NPC's in a pinch, too).

One last thing - so in The Odyssey, when Odysseus confronts the Cyclops on the island, he tells the Cyclops his name is "Nobody" - so that when the Cyclops cursed his name, he cursed "Nobody" - I'm just curious now; did Variel intend to do that with his character's name?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
DM Immortal wrote:
Thanks Var. Funny enough I actually had a friend who couldn't come up with a name for a character and ended up calling the character Noname, pronounced No-nah-may lol

Lol! I totally love how it's pronounced! :)

Co-DM's Tricorne wrote:
Thank you to you and Variel for creating Thomas, the engineer, and Noname, the major-domo. I'm certain both these guys will do a bang up job on the island in their respective positions. :)

lol! Thomas the tank engine! Sorry but I just couldn't help it. That just hit me when I saw "Thomas, the engineer". :P


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Co-GM: I sent you a PM.


I got it, Flynn, and replied. Thanks.

To all: I'll be out of town on some important family business this weekend (starting tomorrow). I'll be back on my Sunday afternoon and I'll try to post then.

As to Immortal answering any questions on the game board, he was tied up with his kids and bedtime last night and thus why he couldn't post. Please be patient and he will get some responses up as soon as he is able.

Thanks, guys.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

I'll be on this afternoon when I'm off work

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Dhaavan, do you have dispel magic known? Trying to look at your profile but it looks like you are still some levels behind lol. Let me know if you do. If so then Variel will switch out and take vampiric touch instead of dispel magic.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10
DM Immortal wrote:
Thanks Var. Funny enough I actually had a friend who couldn't come up with a name for a character and ended up calling the character Noname, pronounced No-nah-may lol

that cracks me up - my first character for the Living Greyhawk RPGA campaign was named almost the same way - I didn't have a name for her yet when the game started, so when the game began I told the GM she was 'No One', but pronounce it Nawhana. That name stuck and she was Nawhana til the day she retired.

Anyway - life got the better of me for a day and a half and I come to 17 discussion posts and 25 in gameplay. I will catch up today, I promise...just not sure when.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Just a heads up that I've changed Seijiro's avatar... kind of reflects his change in appearance that happened a long time ago in Bloodcove... just never did anything about his avatar...

hope it meets everyone's approval... of course he's usually in human form, but whatever. Maybe that's gonna start changing too.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Just a heads up that I missed a post talking about the hooded elf back in Drenchport. Sorry for the miss everyone but Variel would have delved into the subject more back then. A hooded elf connected to Shanxia...definitely missed that.

Perhaps I can put it down to premarital jitters combined with Adular's torture and the upcoming cleansing of the island. Of course Variel doesn't have premarital jitters but I was looking for a third excuse.

Nice avatar Jiro


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

thanks, Variel!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

That is a cool avatar. Good call, bud.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

thanks... it's growing on me, lol


Island of Empty Eyes Map Current Map

definitely dig the new avatar


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Nice avatar, Jiro.

Clarification question: Did all the officers, Rajah and Amen-set take the longboat to the island?


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Rain Taneththir wrote:

Nice avatar, Jiro.

Clarification question: Did all the officers, Rajah and Amen-set take the longboat to the island?

Not sure; to be fair, we'd probably want at least one officer on the ship to make sure that the ship is in good hands while the bulk of us are gone. I'm assuming that might be Sandara, but I don't know...

I also assumed that we'd need at least one, possibly two, extra NPC's to stay by the boat so that when we've wandered off to explore, we don't come back to the boat to find it's been damaged, stolen, or destroyed.

When Horatio got into the boat he asked Variel specifically about those details; I asked the others for follow-up, too - who was staying; who was in charge, who was coming.

For now I know that Dhaavan and Rajah came, I believe Jiro came, too.

I don't know about Rain specifically, and I don't know what Variel is doing formally, though.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

I thought (via Rajah's ooc comment on the game board) that everyone was going - that is why I asked. I wasn't around to play Rain and I agree that we don't need the PC officers to oversee the ship and Sandara could suffice if she isn't completely grief-stricken as it's only been days since Adular's death.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

I figure we are all go in to explore. Dhaavan certainly is

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Sorry, bad 36hrs with work on call.

Variel would definitely be joining the exploration group. He has to make sure the fort is cleared so he has a place for a honeymoon.

Spells updated as well.

Anyone have water breathing?


Sorry about the long shift, Variel.

Rain doesn't have water breathing (I think Adular was the one who cast it on us last time).

Immortal will be very busy over the next two days (today and tomorrow). Since it's Valentine's day here in Oz, my evening is out. Tomorrow, I'll move us along in game. Thanks for your patience! :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yep, we all go. Sandara watches the boat.

And Rajah has Water Breathing.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Yeah rajah!

Happy Valentine's Day for those to celebrate. Myself I will be busy on Wednesday night not tomorrow night.


Flynn, I'm not posting updates to the game thread today as per the reason in my previous discussion posting. As the party isn't in combat, I'm not sure why you're requesting a battle map.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Co-DM's Tricorne wrote:
Flynn, I'm not posting updates to the game thread today as per the reason in my previous discussion posting. As the party isn't in combat, I'm not sure why you're requesting a combat map.

I know you're busy now, and that's cool (I hope your evening is awesome, btw :) - but I was hoping to see a map as I'm curious to know what we're dealing with and figured it couldn't hurt to ask.

So at this point we know that there's bubbling from us in the water, but how far is it from the beach in feet for range effects? And also, how far from the ship (and the NPC's manning Siege Guns that could fire on a threat from the ship) is the bubbling, and how far are we from the beach to the wall of the fort...

I don't know what the others will do, but if the bubbling is only 30 feet from where we're standing, Horatio may try to shoot at it - if it's nearly 80 feet from us, maybe we'd encourage the ship to take care of things (as it would be 20 feet from the ship - maybe).

Anyway, I have lots of other questions I'd like to know about if we're advancing to the fort, but I just thought a combat map (or more specifically; a map that has a grid on so we know range increments for ranged attacks, spells and spell effects) could be helpful for our planning.

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