hirou
Adventurer
AKA "What is NOT considered derailing". Add your examples in comments.
1. Spending over an hour of real time detailing Royal/Fleet square security details
2. Immediately posting guards (PC, not allied minions) near dutchess room. And eavesdropping on her.
3. Rolling two successive natural 20 on Arcana checks to overload wand with minor frost enchantment to cool frikkin RNS Coaltongue engine
4. Spending over an hour of real time discussing if they should just steal RNS Impossible and became pirates, or it's too OOC
5. Trying to clear underwater landfall not to get the bodies of constables underneath but FOR LOOT
6. Boosting group Stealth check into 20+ with rituals, bought beforehand, to virtually waltz around Axis island fort.
7. Recreating "Gents... Take a walk" scene from Pirates of the Caribbean, to approach lighthouse underwater
8. Destroying the sea gate control mechanism completely with Greataxe of Sundering (max damage vs objects), bought beforehand. A pack of firedust, rigged to the opening of the door, may or may not have helped
9. Abusing "Make whole" ritual mechanics to theory-craft an undetectable way of industrial sabotage. As a mean of passing time during fort siege.
10. Bypassing Gullie Dhu encounter completely with instant Diplomacy checks on the very first sight of him.
11. Almost finishing the Asrabey Varal encounter peacefully, failing self-imposed saving throw because of his arrogance and finishing him in one round by a barrage of natural 20 and daily powers.
12. Spending an hour of real time detailing the industrial espionage operations on the captured Axis island.
13. Spending a good amount of real time for off-session roleplay on personal investigation of Gale, including hired Vekeshi mystic kidnapper and an imitated act of terror on a steam boat. Before the start of Adventure 1.
Special mention: having fun in unpredicted ways. I love my group. And big thanks to the authors of this AP.
1. Spending over an hour of real time detailing Royal/Fleet square security details
2. Immediately posting guards (PC, not allied minions) near dutchess room. And eavesdropping on her.
3. Rolling two successive natural 20 on Arcana checks to overload wand with minor frost enchantment to cool frikkin RNS Coaltongue engine
4. Spending over an hour of real time discussing if they should just steal RNS Impossible and became pirates, or it's too OOC
5. Trying to clear underwater landfall not to get the bodies of constables underneath but FOR LOOT
6. Boosting group Stealth check into 20+ with rituals, bought beforehand, to virtually waltz around Axis island fort.
7. Recreating "Gents... Take a walk" scene from Pirates of the Caribbean, to approach lighthouse underwater
8. Destroying the sea gate control mechanism completely with Greataxe of Sundering (max damage vs objects), bought beforehand. A pack of firedust, rigged to the opening of the door, may or may not have helped
9. Abusing "Make whole" ritual mechanics to theory-craft an undetectable way of industrial sabotage. As a mean of passing time during fort siege.
10. Bypassing Gullie Dhu encounter completely with instant Diplomacy checks on the very first sight of him.
11. Almost finishing the Asrabey Varal encounter peacefully, failing self-imposed saving throw because of his arrogance and finishing him in one round by a barrage of natural 20 and daily powers.
12. Spending an hour of real time detailing the industrial espionage operations on the captured Axis island.
13. Spending a good amount of real time for off-session roleplay on personal investigation of Gale, including hired Vekeshi mystic kidnapper and an imitated act of terror on a steam boat. Before the start of Adventure 1.
Special mention: having fun in unpredicted ways. I love my group. And big thanks to the authors of this AP.