The Broken Age Discussion


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Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3
Octavian Lucarin wrote:
I will out of contact until sunday night. Assume I go with the group and help fight off whatever is is. I'll try to check the boards on my phone but I'm not the best at typing on those things so anything I post will be short.

OH NO! NOT OUR ALL POWERFUL MAGIC MAN!!


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

I didn't know there was a kitsune here, fun times! Especially in light of the racial backstory I had cooked up for the tengu in Freeport.


Game Master
Pazeek Splitbeak wrote:
I didn't know there was a kitsune here, fun times! Especially in light of the racial backstory I had cooked up for the tengu in Freeport.

Indeed! Iraldia has been with the group since the beginning. She was the one who helped them all escape. She was disguised as a guard.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Maybe she'd be willing to go with idea I had for the tengu history, since it involves kitsune pretty closely. But since there is a kitsune present in the campaign, I don't know what has already been established as far as their background.


Game Master
Pazeek Splitbeak wrote:
Maybe she'd be willing to go with idea I had for the tengu history, since it involves kitsune pretty closely. But since there is a kitsune present in the campaign, I don't know what has already been established as far as their background.

Here background is on her character page. I actually just sent them a PM to talk more about it actually. Since this is the ONLY campaign I'm running now. I'm able to fluff the world up and make it a lot more deep then before. So I'm slowly making rounds with all the participants.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

I actually read her background. But that is the thing, it's her and says nothing about kitsune as a whole, just as Pazeek's says nothing about tengu as a whole :).


Game Master

Oops, sorry haha, I misunderstood you. My apologies.


Male Ilidari Transmuter Wizard (Archmage) 6(1) HP: 40/51 | AC:22 T: 14 FF: 22 | Fort: +4 | Ref: +4 | Will: +7 | Perception: +5 Initiative: +2, Darkvision 60 ft.

I'm back.


Game Master

It's been one busy weekend! And welcome back Octavian!


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

So, if Iraldia is willing to collaborate, here's what I had in mind for a bit of mutual history between tengu and kitsune.

The ancestral home of the kitsune and tengu is a small island in a chain of several off of the mainland's southwestern coast. For centuries, these two races maintained uncontested sovereignty over their home, and exerted considerable influence over neighboring islands as well, due to their alliance.

Though there were exceptions, the general rule was that the tengu provided the brawn, wielding weapons of incredible quality crafted by their own claws, using their racial gifts to gather intelligence on the battlefield, and watch over the approaches to their home. The kitsune, on the other hand, provided the intellectual side of the partnership, bringing potent magics to a myriad of tasks--not least of which was enhancing the weapons the tengu made--while their talents for smooth speech kept potential enemies off-balance during negotiations. When negotiation failed, and battle was imminent, kitsune assassins and spies were often the first wave sent out by the alliance.

This alliance flourished for centuries, but was eventually broken by trickery and betrayal. Rather than face their former allies in a mutually-destructive battle that would leave both easy prey for their neighbors, the tengu chose exile, with nearly the whole of their race leaving not only their island home, but the region itself. They spent a couple of centuries as nomads, traveling up the west coast of the mainland, before crossing the Dragon's Ridge and entering the northlands. Skirting the Brisal Desert, they entered the Moon Sea region, which was much to their liking in terms of environment and society, eventually settling in the nascent city of Freeport.

This much of the history between the two races Pazeek knows. The following is what he doesn't know. In fact, among the tengu, only clan elders know this information.

The cause of the alliance's end was due entirely to the arrival of several tribes of nogitsune (evil-minded kitsune) on the island. Driven out of their previous home due to their actions, they managed to convince their cousins to grant them sanctuary. The nogitsune then moved, slowly but steadily, to assume control of the alliance, seeing it as an ideal means of expanding their own power through wars of conquest against the neighboring islands. The tengu figured out what was happening, but were unable to convince the kitsune leadership of the truth until it was too late. The tengu found themselves declared enemies of the kitsune, and chose to leave rather than spill the blood of their long-time friends and allies.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

Happy Memorial Day.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

And to you as well!


Game Master

Will be advancing the day soon to keep things moving! So make sure you do what you need to do!


Game Master

I'm planning about a week or so of time passage. Things can go at your own pace here, but I wanted to inform everyone, if there is any thing you want crafted, made, enchanted, foraged, or wanted to try and explore the surrounding ruins more. Work together and inform me of your intent!

It is okay, if 4 of your wanted to stay in camp and the others wanted to go out into the ruins. With the party size now at full, you can split up, but be warned, it will be risky!


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Well, Pazeek would like to try his hand at crafting, as he finds his mind overflowing with new and exciting concepts, which strangely enough started right after that thing in the forest... Probably a coincidence ;p.

Being flat broke and rather new in camp, however, he has little claim to any available assets he might want to use at the moment, so he will instead earn his way with a bit of ruin diving, which--in addition to contributing to his momentary home's safety--offers the prospect of plunder! He'll try to get Iraldia to join him, if possible, because he's still quite curious about her and whatnot, but it's not a major stumbling block to his plans if she's uninterested.

Until that gets off the ground, he'll work with Sharpfeather to do a bit hunting, and work on his flying as well. I imagine the camp will pretty excited to realize that Pazeek can fly for a short time each day and glide pretty much anytime he has some height to work from.

And what do you think of my idea for the tengu/kitsune history?


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Toyer would more or less be content to go ruin diving with the group. It's more a go-with-the-flow thing, though, so if he's more beneficial to those working in camp he would do that too!


Game Master
Pazeek Splitbeak wrote:

Well, Pazeek would like to try his hand at crafting, as he finds his mind overflowing with new and exciting concepts, which strangely enough started right after that thing in the forest... Probably a coincidence ;p.

Being flat broke and rather new in camp, however, he has little claim to any available assets he might want to use at the moment, so he will instead earn his way with a bit of ruin diving, which--in addition to contributing to his momentary home's safety--offers the prospect of plunder! He'll try to get Iraldia to join him, if possible, because he's still quite curious about her and whatnot, but it's not a major stumbling block to his plans if she's uninterested.

Until that gets off the ground, he'll work with Sharpfeather to do a bit hunting, and work on his flying as well. I imagine the camp will pretty excited to realize that Pazeek can fly for a short time each day and glide pretty much anytime he has some height to work from.

And what do you think of my idea for the tengu/kitsune history?

I'm actually waiting on a reply from Iraldia :)

Once Bree posts, I'll increment the day to morning and we can get the transitional period going.


Male Human Oathbound Paladin 5 | HP 70/70 | AC 18 T 11 FF 17 | Fort +10 Ref +5 Will +7 | Init +5 Perc +5

Serin will heal up, then he's ready for some ruin spelunking!


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

I feel like I should make a request here, since I'm not entirely sure how RP a dazed and confused Halfling asking this. At some point I'd like to see about getting Toyer's weapon enchanted. There isn't much on the gear list that I'd put on him with the 1k gold in terms of mundane things that would make sense for him to have picked up. I would love to coordinate chat with Octavian bringing up the point to Toyer and then playing off of that for RP purposes. Of course, this is pending supplies for such work AND only after Toyer reaches a point of "acceptance" among the group for as much as one such as him CAN be accepted.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

*sits off in the corner with wilted feathers, depressed over the fact that his ability to enchant weapons is ignored*

So yeah, Pazeek can do magic item work too. Just putting that out there :D.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

...can Pazeek enchant...traps? I may have great need of that :)


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Actually, thanks to his mythic trick, he can do anything for which there is an item creation feat available. Depending on what they do, I'm thinking either Craft Magic Arms and Armor or Craft Wondrous Item will cover traps.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Oh right, I forgot about that...either way, you're not the hold of the supplies!


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

Because enchanting or crafting can sometimes take up a monetary amount of supplies...do we know the net worth of our current supplies?


Game Master

Yes you do, from the pilfering of your conquests, you currently have is a bit around 50k, give or take a couple thousand due to recent crafting.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

If there a few people in the camp with ranks of UMD, Pazeek can cook up a few wands with some useful spells. Lead blades for the melee types, abundant ammunition and gravity bow for archers, and so on. All 1st-level stuff, mind, but useful nonetheless.


Game Master

There a couple actually, without looking at my chart, there should be about 3-4 npc's who have UMD.


Male Ilidari Transmuter Wizard (Archmage) 6(1) HP: 40/51 | AC:22 T: 14 FF: 22 | Fort: +4 | Ref: +4 | Will: +7 | Perception: +5 Initiative: +2, Darkvision 60 ft.

I can make mythic magic weapons, armor and wonderous at 2-3x times speed and everything else at normal speed.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

We don't have anyone that can do magical tattoos, do we?


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Does it have an item creation feat? If so, then Pazeek. Seriously, when I say any magic item with a relevant creation feat, I mean any magic item, lol. That mythic ability is a crafter's dream, it really is. I can indulge my desire to make stuff, without blowing precious feats that eat into my combat ability.

Fluffing the knowledge into game play will require some work, mind, but it can probably been done by someone asking about a particular type or class or item in such a way that Pazeek devotes some thought to the matter and finds the knowledge of how to do it making itself known to him.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Toyer has +11 UMD...I figured such a skill would be a perfect fit for him.

Also, I am really looking to find ways to build out a gear set for Toyer that is directly related to infuriating enemies. Higher CMB for easier trips, anything that makes him harder to hit, etc. I don't intend on killing enemies directly, more just killing them with frustration enough to rupture an aneurysm!

EDIT: Unrelated note, I'm not going to lie, but using mannerisms and cryptic sentences to communicate things has become super challenging! It's rougher than I thought to try to make sure what he does/says still make sense in context of what message he's trying to communicate even though it's borderline nonsense. I have to admit, though, I'm thoroughly enjoying myself with it. I hope the way I'm playing him isn't too annoying for everyone!


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

Wow we have 50k? I have all sorts of requests than haha. Do we want to try to use a bunch of our wealth up?


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

Assuming approximately 50k...if it were divvied up evenly between current players, that would give 6,250 gp worth of materials...assuming these materials can be divvied up in such a manner.


Game Master

Mostly in the form of raw materials and gear, yes, they can be divvied up in a manner that everyone will receive approximately around 6,250 gold.

To note, Tsakua with your enchanted fist wraps, that was about 1k cost in materials.

Octavian's staff cost about another 1k in materials.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4
Vinsomner wrote:

Mostly in the form of raw materials and gear, yes, they can be divvied up in a manner that everyone will receive approximately around 6,250 gold.

To note, Tsakua with your enchanted fist wraps, that was about 1k cost in materials.

Noted, and thank you for the reminder.

Another thought is this...when it comes to crafting items (or requesting an item to be crafted)...in my case, I can think of a few items that would be good to have, but IC, Tsakua probably wouldn't be aware of or wouldn't have thought of. Would that prevent me from being able to get those items crafted?


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

I kind of have the same question as Tsakua, mostly related to Toyer's communication deficits.


Game Master

That can easily be mended by NPC's helping out with arming everyone for the big decision, whatever that is, and pass it off that they were made for you, despite that your character IC wouldn't have requested them. I'd work it in, or one of the other party members can 'come up' with the idea.

Essentially, No, it wont prevent you from getting items crafted for you, if you ask for them in the discussion tab.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Well, Pazeek's shopping list is short and sweet.

Masterwork barding for Sharpfeather;
+1 bonus for Pazeek's masterwork gear;
Agile amulet of mighty fists to be shared between himself and Sharpfeather as needed;
A few utility wands.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

One thing I notice is that Pathfinder is awfully light on gear for mounts/companions/familiars. If possible, I'd like to dip into 3.5 to fill some of those holes.


Game Master

Remember, all crafting does take time, so you cant get everything on your lists! And all crafting is due to checks and the custom crafting rules in the campaign info.

Pazeek: Present your findings, and the Gods will decide!


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Oh, that mount items aren't on the schedule yet. For starters, I'd have to dig through several GB worth of PDFs to find everything first, and that's a full weekend project at the least, lol.

As for other crafting involving Pazeek, I'm going to hold off until he has, in gameplay, earned it. Seems kind of odd that he shows up in camp, and the next day they just throw up the supply center and invite him to help himself, as it were. I figure scouting the ruins, using his skills to equip the raiding party (or the camp's defenders, depending in what the final choice is), or using some of his other skills (survival, handle animal, and heal) to the camp's benefit should cover that.


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Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

I'll go ahead and populate my current shopping list, in the shorter term. There's other stuff WAY later on that's too expensive now.

Symbol of Good Luck (lesser)
Cape of Risk (lesser)
Ring of Peril
+1 Weapon


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

+1 weapon
Belt of strength


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

It looks like almost everyone has had their say on what we should do...but, if it's at all possible, could we have a quick vote here? There are a couple things I want clarified from the group, and while the RP is great, maybe we could get a clear set of opinions from the group before planning the assault

-Should we stay and turn the ruins into a more permanent home/fortress/base of operations, or plan on leaving?

-Do we leave immediately to take Black Mines and be back before the scouting party arrives, or wait for the scouting party before going to Black Mines?

My thoughts:
-Leave. If we've found the gem, and if that's what the king is looking for, we take out the scouting party and vanish. We have 2 weeks till they arrive, so we can still explore the ruins for any other treasure or stuff, but since it sounds like there's more gems out there, let's go find them, and cause havoc on the way. This also gives us the advantage of becoming a moving target, and I don't think we can afford to become stationary quite yet.
-After taking out the scouting party and ensuring there are no survivors, we can afford to go and attack Black Mines, since that place won't be moving. After that, we become ghosts, like Octavian as said, and head towards the next gem (if we gain any idea of there it'll be along the way).

Thoughts, anyone?


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

I don't know about these gems or whatnot, but I'm in favor of tossing the ruins as thoroughly as possible, whether it's to fortify against future attacks or strip them for evacuation.

Don't know what assets are available for transport, but keep in mind that moving around when the season turns to the worse isn't going to be fun, and making up a fresh campsite that's both concealed and defensible is a lot of work if it happens on a regular basis. Further, the group will be limited to the speed of its slowest members, restricted to trails appropriate to any available transport (and you'll need some wagons, if only for hauling wounded), and a lot easier to track. At the ruins, controlling the approaches is a manageable task. On the road, it takes only a single woodcutter or hunter in the trees to piss in everyone's soup.


Game Master

Glad your bringing this up Tsakua, I was about to myself. I am waiting on the group to reach a consensus without my input here (To sway the opinion of the group). Tis why I did not post over the weekend. Just to note here.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4
Pazeek Splitbeak wrote:

Don't know what assets are available for transport, but keep in mind that moving around when the season turns to the worse isn't going to be fun.

Further, the group will be limited to the speed of its slowest members, restricted to trails appropriate to any available transport (and you'll need some wagons, if only for hauling wounded), and a lot easier to track.

Regarding transportation, we have between 3 and 6 horses and two or three wagons.

Edit: I also think it would be a good idea to pool some resources together to make a bag of holding.


Game Master
Tsakua Chain-Breaker wrote:
Pazeek Splitbeak wrote:

Don't know what assets are available for transport, but keep in mind that moving around when the season turns to the worse isn't going to be fun.

Further, the group will be limited to the speed of its slowest members, restricted to trails appropriate to any available transport (and you'll need some wagons, if only for hauling wounded), and a lot easier to track.

Regarding transportation, we have between 3 and 6 horses and two or three wagons.

Edit: I also think it would be a good idea to pool some resources together to make a bag of holding.

Actually Tsakua... I accounted for the total party accumulations of such in the game-play thread when we started again :)

Vinsomner wrote:
The caravan that the players had liberated consisted of 3 heavy wagons, pulled by a total of 12 heavy workhorses. These wagons were filled with building supplies and food rations for the outpost it was intended to go to. The caravan contained all necessary building tools and supplies, including about 8 tons of wood, 2 tons of bricks, and 2 tons of preserved rations (salted meats, dried fruits, bread, potatoes, simple spices). The caravan guard that was dispatched, had 1 heavy warhorse which Octavian had taken, and 3 light warhorses that the rest of the party took.

On page 24, about mid section of the thread, there are spoilers of additional loot that the party pulled from the garrison. This is on top of what is in the current party inventory excel sheet linked in the campaign info tab.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

As an aside, Pazeek could probably fix a lot of that broken gear, if someone thinks to mention it. The whole camp should probably be aware by now that he has some skill at a forge.

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