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Thread: Acqua Alta Finale Discussion

  1. #286
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    I kind of pursued in the hopes you'd take the other boat, as to not separate the hostages. I am not in your boat, so ok.. But I doubt Zephyr will "make a ruckus" cause he is under the impression he is on his own. He probably will once he has caught up with the other boat, but...

    However, Umi mentioned asking other boaters. I am sure they see me punting like crazy and soaking wet. I am not exactly inconspicuous, so it may be easy to ask where I am going.
    "I'm not going crazy. I'm going sane in a CRAZY world!"

  2. #287
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    I'm mildly uncomfortable splitting the party so widely, but I'll go along with that plan if there's a general consensus for it.

  3. #288
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    Maybe we should all pursue the south bound boat then. That way only zephyr would be separated. Is there a place the party members would think to meet up later?

  4. #289
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    I'm really seeing one real question.

    It is do we split the party so that we can engage more of the targets, or do we stay together to focus on the one?

    The reason I thought it safe to split the party (not in terms of success chance of their respective encounters, but for fear of keeping the party broken for a prolonged period of time) is because Umi usually steps in when it seems that the players might make a choose that will spilt the party for an ungainly amount of time. Thus I thought it safe in that respect.

    Another reason I choose to split was because I felt that the Eastern encounter was almost something that Zephyr himself IS equal to alone, thus R and N included it should be over quickly. Now I would agree that C and Y aren't quite up to the Northern or Southern groups, but I think it still worth a try...If I was betting, I'd say that A was in the North group simply because they would most likely have removed her first. That said, the Southern group is the easiest to engage, thus a bird in the hand and all that...also they are close enough that we could double back and head East if they prove to hard...

    Now if R and N where to travel with Y and C then I would suggest risking the Northern encounter, but with C and Y alone, I think the Southern encounter best as it would allow better retreat options, as I said before...

    Thoughts?

  5. #290
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    I won't weigh in on any opinion, as my fate is set. I can hint that if I did find Lythwast, I'd punt her back to the tower and hole up until you returned.
    "I'm not going crazy. I'm going sane in a CRAZY world!"

  6. #291
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    If no one rolled for the south group, can either Ith or Cutopia do that? Then we can all go south if we can spot the Gang members. Yukon is right, Zephyr's fate is sealed at the moment. So lets hope for the best that he will be triumphant and return to where he started.

    I am with Tim to regroup with Zephyr if we can't spot the south group and then start questioning our captives. We might have to cut our losses for the time being. This may be a bit of metagaming but if Lythwast is an important part of the story I don't think the MGs will kill her off immediately. They are obviously taking someone somewhere to be questioned or taken hostage. If they wanted her dead why would we not just find her with a knife in her chest?

    Either way I can try to leave a symbol for Zephyr if we move north or south, but it will only last for an hour.
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  7. #292
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    I did think we were supposed to come up with a concrete plan within this time period. It seems that we have somewhat failed, though we do know everybody's opinion on the matter.

    So here is what I'm thinking for Yrisz and Konstansz, lets go South with Yrisz punting. I would like Rogur and Noxias to join us because I think that Konstansz and Yrisz will have more problems with the South then Zephyr will have with the East. Either way, Rogur and Noxias's boat is the Dreadnaught of our fleet, most of our power is concentrated in where they go.

    Yrisz can be talked into a more reasonable course of action in character, quite easily I might add, so don't be afraid to try if you would like.

    Malk0lm, I might be wrong but I think that my earlier rolls would be enough to catch whatever group Yrisz focuses on.
    Acqua Alta - Player of the human priestess Yrisz Vulysenyat.

    Do not think that love, in order to be genuine, has to be extraordinary. What we need is to love without getting tired.
    ~Mother Teresa

  8. #293
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    Let's do it!...

  9. #294
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    So the plan is to head south, but we need a way to locate our quarry. Has everybody attempted a Perception roll? If so, and they were unsuccessful, then we'll need to come up with a different way of locating them. Thinking about this as a skill challenge (which it isn't, I know, but it provides a useful framework for thinking about it), in addition to Perception we could think about: Diplomacy checks to question the locals (Umiushi already suggested as much earlier); Streetwise checks to predict the likely course; or History checks to remember what we know of Beilston Mound during the Acqua Alta and predict possible destinations.

  10. #295
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    Okay south,

    I'll start asking around and make an arrow that points south for whenever Zephyr shows up again.

    ---------- Post added at 10:25 AM ---------- Previous post was at 09:42 AM ----------

    * Diplomacy *

    Dice Result History - [Hide]
    05-16-2012 12:25 PM
    Diplomacy: 1d20 (11)+ 7 (7) = 18
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  11. #296
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    Possible destinations, your old Inn was the only one that Yrisz was exposed to that comes to mind as being shady.

    Still we haven't heard what Umi's ruling is on the Perception checks already rolled, Yrisz's weren't so bad as I recall. But carting along and asking people might be a help...and Malk's roll wasn't too bad either...
    Acqua Alta - Player of the human priestess Yrisz Vulysenyat.

    Do not think that love, in order to be genuine, has to be extraordinary. What we need is to love without getting tired.
    ~Mother Teresa

  12. #297
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    Also, in case it was unclear the arrow will point toward the direction we went...
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  13. #298
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    Quote Originally Posted by Ithelryn View Post
    Possible destinations, your old Inn was the only one that Yrisz was exposed to that comes to mind as being shady.

    Still we haven't heard what Umi's ruling is on the Perception checks already rolled, Yrisz's weren't so bad as I recall. But carting along and asking people might be a help...and Malk's roll wasn't too bad either...
    I think there was also a possible underground casino (underground as in shady)
    "I'm not going crazy. I'm going sane in a CRAZY world!"

  14. #299
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    Quote Originally Posted by yukonhorror View Post
    I think there was also a possible underground casino (underground as in shady)
    The only problem is it is probably a underwater casino now ;-)
    Acqua Alta - Player of the human priestess Yrisz Vulysenyat.

    Do not think that love, in order to be genuine, has to be extraordinary. What we need is to love without getting tired.
    ~Mother Teresa

  15. #300
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    OOC Post #22 for Acqua Alta Finale

    This post complements the twenty-second Acqua Alta Finale main post. Players' posts in either thread are due by 11 pm, Saturday, May 19th. The next OOC main post will appear by 11 am, Monday, May 21st.

    The remainder of the party is heading south, where there is a chance of actively pursuing the boats. Here is what each boat must do:

    • Make an Athletics Check to be able to close the distance with the fleeing boats. If the result is 15+, you close the distance. If it is 10 or less, you fall behind.
    • Each boat must have one person who knows how to punt (Rogur, Noxias, or Yrisz) make this Athletics Check.
    • If a boat has two people who know how to punt (Rogur and Noxias), the second punt can either Aid Another or make a separate Athletics Check. The best result is taken.
    • If the two boats obtain different results, it is up to the players to decide whether the boats are separated or if the faster boat will slow down to keep pace.
    • For every two Athletics Checks made, regardless of the results, the punters must make an Endurance Check to keep pace. This is for punters who are making the main Athletics Check, not for those who are using Aid Another. A punter who fails an Endurance Check automatically fails their next Athletics Check.
    • A passenger may make an Aid Another check for the Endurance Check of a punter. However, if a punter who was required to make his or her own Endurance Check chooses to makes an Aid Another check for someone else's Endurance, they are considered to have failed their own Endurance Check.
    • If the party closes the distance three times, they have caught up. If they fail to keep pace two times, it is possible that the fleeing boats can evade the party. I will describe the circumstances for this situation, should it occur.


    For the first Athletics Check, Noxias failed an Aid Another attempt, so Rogur is at -1 to his check.

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