DM Apocalypso's Skull & Shackles

Game Master Apocalypso

Aye, the compass doesn't point North, but we're not trying to find North, are we?


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(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Apocalypso wrote:
I think I will just tell you when you level up, rather than having y'all keep track.

Just to clarify, I read this as 'we won't be doing XP the official way, I'll just let you know when it's time to level up.' Is that right?


DAY 10:

Everyone is fatigued. If you are fatigued + seasick you are now exhausted. Remember to take appropriate minuses.

No one has rested, studied or prayed for spells. Gilraen, Sandara and Conchie are out. No one else gets new ones from leveling until you've had a chance to rest.

Luckily the storm has left a calm in its wake. When the hideous clock begins its morning clamor, even the experienced sea hands are weary and green around the gills. Even Scourge doesn't seem to have his usual zest for cruelty. He listlessly assigns everyone their tasks.

Sandara is very grateful for last nights help. Tilly seems reflective around the lot of you, and unwilling to join into creating trouble for you. Jape seems confused, and neither helps nor hinders any of you as he tries to make sense of Sidhon's actions.

A few people seem to be absent (missing) at role call, which makes Captain Harrigan scowl from a distance as he listens in.

Sense Motive 5:
For those paying a wee bit of attention, it seems the captain is more upset about becoming even more short handed, then actual caring for his crew.

Cleanup and checking the ship for damage are the orders of the day.

Everyone make one d20 check for your job today. If you fail, you will take another step deeper into fatigue. If you fail by more than 5 you may get punished.

Use the following list for a DC 12 save for your respective job...
Gilraen: Best "+" of Survival or Intelligence or Profession:Cook: Straighten up and reorganize the Galley. (Clean and Mend might help, but many things need to be put back into place.)
Sidhon: Craft(ships); Check hull for damage and begin repairs. Overall the ship will need 60 hp of repairs. You can start some of them today.
Noonan: Best "+" of Strength, Constitution, or Profession-(Sailor); Climb all 3 masts checking for damage.
Zorg & Atlatl: Best "+" of Strength, Constitution, or Profession-(Sailor); Haul out all ropes and sails, check for damage.

The ship is becalmed meanwhile as most of the sails/rigging/masts need repair before using again.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

sense motive: 1d20 + 1 ⇒ (2) + 1 = 3
profession(sailor): 1d20 + 5 ⇒ (18) + 5 = 23

The storm over, but the routine disrupted, Zorg goes about his duties in earnest, but with noticeably less alacrity. He doesn't even sing.


Oh, and I'm gonna say Atlatl is missing from roll call as well. Nobody saw him go overboard, but nobody's seen him either.

If he doesn't show up by midnite Wednesday, I'll say he was washed overboard, but nobody saw. If he *does* show up, then he's been hiding somewhere on board, trying to think of an escape.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

Despite his weariness, Sidhon sets to work triaging and repairing the ship to his best abilities. In the process, Sidhon coordinates with Shivikah for priorities and manpower, Cutthroat for tools and supplies, and Habbly Quarne (as Carpenter) for timbers. Sidhon will press Shivikah to get Jape's help for heavy lifting.

During the course of the day, Sidhon will, in bits and tidbits, convey the following to Jape, "Jape - we all need to lift together. If we work together - if we don't screw each other over all the time - we can treat the ship right. And she'll keep us safe. If we kill each other for sport, we can't keep the ship working. No ship, no trading, or pirating, or sailing. Torturing and killing our own crew is bad business. I feel it's not moral, but that's me. More important, is that it's bad business. We can work together - you and me - and show your crowd and my crowd how to be a strong and skilled crew."

Note the penalty for trying to overachieve (schmoozing and repairing) - fortunately one's INT and the other's CHA, so fatigue doesn't figure so much.
craft(ship): 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20 (DC 10) -> (at least) 10 / 60 hp repaired.

More Rules Stuffs:
From a different section of the rules, '(If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.)' So there's an excuse or the GM to increase the hp repaired based on a roll doubling the required DC, if her infinite grace and omniscience deems it proper. :)

diplomacy: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4 (making truce with Jape - maybe not so much. But giving it the old college try)


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Profession/Cook: 1d20 + 6 ⇒ (1) + 6 = 7

Well, she obviously is even more tired than she thought. Well, once she does the best she can, Gilraen will also cast Clean once she's done the big stuff and ask Sidhon what the most useful thing to cast Mend on might be (assuming that nothing in the galley is going to be as important to mend as, say, sails).


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

Today's work: 1d20 + 4 ⇒ (11) + 4 = 15


Somehow you all manage to get thru the day.

Zorg manages to be quite successful despite his misery. Zorg's rat looks very unhappy as well. He's wet and tired and looks like a drowned... you know.

Sidhon's repairs on the ship progress, although the storm set the ship back quite a bit.

Noonan climbed up and down masts all day. He gets the job done, although without his usual penache. (there was another -2 for fatigue. Luckily you still made it.) The mizzenmast cracked under the strain and needs serious reinforcement. (tomorrows job, probably) Pluck has been complaining all day. What the Pluck?

Gilraen was so fatigued as to be nearly useless, except for some spot cleaning. Fortunately Fishguts likes her too much to report her. Enh, we's all had a bad night, eh? I'll still take ye over that worfless Scourge any day. Although the small amount of tidying up she was able to do pushed Gilraen into exhaustion.

There has been no further sign of Atlatl and you all fear the worst.

~~~

The hideous clock clangs, and everyone breathes a sigh of relief. Dinner is only biscuits and leftover cold soup. Nobody feels like singing or gambling or drinking tonite. Rum rations are available if wanted, but they are not mandatory tonite. Most of the crew is gratefully crawling toward their hammocks.

You?


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

Noonan joins the crowd going to sleep.


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Sleep sounds like an excellent idea.


Unless anyone is strongly driven to do something else, I'm going to presume you all head for an overdue night of sleep.

Oh, and I didn't address it earlier for Sidhon: Jape doesn't respond to Sidhon's overtures. But you get the impression that he no longer spends every waking moment dreaming of a gruesome death for you. Maybe only half of his waking moments. Mostly you've just confused him.

It is a thankfully peaceful night. You all catch up on your rest. All exhausted and fatigued conditions are gone. All spellcasters can pray, rest, etc and regain and obtain their new spells.


DAY 11

You arise to a bright, clear day. During the night, the ship traveled to shallower waters, where you pass islands more frequently.

When you get to deck Plugg awaits you with a big grin. There are 5 big pots in front of him. Once everyone arrives, he turns to Gilraen. Well dearie, it seems the cap'n has a taste for sumthin' besides that swill you all have been cookin' up. He has a taste for crabs for supper t'nite. He points to a reef 200' north of the ship. So take 4 o' your friends and go git him some. Oh, and girlie, I don't recommend tryin' to come back to the ship wifout 'em.

Gilraen +4 means the 4 PCs, plus choosing one of the NPCs to go with you.


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

"Zorg, Noonan, Sidhon and Sandara, are you folks willing to come?" Gilraen asks, ignoring the fact that Plugg probably won't actually let them refuse.

If Sandara looks skeptical, Gilraen will quickly change the request to Rosie. Given that Plugg seems amused, however, she assumes that someone else with healing might be in order.

Hopefully the crabs are small enough that we can fit more than one per pot.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

"Swimming and crabbing. Seems like a bracing morning for a swim. I hope these crabs act like some swamp crawdads. I'm guessing nets and frog forks are the right tools for the job?"


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Zorg nods enthusiastically. "I be game!" he yells. In a quieter voice, he adds, "A few hours off the ship sounds mighty good to me."


Sandara says Sure, I'm happy to. And whispers to you, Off the boat good, here alone with Plugg bad.

~~~
Get ready to swim.
1. I need to know if anyone is encumbered.
Armor?
More then light encumbrance with your stuff? Include 1 pot each weighing 4 lbs.

2. Bringing familiar? They'll have to make swim checks as well.

Swimming:
As a full round action you can swim 1/2 your land speed. For most of you 15' per round.

You are going 200' to the island/sand bar. That's 14 rounds of swimming for most of you. For Noonan I think its only 10.

Luckily the water is calm, so its only a DC10.

So, most of you need to succeed at 14 DC10 swim checks.
If you get a natural 20, you move twice as fast that round.
If you miss one roll, you don't move that round.
If you miss two rolls in a row you start to sink.

Let's see how that goes before I get into the drowning rules. (It takes a long time to drown tho', so don't worry... too much.)


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

'If I wanted to swim as a mode of transportation, I'd have stayed in the swamp. Next major project - small pinnace.'

As Sidhon swims and flounders out towards the reef, he makes liberal use of mage hand to keep crab pots together with their owners.

Swim 01: 1d20 + 0 ⇒ (11) + 0 = 11 1
Swim 02: 1d20 + 0 ⇒ (4) + 0 = 4
Swim 03: 1d20 + 0 ⇒ (3) + 0 = 3
Swim 04: 1d20 + 0 ⇒ (1) + 0 = 1
Swim 05: 1d20 + 0 ⇒ (14) + 0 = 14 2

Swim 06: 1d20 + 0 ⇒ (13) + 0 = 13 3
Swim 07: 1d20 + 0 ⇒ (11) + 0 = 11 4
Swim 08: 1d20 + 0 ⇒ (17) + 0 = 17 5
Swim 09: 1d20 + 0 ⇒ (1) + 0 = 1
Swim 10: 1d20 + 0 ⇒ (5) + 0 = 5

Swim 11: 1d20 + 0 ⇒ (10) + 0 = 10 6
Swim 12: 1d20 + 0 ⇒ (19) + 0 = 19 7
Swim 13: 1d20 + 0 ⇒ (11) + 0 = 11 8
Swim 14: 1d20 + 0 ⇒ (8) + 0 = 8
Swim 15: 1d20 + 0 ⇒ (4) + 0 = 4

Swim 16: 1d20 + 0 ⇒ (16) + 0 = 16 9
Swim 17: 1d20 + 0 ⇒ (19) + 0 = 19 10
Swim 18: 1d20 + 0 ⇒ (7) + 0 = 7
Swim 19: 1d20 + 0 ⇒ (4) + 0 = 4
Swim 20: 1d20 + 0 ⇒ (9) + 0 = 9

Swim 21: 1d20 + 0 ⇒ (9) + 0 = 9
Swim 22: 1d20 + 0 ⇒ (19) + 0 = 19 11
Swim 23: 1d20 + 0 ⇒ (19) + 0 = 19 12
Swim 24: 1d20 + 0 ⇒ (18) + 0 = 18 13
Swim 25: 1d20 + 0 ⇒ (10) + 0 = 10 14

Sidhon isn't wearing any armor, and is leaving everything except a loincloth and 50' of rope behind in his (locked) chest.

'well that had to be one of the most uncomfortable near-death experiences I've ever had.' Sidhon thinks to himself once reaching the reef, as he takes a moment to float and recuperate.


Apocalypso wrote:
If you miss two rolls in a row you start to sink

.

^
| You overlooked that part, I'm afraid. I didn't think we'd get to this but...

If you miss 2 rolls in a row- sink 5'
3 rolls- sink 10'
4 rolls- sink 15'
etc.

Then when you start to make rolls again you go up 5' for every made roll.

I won't give you the -1 to swim for every 5' you sink. (-2 at 10', etc)

And I won't make you count your con check to hold your breath unless you are under for 10 rounds.

Swim 01: 1d20 + 0 ⇒ (11) + 0 = 11 1 15 forward
Swim 02: 1d20 + 0 ⇒ (4) + 0 = 4 still
Swim 03: 1d20 + 0 ⇒ (3) + 0 = 3 down 5'
Swim 04: 1d20 + 0 ⇒ (1) + 0 = 1 down 10'
Swim 05: 1d20 + 0 ⇒ (14) + 0 = 14 2 down 5'

Swim 06: 1d20 + 0 ⇒ (13) + 0 = 13 3 surface
Swim 07: 1d20 + 0 ⇒ (11) + 0 = 11 4 30' forward
Swim 08: 1d20 + 0 ⇒ (17) + 0 = 17 5 45' forward
Swim 09: 1d20 + 0 ⇒ (1) + 0 = 1 still
Swim 10: 1d20 + 0 ⇒ (5) + 0 = 5 down 5'

Swim 11: 1d20 + 0 ⇒ (10) + 0 = 10 6 surface
Swim 12: 1d20 + 0 ⇒ (19) + 0 = 19 7 60' forward
Swim 13: 1d20 + 0 ⇒ (11) + 0 = 11 8 75' forward
Swim 14: 1d20 + 0 ⇒ (8) + 0 = 8 still
Swim 15: 1d20 + 0 ⇒ (4) + 0 = 4 down 5'

Swim 16: 1d20 + 0 ⇒ (16) + 0 = 16 9 surface
Swim 17: 1d20 + 0 ⇒ (19) + 0 = 19 10 90' forward
Swim 18: 1d20 + 0 ⇒ (7) + 0 = 7 still
Swim 19: 1d20 + 0 ⇒ (4) + 0 = 4 down 5'
Swim 20: 1d20 + 0 ⇒ (9) + 0 = 9 down 10'

Swim 21: 1d20 + 0 ⇒ (9) + 0 = 9 down 15'
Swim 22: 1d20 + 0 ⇒ (19) + 0 = 19 11 down 10'
Swim 23: 1d20 + 0 ⇒ (19) + 0 = 19 12 down 5'
Swim 24: 1d20 + 0 ⇒ (18) + 0 = 18 13 surface
Swim 25: 1d20 + 0 ⇒ (10) + 0 = 10 14 105' forward

Halfway there! Keep swimming!

I would not worry about Mage Hands. You will not have the concentration to spare. Just tie the pots to your back. Or maybe someone stronger will carry yours...


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

With a deeper understanding of the approach to his task, Sidhon adjusts the pot tied loosely to him, hitches up his big-boy loin cloth, and digs in for the second half of the swim.

'Next time I am definitely bringing a boat. Or at least a floatey.'

Swim 26: 1d20 + 0 ⇒ (12) + 0 = 12 120'
Swim 27: 1d20 + 0 ⇒ (3) + 0 = 3 still
Swim 28: 1d20 + 0 ⇒ (19) + 0 = 19 135'
Swim 29: 1d20 + 0 ⇒ (1) + 0 = 1 still
Swim 30: 1d20 + 0 ⇒ (14) + 0 = 14 150'

Swim 31: 1d20 + 0 ⇒ (13) + 0 = 13 165'
Swim 32: 1d20 + 0 ⇒ (18) + 0 = 18 180'
Swim 33: 1d20 + 0 ⇒ (5) + 0 = 5 still
Swim 34: 1d20 + 0 ⇒ (2) + 0 = 2 down 5
Swim 35: 1d20 + 0 ⇒ (18) + 0 = 18 surface

Swim 36: 1d20 + 0 ⇒ (20) + 0 = 20 195'
Swim 37: 1d20 + 0 ⇒ (6) + 0 = 6 still
Swim 38: 1d20 + 0 ⇒ (4) + 0 = 4 down 5
Swim 39: 1d20 + 0 ⇒ (1) + 0 = 1 down 10
Swim 40: 1d20 + 0 ⇒ (12) + 0 = 12 down 5

Swim 41: 1d20 + 0 ⇒ (7) + 0 = 7 down 10
Swim 42: 1d20 + 0 ⇒ (12) + 0 = 12 down 5
Swim 43: 1d20 + 0 ⇒ (5) + 0 = 5 down 10
Swim 44: 1d20 + 0 ⇒ (13) + 0 = 13 down 5
Swim 45: 1d20 + 0 ⇒ (10) + 0 = 10 surface (BREATH)

Swim 46: 1d20 + 0 ⇒ (17) + 0 = 17 210'
Swim 47: 1d20 + 0 ⇒ (1) + 0 = 1 still (BREATH)
Swim 48: 1d20 + 0 ⇒ (19) + 0 = 19 paddle around
Swim 49: 1d20 + 0 ⇒ (3) + 0 = 3 still (BREATH)
Swim 50: 1d20 + 0 ⇒ (20) + 0 = 20 paddle around


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Swim Checks:

Swim 1: 1d20 + 4 ⇒ (5) + 4 = 9 No
Swim 2: 1d20 + 4 ⇒ (6) + 4 = 10 1
Swim 3: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5 No
Swim 4: 1d20 + 4 ⇒ (13) + 4 = 17 2
Swim 5: 1d20 + 4 ⇒ (19) + 4 = 23 3
Swim 6: 1d20 + 4 ⇒ (2) + 4 = 6 No
Swim 7: 1d20 + 4 ⇒ (9) + 4 = 13 4
Swim 8: 1d20 + 4 ⇒ (7) + 4 = 11 5
Swim 9: 1d20 + 4 ⇒ (5) + 4 = 9 No
Swim 10: 1d20 + 4 ⇒ (5) + 4 = 9 down 5'
Swim 11: 1d20 + 4 ⇒ (3) + 4 = 7 down 10'
Swim 12: 1d20 + 4 ⇒ (14) + 4 = 18 surface
Swim 13: 1d20 + 4 ⇒ (17) + 4 = 21 6
Swim 14: 1d20 + 4 ⇒ (10) + 4 = 14 7
Swim 15: 1d20 + 4 ⇒ (8) + 4 = 12 8
Swim 16: 1d20 + 4 ⇒ (2) + 4 = 6 no
Swim 17: 1d20 + 4 ⇒ (13) + 4 = 17 9
Swim 18: 1d20 + 4 ⇒ (13) + 4 = 17 10
Swim 19: 1d20 + 4 ⇒ (2) + 4 = 6 no
Swim 20: 1d20 + 4 ⇒ (3) + 4 = 7 down 5'
Swim 21: 1d20 + 4 ⇒ (19) + 4 = 23 surface
Swim 22: 1d20 + 4 ⇒ (3) + 4 = 7 no
Swim 23: 1d20 + 4 ⇒ (7) + 4 = 11 11
Swim 24: 1d20 + 4 ⇒ (13) + 4 = 17 12
Swim 25: 1d20 + 4 ⇒ (11) + 4 = 15 13
Swim 26: 1d20 + 4 ⇒ (20) + 4 = 24 14

If anyone seems to get in real trouble, Gilraen will use her "Touch of the Sea" spell, but she's thinking hoping to save it until the way back under the assumption that it will be harder given the pots will be full. She will will leave her stuff in her locker.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Zorg's swimming:

swim: 1d20 + 5 ⇒ (20) + 5 = 25 30'
swim: 1d20 + 5 ⇒ (14) + 5 = 19 45'
swim: 1d20 + 5 ⇒ (5) + 5 = 10 60'
swim: 1d20 + 5 ⇒ (4) + 5 = 9 still
swim: 1d20 + 5 ⇒ (2) + 5 = 7 5' below
swim: 1d20 + 5 ⇒ (4) + 5 = 9 10' below
swim: 1d20 + 5 ⇒ (18) + 5 = 23 5' below
swim: 1d20 + 5 ⇒ (9) + 5 = 14 surfaces
swim: 1d20 + 5 ⇒ (7) + 5 = 12 75'
swim: 1d20 + 5 ⇒ (20) + 5 = 25 105'
swim: 1d20 + 5 ⇒ (6) + 5 = 11 120'
swim: 1d20 + 5 ⇒ (12) + 5 = 17 135'
swim: 1d20 + 5 ⇒ (9) + 5 = 14 150'
swim: 1d20 + 5 ⇒ (4) + 5 = 9 still
swim: 1d20 + 5 ⇒ (10) + 5 = 15 165'
swim: 1d20 + 5 ⇒ (8) + 5 = 13 180'
swim: 1d20 + 5 ⇒ (20) + 5 = 25 200'!

Yalla has a Swim speed (15') and a +14 to Swim checks. I think have the movement speed means she doesn't have to make checks except in particularly rough conditions. Let me know if you'd like me to roll anyway

Zorg alternates between olympic-quality swimming and floundering until he's under more than twice his height of water. With a last push, he reaches the sand bar with Yalla scampering onto the sand beside him looking like, well, a drowned rat. Except not dead.

When he realizes that he made good time relative to the group, he jumps up and down maniacally, waving his pot in the air for some reason. "Yaaar! Har HAAAR!"

Yalla has a Swim speed (15') and a +14 to Swim checks. I think have the movement speed means she doesn't have to make checks except in particularly rough conditions. Let me know if you'd like me to roll anyway


It woulda been nice of them to give y'all a skiff or something, wouldn't it? But the guide book says you swim so... >:)

Some of your "friends" amongst the crew point and laugh at your clumsier swimming attempts.

@Zorg-- Yes the water's calm so Yalla's fine. Creatures that have a swim speed don't have to make checks. Too bad Atlatl's not with us anymore, he'd have a chance to shine in this next bit.

I'll go ahead and play out this bit for Noonan with his current stats. Hopefully he catches up with us soon. Noonan will bring his great sword. Sandara will ask him to carry her pot as well, and he agrees. He's not encumbered as he has a greatsword, 2 pots, and... a gourd. You may all be somewhat relieved that the pungent Noonan has finally received a good dunking. Pluck will follow him over.

Noonan:

base speed 40', swim +8:
1d20 + 8 ⇒ (9) + 8 = 17
1d20 + 8 ⇒ (4) + 8 = 12
1d20 + 8 ⇒ (12) + 8 = 20
1d20 + 8 ⇒ (10) + 8 = 18
1d20 + 8 ⇒ (7) + 8 = 15
1d20 + 8 ⇒ (19) + 8 = 27
1d20 + 8 ⇒ (14) + 8 = 22
1d20 + 8 ⇒ (15) + 8 = 23
1d20 + 8 ⇒ (14) + 8 = 22
1d20 + 8 ⇒ (19) + 8 = 27

Noonan swims across with barely a pause in his steady strokes. He waits for the rest of you impatiently.

Sandara:

1d20 + 4 ⇒ (19) + 4 = 23 15
1d20 + 4 ⇒ (10) + 4 = 14 30
1d20 + 4 ⇒ (16) + 4 = 20 45
1d20 + 4 ⇒ (12) + 4 = 16 60
1d20 + 4 ⇒ (18) + 4 = 22 75
1d20 + 4 ⇒ (7) + 4 = 11 90
1d20 + 4 ⇒ (1) + 4 = 5 still
1d20 + 4 ⇒ (10) + 4 = 14 105
1d20 + 4 ⇒ (7) + 4 = 11 120
1d20 + 4 ⇒ (19) + 4 = 23 135
1d20 + 4 ⇒ (14) + 4 = 18 150
1d20 + 4 ⇒ (12) + 4 = 16 165
1d20 + 4 ⇒ (8) + 4 = 12 180
1d20 + 4 ⇒ (7) + 4 = 11 195
1d20 + 4 ⇒ (2) + 4 = 6 still
1d20 + 4 ⇒ (18) + 4 = 22 finish!


Catching the Crabs (er, you know)

You have 5 pots. Each pot needs 4 crabs to be filled. Ergo you must catch 20 crabs in total.

You are on an abundant reef. With a good eye you can see several crabs about. They are between 5 - 30 feet below the water.

To spot a crab make a DC10 survival or perception check, whichever is better.

To get to the crab make a DC 10 swim check for each 10' below the water.

To grapple the crab make a DC 5 grapple check (CMB). You get another +2 if you brought nets. (You weren't given time to get nets and forks, probably for the same reason you weren't given a little boat-- In addition to being assigned a task, you are entertainment for the rest of the crew.)

Once Sandara catches her breath she will summon an octopus to be of assistance.

Start with the first round and tell me your plan. Once you've got a rhythm in place we'll take things more quickly.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Zorg stops waving his pot in glee and focuses on the shallow water around the sandbar, searching for crabs.

perception: 1d20 + 6 ⇒ (14) + 6 = 20

Having found one, he dives after it.

I don't know how we're determining water depth, so I'll give you a couple of rolls

swim: 1d20 + 5 ⇒ (2) + 5 = 7
swim: 1d20 + 5 ⇒ (1) + 5 = 6

He splutters on the beach as if he suddenly forgot what is generally required to move while in water.

swim: 1d20 + 5 ⇒ (14) + 5 = 19

He finally remembers how to swim and then...

swim: 1d20 + 5 ⇒ (3) + 5 = 8
swim: 1d20 + 5 ⇒ (1) + 5 = 6

*splutter* *GLURG!* He stands up and lets out a cry of frustration. He bares his pointy teeth at the water and dives in a third time.

swim: 1d20 + 5 ⇒ (7) + 5 = 12
swim: 1d20 + 5 ⇒ (13) + 5 = 18

...and finally lunges for it!

CMB: 1d20 + 0 ⇒ (12) + 0 = 12


Ahh yes. Determining depth of crab.

Lets roll a d6 and multiply that by 5. That'll get an outcome between 5-30'

I'll also say you surface without trouble after catching a crab.

One for Zorg!


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

Sidhon whispers for a moment with Noonan, then with Sandara, "Look, I'm not going to be the best at zooming after these things, but I can spot 'em for you, and mark them with a will'o'wisp. If you can follow the will'o'wisps, and just concentrate on catching crabs, maybe we can do this quickly."

Spotting:
casting dancing lights
Per: 1d20 + 7 ⇒ (6) + 7 = 13, distance: 1d6 ⇒ 5*5 = 25
Per: 1d20 + 7 ⇒ (18) + 7 = 25, distance: 1d6 ⇒ 6*5 = 30
Per: 1d20 + 7 ⇒ (14) + 7 = 21, distance: 1d6 ⇒ 4*5 = 20
Per: 1d20 + 7 ⇒ (4) + 7 = 11, distance: 1d6 ⇒ 3*5 = 15

Spotting two in (relatively) shallow waters, Sidhon directs dancing lights to two crabs loitering nearby in 15 and 20 feet of water. "If you can wrestle those home, I'll see if I can spot some more."


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Spot the crabs: 1d20 + 3 ⇒ (17) + 3 = 20

"Nice trick." Gilraen says admiringly as the octopus arrives.

She then eyes the crabs warily.

" Wait, folks, I can't imagine if it were going to be easy they'd have sent us. Maybe before we all jump in and find ourselves attacked by them, one of us can try so the others can rescue as needed? Noonan - you seem to be best for this - would you mind being the guinea pig?"


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

As soon as an easy path to catching crabs was proposed to Noonan by that wet gremlin, he quickly took it and was under the water before Gilraen could finish her first few words.

I'm obviously assuming Sidhon isn't taking liberties with this as an option and will skip the spotting roll

Noonan Swimming:

1d20 + 9 ⇒ (15) + 9 = 24
1d20 + 9 ⇒ (7) + 9 = 16

Noonan grabbin' a crab:

1d20 + 6 ⇒ (5) + 6 = 11

feeling lucky, Noonan goes for the other one before surfacing

Noonan Swimming:

1d20 + 9 ⇒ (14) + 9 = 23

Noonan grabbin' another f~$~er like it's a blueberry:

1d20 + 6 ⇒ (10) + 6 = 16


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

Q: How can you tell if I'm taking liberties?
A: I'm breathing


Working together, Gilraen and Sandara will direct the octopus towards crabs. The octopus has no trouble grappling them. It is a different matter to persuade the octopus to let go and give the crabs to you. Feel free to embellish this scenario if you wish.

Yes Sidhon can perceive and highlight crabs with Dancing Lights. He can even move them around after someone has caught the first few.
Noonan: you've made all your swim checks with ease. You still need to make a grapple check (CMB) for each crab. You will only fail on a one.
Feel free to narrate further.

Zorg, after your first success, do you try again? (Also... side hint... Sandara seems to have noticed a few crabs closer to the surface)


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Zorg sidles up to Sandara after noticing she's been having luck...

I'm assuming these crabs are 10' below the surface or less, given your hint, GM!

Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Swim: 1d20 + 5 ⇒ (17) + 5 = 22
Grapple: 1d20 + 0 ⇒ (19) + 0 = 19

Zorg grabs one, no problem, and throws it in his pot, then races back to get another one.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Swim: 1d20 + 5 ⇒ (12) + 5 = 17
Grapple: 1d20 + 0 ⇒ (7) + 0 = 7

"Yar! That's how ye do it!"

Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Swim: 1d20 + 5 ⇒ (7) + 5 = 12
Grapple: 1d20 + 0 ⇒ (13) + 0 = 13

"AAAR! Har-HAAAR!!" With the sound of his fourth crab hitting the pot, Zorg commences his requisite 'happy jig,' bouncing back and forth from one stubby leg to the other.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

Sidhon continues to act as a spotter, highlighting crabs near the surface for Noonan to grab - or anyone else in the vicinity. In addition to searching for crabs, Sidhon will spare some attention periodically to scan the environment for danger - sharks come to mind.

rounds 1-5:

Perception(crabs): 1d20 + 7 ⇒ (8) + 7 = 15, distance: 1d6 ⇒ 5*5=25
Perception(crabs): 1d20 + 7 ⇒ (9) + 7 = 16, distance: 1d6 ⇒ 4*5=20
Perception(crabs): 1d20 + 7 ⇒ (7) + 7 = 14, distance: 1d6 ⇒ 4*5=20
Perception(crabs): 1d20 + 7 ⇒ (3) + 7 = 10, distance: 1d6 ⇒ 2*5=10
Perception(DANGER): 1d20 + 7 ⇒ (1) + 7 = 8

rounds 6-10:

Perception(crabs): 1d20 + 7 ⇒ (8) + 7 = 15, distance: 1d6 ⇒ 1*5=5
Perception(crabs): 1d20 + 7 ⇒ (13) + 7 = 20, distance: 1d6 ⇒ 2*5=10
Perception(crabs): 1d20 + 7 ⇒ (1) + 7 = 8, distance: 1d6 ⇒ 1*5=5
Perception(crabs): 1d20 + 7 ⇒ (5) + 7 = 12, distance: 1d6 ⇒ 4*5=20
Perception(DANGER): 1d20 + 7 ⇒ (19) + 7 = 26

rounds 11-15:

Perception(crabs): 1d20 + 7 ⇒ (7) + 7 = 14, distance: 1d6 ⇒ 3*5=15
Perception(crabs): 1d20 + 7 ⇒ (8) + 7 = 15, distance: 1d6 ⇒ 2*5=10
Perception(crabs): 1d20 + 7 ⇒ (7) + 7 = 14, distance: 1d6 ⇒ 4*5=20
Perception(crabs): 1d20 + 7 ⇒ (14) + 7 = 21, distance: 1d6 ⇒ 4*5=20
Perception(DANGER): 1d20 + 7 ⇒ (20) + 7 = 27

rounds 16-20:

Perception(crabs): 1d20 + 7 ⇒ (16) + 7 = 23, distance: 1d6 ⇒ 5*5=25
Perception(crabs): 1d20 + 7 ⇒ (5) + 7 = 12, distance: 1d6 ⇒ 5*5=25
Perception(crabs): 1d20 + 7 ⇒ (18) + 7 = 25, distance: 1d6 ⇒ 4*5=20
Perception(crabs): 1d20 + 7 ⇒ (15) + 7 = 22, distance: 1d6 ⇒ 4*5=20
Perception(DANGER): 1d20 + 7 ⇒ (13) + 7 = 20

rounds 21-25:

Perception(crabs): 1d20 + 7 ⇒ (9) + 7 = 16, distance: 1d6 ⇒ 1*5=5
Perception(crabs): 1d20 + 7 ⇒ (9) + 7 = 16, distance: 1d6 ⇒ 1*5=5
Perception(crabs): 1d20 + 7 ⇒ (4) + 7 = 11, distance: 1d6 ⇒ 3*5=15
Perception(crabs): 1d20 + 7 ⇒ (16) + 7 = 23, distance: 1d6 ⇒ 4*5=20
Perception(DANGER): 1d20 + 7 ⇒ (10) + 7 = 17

Sidhon can't help himself but watch with great interest as Zorg splashes after crabs. 'I wonder how he's going to sing and crab-dive at the same time?'


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Gilraen will attempt to use her singing to soothe the octopus into releasing the crabs.

Hey, it's worth a shot and probably the most useful thing she can do.

1d20 + 6 ⇒ (12) + 6 = 18

While he is heading down to grab more, she will turn to Sandara and say:
"On the way back, I can cast a spell to help someone with the swimming. Noonan and Zorg both seem to do fine - although I'm not certain how well Zorg will do when he has to carry a full pot. It seems that using on the person who is the strongest after Noonan is probably the best bet so that maybe Sidhon won't have to try to carry a pot back. I'm a decent swimmer, and you seem to be about the same as I. My strength, however, is nothing to write home about. I don't suppose you have some massive strength that you've been hiding?"


Gilraen-- make a performance: sing roll to see if you can soothe the savage (and hungry) octopus!

Gilraen and Sidhon-- make perception checks!


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Didn't label it, but that's what that roll (18 total) was for.

Perception 1d20 + 2 ⇒ (4) + 2 = 6

Too busy singing to the octopus to notice anything.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

@Apocalypso - see post 632, I was trying to keep an eye out and have interleaved generic perception checks
perception: 1d20 + 7 ⇒ (1) + 7 = 8
...but all that watching out for crabs and sharks obviously distracted me from... the other thing.


Gilraen, you get the octopus to relax enough to release a crab. It quickly darts down to seize another one. When it returns, you'll need to make another performance check. If, you know, something else isn't happening by then...

Zorg and Noonan, I'm going to roll a d100 to see if you are above or below the water at "X" moment. 51 or Greater to be above the water. If you are above the water, I'll have you roll a Perception check.
Zorg: 1d100 ⇒ 80 Above the water. Make a perception check please.
Noonan: 1d100 ⇒ 16 Happily lounging about underwater, seein' nothin' but crabs and more crabs.

Everyone Make an initiative roll.

GMs rolls, Pay no attention to that woman behind the curtain:

Sandara's perception check: 1d20 + 4 ⇒ (19) + 4 = 23
Sandara's initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Thing 1's initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Thing 2's initiative: 1d20 + 5 ⇒ (16) + 5 = 21


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

initiative: 1d20 + 4 ⇒ (19) + 4 = 23
So perhaps keeping a weather eye out is not entirely ineffective.


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Init: 1d20 + 4 ⇒ (14) + 4 = 18

Must have started looking around when the octopus went down.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Perception: 1d20 + 6 ⇒ (11) + 6 = 17


SURPRISE ROUND
People who made a perception check above 10 only.
In a surprise round you may move OR take a standard action, but not both.

Thing 1 (23)
Thing 2 (22)
Zorg (12)
Sandara (3)

At about the point when Gilraen has sweet-talked the Octopus out of a crab, and it's swum off,
and Zorg has tossed his 3rd crab in the pot,
and Sidhon is directing Noonan towards his second crab...

Zorg and Sandara gasp (or snort or make some sound of surprise). They are the first to spot 2 giant lobster-ish creatures heading over the reef. (knowledge nature check to identify and perhaps gain some info about the creatures.)

But before they can articulate any warnings, the lobsters are upon you.
1=Gilraen, 2=Sandara, 3=Sidhon, 4=Zorg (Noonan is underwater)
Attackees: 1d4 ⇒ 31d4 ⇒ 4

Thing 1 goes for Sidhon:
Claw 1 Attack: 1d20 + 1 ⇒ (7) + 1 = 8
Claw 2 Attack: 1d20 + 1 ⇒ (10) + 1 = 11

Thing 2 goes for Zorg:
Claw 1 Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Claw 2 Attack: 1d20 + 1 ⇒ (14) + 1 = 15

The creatures first attacks are clumsy as they lumber ashore. Thing 2 almost gets Zorg, but luckily he saw it coming and nimbly ducked out of the way of thegiant claw.

Zorg, you're up!

I'm working on the map. It should be up soon. Noonan, I'll need your initiative roll by next round.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Not much he can do without provoking an AoO in this round, so...

Zorg emits a high-pitched squeal in surprise ("Aaaugh!") and retreats a few feet while drawing his dagger.

5 foot step back away from the creatures. If you have a +1 BAB or higher, you can draw a weapon while moving


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

Sidhon is fortunate the lobster-man is out of range for the first swipe. As he squares off with the larger arthropod, Sidhon dodges and casts, snaking through for a painful touch on the larger thing2.

Round 1
Status: HP 17/17 | AC 17 +1 | T 16 +1 | FF 12 | CMD 14
free: combat expertise +1 AC/-1 attacks
standard: cast 'corrosive touch' (2/3 lvl 1 remain)
melee touch: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18, damage: 2d4 ⇒ (3, 1) = 4 acid
NOTE: provokes AoO


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

Initiative roll: 1d20 + 4 ⇒ (16) + 4 = 20


Sandara will Copycat herself (creates 1 mirror image)

Round 1
Sidhon (23)
Thing 1 (23)
Thing 2 (22)
Noonan (20)
Gilraen (18)
Zorg (12)
Sandara (3)

Sidhon casts corrosive touch provking an attack of opportunity.

Thing 1 takes an attack of opportunity at Sidhon.
1d20 + 1 ⇒ (19) + 1 = 20
1d20 + 1 ⇒ (12) + 1 = 13

The first claw hits.
1d4 ⇒ 2

Sidhon~ You need to make a concentration check for your spell to go off effectively. D20 + Caster Level + Significant Attribute Bonus. You need to beat a 13 (10 + Damage + Spell level)

Either way, it is now Thing 1's turn:
1d20 + 1 ⇒ (10) + 1 = 11 Miss
1d20 + 1 ⇒ (20) + 1 = 21 Hit, possible crit
1d20 + 1 ⇒ (7) + 1 = 8 Crit not confirmed
Damage: 1d4 ⇒ 4
Grapple Attempt: 1d20 + 8 ⇒ (19) + 8 = 27 And Sidhon is Grappled.

Thing 2 will step up and go for Zorg again.
1d20 + 1 ⇒ (15) + 1 = 16 Miss
1d20 + 1 ⇒ (18) + 1 = 19 Hit
damage: 1d4 ⇒ 2
Grapple Attempt: 1d20 + 8 ⇒ (9) + 8 = 17 Zorg is also Grappled

Waiting on Concentration check from Sidhon.
It is Noonan's Turn


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

concentration: 1d20 + 2 + 3 ⇒ (2) + 2 + 3 = 7
for a fail, loss of spell, and no damage to the crawdaddy
oh, and "ouch ouch ouch!"


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

As Noonan was working with Sidhon to catch the crabs, he'll immediately notice that lobster wrestling with Sidhon, drop the crabs, draw his masterwork greatsword and flank the cockroach of the ocean with lethal intent.

Noonan swings: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27

Chop LOBSTER! Down...down...down : 2d6 + 6 ⇒ (2, 6) + 6 = 14


SMASH!

With one mighty heave, Noonan cracks thru the lobster-things shell. As it goes down, it gives Sidhon a final squeeze in a paroxysm of agony.

Claw 1: 1d20 + 1 - 2 ⇒ (15) + 1 - 2 = 14
Claw 2: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16

(Sidhon has -2 to AC because of being grappled.)
The second claw pinches tightly closed, causing further injury to Sidhon
Damage: 1d4 ⇒ 1

But because of its drastic injuries, the lobster is greatly weakened and does only 1 damage. Thing 1 is unconscious.

Gilraen and Zorg, You're Up!


Identifying the critters is only a DC 12 Knowledge Nature. But since none of y'all seem to have that, I'll let ya have it on a DC 18 Profession Sailor Check. There's a good chance that sailors sit around telling tall tales o' these beasties.


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Gilraen will swing at the one grappling Zorg.

1d20 + 5 ⇒ (6) + 5 = 11

Doubt that does anything, but just in case: 1d3 ⇒ 1

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