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

Zorg will take a step back and hurl his dagger at the lobster-creature. He then notices a very pretty seashell on the sand by his feet.

"Ooh! Opalescent!"

5 foot step, then throw dagger with Point Blank Shot, then Advantageous Distraction (AC becomes +2 or 19 for 1 round)

dagger attack: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d3 + 1 ⇒ (1) + 1 = 2


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

Given a brief moment to think, ('Thanks Noonan!'), Sidhon considers what creature the mudbugs might be - and how edible.

profession(sailor): 1d20 + 6 ⇒ (19) + 6 = 25


Sorry Zorg-- you are grappled by Thing 2. You'll have to escape him first.

~~~

Gilraen takes a valiant swing and misses.

~~~

Sidhon suddenly recognizes the creatures' description, from long nights listening to tall tales.

They are Reefclaws, an aberrant sea creature- Part giant lobster, part giant eel. They have 2 claw attacks and are feared for their grappling proficiency. In addition, they are rumored to fight thru their death throes to give one final attack. This last may have been the part that tipped Sidhon off.

And yes... their claws are treasured for their succulent lobster-type meat. Although the rest of their aberrant flesh is rumored to be distasteful.


(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

Ah, yes... I forgot. Scratch previous post.

Zorg wriggles in the claw of the creature, trying to slip free, all the while cursing in Goblin.

Goblin:
"Aaar! Let go of me, you sponge-sucking bottom feeder!"

Escape Artist: 1d20 + 5 ⇒ (2) + 5 = 7


Zorg squirms and curses mightily to no avail.

Sandara debates having her octopus attack the reefclaw, but doubts it can do real damage. Being too far to try anything else, Sandara pulls out a heavy crossbow and fires.
1d20 + 3 ⇒ (4) + 3 = 7

And the bolt flies wide.


Round 2

Sidhon (23) (-7 hp)
Thing 1 (23) (unconscious)
Thing 2 (22) (grappling Zorg)
Noonan (20)
Gilraen (18)
Zorg (12) (-2 hp, grappled)
Sandara (3)

Sidhon, You're up.


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 races around to the far side of the reefclaw, casts 'corrosive touch', and tags the beast open handed.

Round 2
Status: HP 10/17 | AC 17 +1 | T 16 +1 | FF 12 | CMD 14
move: around the reefclaw, to attack from the far side - so that if Noonan wants to charge (straight line) he'll get flanking.
free: combat expertise +1 AC/-1 attacks
standard: cast 'corrosive touch' (1/3 lvl 1 remain)
melee touch: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 11, damage: 2d4 ⇒ (1, 4) = 5 acid
NOTE: provokes AoO (how's that work with grappling? I dunno...)
...and yes, I recognize this didn't work out so well the last time :) But at least this way Noonan should get flanking, and maybe Zorg will get dropped.


Sidhon attacks with a sizzling spell!

(If I understand correctly, the Reefclaw is also "grappled" and loses 2 to its AC, making its touch AC 10.)

And his crackling touch hits and fizzes against the monster's carapace. The reefclaw chooses not to take an attack of opportunity, and instead continues to squeeze Zorg.

(It seems the lobster woulda gotten extra bonuses to hit something its already grappling, but I can't find rules on that. Only the -2 to attack while grappling, and the targets -2 to AC while being grappled. A wash. If anyone has a better understand, please esplain.)

The Reefclaw attempts to squeeze the life out of its tasty morsel, while simultaneously dragging it into deeper and safer waters.
Claw 1: 1d20 + 1 - 2 ⇒ (9) + 1 - 2 = 8 Miss!
Claw 2: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16 Hit!
damage: 1d4 ⇒ 3

The reefclaw will drag Zorg into square N12. The water is about chest high on Zorg, but it is deep enough for the reefclaw to swim away next round.

~~~

Noonan, Gilraen, and Zorg-- you're up! You

You can all post your actions, but I will treat them sequentially in that order.


(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

We'll see if the reefclaw truly finds this goblin "tasty"!

Zorg continues to struggle against the creature, hoping its recent brush with acid will make it easier to escape.

Escape Artist: 1d20 + 5 ⇒ (3) + 5 = 8

Well, at least my rolling is consistent!


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

Noonan wouldn't be too concerned if it weren't for the fact that the thing was heading back into the water with Zorg...

Noonan runs to flank
is approaching from behind while he's grappling Zorg flanking?--I think it is, right? I'm not sure how far it's moved and if Sidhon is still flanking
and swing at that thing with his Greatsword using Power Attack

Swinging: 1d20 + 8 + 2 - 1 ⇒ (1) + 8 + 2 - 1 = 10

Damage: 2d6 + 6 + 2 ⇒ (5, 2) + 6 + 2 = 15

1's aren't really 1's when you get to add so much to them...right?


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

Is it now harried with 4 of us on it?

1d20 + 5 ⇒ (4) + 5 = 9


What is this harrying of which you speak? In this realm we *flank*, which gives a +2 to hit, if you are standing on opposite sides of the creature with one of your comrades. You could probably manage to flank with someone, and yet it still will not hit. I presume you are swinging the same weapon as last time.

Noonan and Gilraen take mighty swings and cleave the air. We'll write the story to say they were attempting not to hit Zorg.

Zorg spits and hisses and struggles mightily, and yet still finds himself in the claws of the creature.

Not wanting to waste a round reloading her crossbow, Sandara moves closer to the party and channels healing energy to everyone within 30' of her. Sidhon and Zorg, I'm looking at you. (Fortunately?) the reefclaw was uninjured and does not take healing.

Channel Positive Energy: 2d6 ⇒ (2, 2) = 4


Round 3

Sidhon (23) (-3 hp)
Thing 1 (23) (conscious again, but badly hurt. GM/Sandara's oops.)
Thing 2 (22) (grappling Zorg)
Noonan (20)
Gilraen (18)
Zorg (12) (-2 hp {lost 4, gained 4}, grappled)
Sandara (3)

Sidhon, You're up.


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

Round 3
Status: HP 14/17 | AC 17 +1 | T 16 +1 | FF 12 | CMD 14
free: combat expertise +1 AC/-1 attacks
standard: cast 'magic missile' (0/3 lvl 1 remain), damage: 1d4 + 1 ⇒ (1) + 1 = 2
move: catch up to the reefclaw, to attack from the far side - so that if Noonan wants to charge (straight line) he'll get flanking.
NOTE: no AoO because 1) it's moved more than 5' away, and 2) it's grappling


Sorry Sidhon, yes, you did get your original damage on Thing 2. Originally 5 damage, now 1.

Your missile hits of course, doing another 2 damage for a total of 3 to Thing 2.

Thing 1 is still pretty badly damaged and crawls slowly towards the water as well.

Thing 2 drags his tasty prize into the water and swims 20 feet down. (This would provoke an AoO from Sidhon, except he's not threatening with a weapon.)

Noonan, Gilraen, and Zorg, you are up!


(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

At this point Zorg begins yelling as he struggles to wrest himself from the thing's claws. That is, until they go underwater, at which point he has the sense to close his trap.

Escape Artist: 1d20 + 5 ⇒ (8) + 5 = 13


Zorg, I'll count that as your move action. You can still attack, which is strangely only at -2. (And his AC is -2 because he is also grappled.)


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

If Noonan gets an attack of opportunity as the thing turns away from him and walks away here's a swing with the Greatsword and Power Attack

1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20

damage: 2d6 + 6 + 2 ⇒ (1, 4) + 6 + 2 = 13

If Noonan doesn't have this attack of opportunity, he'll swim after and attack the lobster holding Zorg.
Not sure how the underwater element affects things...can I swing a sword under water? Must I try to hand-to-hand the thing

Swim check: 1d20 + 9 ⇒ (16) + 9 = 25


(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

Okeydoke.

mwk dagger: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d3 ⇒ 1


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

Hadn't thought about attack of opportunity

If she gets one: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d3 ⇒ 2

Regular attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d3 ⇒ 2


In sequence:

Zorg's Escape check vs the Reefclaw's CMB: 1d20 + 8 + 5 ⇒ (12) + 8 + 5 = 25
The Reefclaw still has Zorg grappled even with the +4 Zorg adds for danger.

Noonan *does* get an Attack of Opportunity, since he was flanking in the prior round. His attack hits, and he badly wounds Reefclaw 2.

Noonan You could either strike from land or swimming. Swimming you'd have to make a successful swim check, which you have. Either way it looks like you would have a -2 to hit, and do 1/2 damage. So you can make another roll if its pertinent after everyone else's turns.

Gilraen: Why a d3? Are you hitting unarmed? If so, remind me if you have improved unarmed strike. Otherwise you can't take an attack of opportunity.

In either case your regular hit, hits! And knocks the reefclaw unconscious.

Zorg can now successfully hit the reefclaw, as its unconscious. You can use a move action and a DC10 swim check to try to swim back to shore.

Sandara will try to rapier Reefclaw 1 as it tries to escape. 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3 And misses badly.

Noonan Let's say your AoO was against #2- the one swimming away with Zorg. Successful. For your turn why don't you give an attack roll for #1, which is trying to get away?


(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

mwk dagger: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d3 + 1 ⇒ (3) + 1 = 4


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

[ooc] Yup, improved unarmed [ooc]


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 D. Cirala wrote:

[ooc] Yup, improved unarmed [ooc]

What I get for posting before caffeine.


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

Yeah!--what SHE says!

attack of the one getting away:

1d20 + 8 + 2 - 1 ⇒ (2) + 8 + 2 - 1 = 11

damage:
2d6 + 6 + 2 ⇒ (6, 1) + 6 + 2 = 15

at least it wasn't another 1


(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

I can't use the caffeine excuse since I don't drink coffee, but I did forget to do this:

Swim: 1d20 + 5 ⇒ (13) + 5 = 18


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

"Oh no, no, no. Today it is eat or be eaten, my succulent friend."

Sidhon casts 'acid splash' at reefclaw#1, then wades out to (unnecessarily) help Zorg to shore, and retrieve the body of reefclaw#2.
ranged touch: 1d20 + 5 ⇒ (17) + 5 = 22, damage: 1d3 ⇒ 3

"C'mon matey, these are plenty big eatin' crabs."


Gilraen's brave and barefisted efforts had some impact on the critter, but the shell was tough to crack.

Zorg missed his captor, but achieved his greater goal of returning to land.

Noonan first swing gutted the Reefclaw holding Zorg, and helped free him, but his pivot to attack the escaping reefclaw missed by inches.

Sidhon knocked the escapee out with a sizzle.

And taking no chances, Sandara coup de graced it. Ye'll not get away this time, mate.

When all said and done, you manage to retrieve 4 fine looking claws. And with a little while longer, you'll fill your pots with crabs.

Now how to get your bounty back to the ship?


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

"Once we get everyone healed up, I've got a spell to help with swimming - but I can only use it once a day. If we figure a way to attach the pots together it might be best if I use it on you, Noonan. You not only are the best swimmer, but are also the strongest and could take all the pots back and we could just worry about getting ourselves back without drowning. I could cast it on someone else, but I'm not sure that with the weight of the full pots it would really help. What does anyone else think?"

Touch of the Sea: You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. One minute per level.


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

As they're detaching the claws from the reefclaws, Sidhon considers whether there is a portion of the beasties that might be used as a floating tub - perhaps large backplates that could float?


(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 speaks up after catching his breath from the ordeal. "I also have a spell like that." After a second's pause, he hastily adds, "Um... Aaar!"


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

Testing the weight, is Noonan confident he can handle a bucket...or two? If so, he'll give it a try


Noonan is pretty much strong enough to carry everything by himself, and still have "light encumberance" since otherwise he has a sword and a, er, gourd. The only difficulty is affixing it to him so he can move his arms and legs to swim freely. Perhaps some Profession: Sailor checks to see how good y'all do with tying the ropes the way you want.

Sandara speaks up. Aye and I also have a spell to help some move better thru the water. Perhaps 'tween us, we can manage not ta fight off these beasties only to drown on the way back.


(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

Profession(sailor): 1d20 + 5 ⇒ (15) + 5 = 20


Zorg, aided by his stalwart companions, manages to tie a bizarre rigging of pots and crab claws to Noonan. You would think all this would weigh Noonan down, but it only slows him slightly, like trinkets dragging behind a wedding carriage.

I'm going to rule that Noonan is not "encumbered" weight-wise, but all the items tied to him slow his swim speed. So he'll swim 20' per round. But... to speed things up... everyone give me the following:

1.Aid Another: Profession (sailor) if you're helping Zorg with the knot-tying. (You only need to roll a 10 to add +2 to Zorg's total.) His knots seem pretty sturdy, but crazed in their patterning. You might want to test them.

2. If you are casting a spell to help someone swim, tell me who you're casting it on.

I was going to have you roll simplified swim checks, but I'll wait for the answer to #2 first.


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

aid another, profession(sailor): 1d20 + 6 ⇒ (17) + 6 = 23
no swimming magic from me


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'll cast on Sidhon - he seemed to have the toughest time.


(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 will hold his swim spell in reserve in case there is someone who is having trouble on the way back.


Sandara will cast Slipstream on Noonan, giving him another 20' to his swim speed, so its back to 40'/round.

For swimming back to the ship, let's simplify.

Roll a DC 10 swim check until you succeed a total of 3 times.
(Remember to use the preview function before posting. It speeds up looking at your results. Thanks Gilraen!)

But... if you fail 3 times in a row, you begin to go under...

Sandara's Swim Checks
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 4 ⇒ (2) + 4 = 6
1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 4 ⇒ (18) + 4 = 22

Sandara's strokes are strong and sure, with one small pause for breath.


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 help from Gilraen's 'touch of the sea' spell...
swim++: 1d20 + 8 ⇒ (3) + 8 = 11
swim++: 1d20 + 8 ⇒ (13) + 8 = 21
swim++: 1d20 + 8 ⇒ (19) + 8 = 27
'hey - this is kinda fun with some help. I could get to actually enjoy this.'


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:

1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 4 ⇒ (17) + 4 = 21
1d20 + 4 ⇒ (10) + 4 = 14


(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

Swim: 1d20 + 5 ⇒ (12) + 5 = 17
Swim: 1d20 + 5 ⇒ (6) + 5 = 11
Swim: 1d20 + 5 ⇒ (12) + 5 = 17


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

Swimming: 1d20 + 9 ⇒ (7) + 9 = 16
Swimming: 1d20 + 9 ⇒ (12) + 9 = 21
Swimming: 1d20 + 9 ⇒ (1) + 9 = 10
Swimming: 1d20 + 9 ⇒ (20) + 9 = 29


So all of you make it safely back to the ship, amidst the jeers and cheers of various shipmates. Noonan lands on deck with a flourish amidst all the odd pots and claws dangling about him.

Kipper and Narwhal and Fipps moan and pay up bets they'd placed hoping you'd get eaten by the reefclaws.

Conchie pipes up on your behalf tho. Zees reefclaws, zay should make zee captain very happy, yes? He motions for Caulky, the cabin girl, to go tell the captain.

Within a few minutes the Captain himself appears. When he sees the crabs, his expression brightens. And when he sees the reefclaws he gets the biggest grin you've ever seen on him. Well yes, this is bounty indeed. Well done lads, well done. Which one of ye's the cook? The weird elf? So be it. Well done. Take these here down to Fishguts, and make sure he makes a proper job of it. I'll be eatin' well tonite. Here, take these. See? Competence is rewarded here aboard the Wormwood! He scowls at everyone else, and then grins and rubs his hands gleefully as he walks away.

Caulky runs up and gives Gilraen a potion of cure moderate wounds, and 3 potions of cure light wounds from the captain.

Tonight our hardies are celebrated with song, and encouraged to tell (and embellish) the tale. Fishguts manages to sneak a little crab into the general stewpot, although he definitely saves the reefclaw for the captain.

Make a DC 10 fortitude save for your Rum Check (or other check to misdirect the rum. Also let me know of other actions you'd like to take. I'll give you a little time to post before moving on to tomorrow.


(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 will gladly accept one of the minor potions (pocketing it rather than using it), and just as surely accept his ration of rum for the evening after a better than average dinner.

Fortitude: 1d20 + 2 ⇒ (18) + 2 = 20

However, being a little hurt from the reefclaw attack, he decides (uncharacteristically) to turn in early in the hopes of feeling a bit better in the morning.

I'm guessing he'll regain 1 hp as a result...


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 had intended to hit folks with heal spells before we started swimming. She said something about it, but never did the rolls. Guess she'll do them when she gets back to ship.

Zorg 1d8 + 2 ⇒ (5) + 2 = 7
Sidhon 1d8 + 2 ⇒ (5) + 2 = 7

Does that get folks back up?

Fort: 1d20 + 1 ⇒ (8) + 1 = 9 - OK, what does that do to her?

She'll go ahead and tell the story: 1d20 + 6 ⇒ (19) + 6 = 25


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

Rum check: 1d20 + 5 ⇒ (17) + 5 = 22


Gilraen and Sandara healed up the group before the swim back. (otherwise a night's rest gets you 1hp per level.)

Gilraen gets besotted. It gives her the fatigued effect for 8 hours (a good nights sleep will end it). It also gives her +3 temporary boost to Charisma which makes her embellishment of the story even more entertaining. Conchie and Rosie add some music to the tale. Fishguts and CutThroat swing buy to have a listen, and everyone is vastly entertained. Except perhaps a few of your detractors, but they decide to keep silent for a while.

Eventually everyone lurches to their hammocks, and feel refreshed after an uninterrupted nights sleep.


DAYS 12 & 13

Everyone will be making ship repairs of one kind or another. The ship is still badly damaged from the storm. The relief at having survived, and the thrill at besting some tasty foes, fades again in the endless drudgery of cleaning, repairing, and maintaining the ship.

Riggers will be repairing the rigging.
Noonan make a DC10 profession sailor or Dex check, for each day.

Swabs will be sewing sails.
Zorg make a DC10 profession sailor or Dex check, for each day.

Sidhon will be continuing his repairs on the whole malfunctioning wheel-rudder system. The Captain wants to keep pushing on, he always conveys urgency about it, but you never hear why. But finally Plugg convinces him to pull up beside some reefs so the rudder can be addressed more effectively. There never seems to be formal acknowledgement, but when you go get the tools and show up to work on the rudder there is an unspoken acceptance that this is your job now. Hambly pops up to scowl at you every once in a while, and then disappears mumbling something about sawing logs. So even if you don't have his help, at least you don't have to waste time pretending to do something else.
Make a DC10 craft (ship) roll for each day. Still have 50 points of damage to mend.

Gilraen Luckily there is still enough crab and reefclaw left that you don't need to go fishing for these two days. But more food needs to be made. You'll spend half a day helping prepare todays stew, and half a day trying to put the galley back in order.
Make a DC12 profession (cook) or int roll for cooking each day, and
Make a DC12 profession (cook) or wisdom roll for cleaning each day.

Everybody needs to make a DC10 rum ration check for each night. (Or the diverted rum check.)

Let me know if there's anything additional you'd like to do each day. Refer back to ships actions under campaign info for ideas.


(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

Can we be taking 10 on these day job checks? I'll roll just in case the answer is no

profession(sailor) day 12: 1d20 + 5 ⇒ (9) + 5 = 14
profession(sailor) day 12: 1d20 + 5 ⇒ (19) + 5 = 24

The hug from the reefclaw had been a bit uncomfortable, but after healing, food, booze, and then sleep, Zorg wakes up feeling refreshed and regales the nearby sailors with more sea shanties as he sews the sails. He's even so content that he will attempt to focus on one of them (preferably one who is currently neutral toward his group) and sway them to be a bit more friendly.

This is the influence daytime action - does this involve a diplomacy check?

Each night after dinner, he happily takes his rum, but only once per night.

Fort check: 1d20 + 2 ⇒ (10) + 2 = 12
Fort check: 1d20 + 2 ⇒ (1) + 2 = 3

Is there anywhere on the ship we haven't explored? I can't recall. If so, Zorg will attempt to sneak around the first night

The second night, for some reason, the rum lands hard. Really hard.

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