HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12
Yeah, it was all heroic and noble to leap in to save the poor halfling, but when she gets saved easy and the true test is saving the guy who leaped in, might should of looked before you leapt!
I wasn't initially too worried, Ko'ulu has a boss Swim score but his rolls haven't been too stellar. We'll see if he can pull his bacon out of the fire with some help. It's funny cause the AP doesn't even account for a PC attempting to leap in to save someone.
I wasn't initially too worried, Ko'ulu has a boss Swim score but his rolls haven't been too stellar. We'll see if he can pull his bacon out of the fire with some help. It's funny cause the AP doesn't even account for a PC attempting to leap in to save someone.
Ok, that surprises me. Just a question, is Xanxan doing any good on the rope despite his lack of a positive str modifier? or should he look for another way to help? (Nothing coming to mind immediately mind you)
I would say Xan could go pick Owlbear's manacles, to get him up here to help... But unfortuantely, I'm not sure our good friend Mr. Hartshorn would be all too eager to help Ko'ulu, after that last diplomacy check...
I would say Xan could go pick Owlbear's manacles, to get him up here to help... But unfortuantely, I'm not sure our good friend Mr. Hartshorn would be all too eager to help Ko'ulu, after that last diplomacy check...
Actually, that's just what I posted before I saw this. I am not sure how long it would take him to get down there or what rolls would be needed. Xanxan was going to go with a simple 'man overboard' talk and ask him to pull on the rope without mentioning it was Ko'Ulu per se.
Jonasty, let me know what else you want me to roll and how quickly it can be done if at all
Human Witch 1 || HP 8 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +2 || Init +2, Per +8
Just picked up the ARG. I haven't looked through it yet, but are you open to our making any tweaks? I don't have anything specific in mind, just curious.
Human Witch 1 || HP 8 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +2 || Init +2, Per +8
Doesn't look like I'll be making any tweaks to Calvin, but I'll definitely be taking a couple of the spells. There are two that are perfect for water-based campaigns.
Human Witch 1 || HP 8 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +2 || Init +2, Per +8
So, serious question (in lieu of Ko'ulu's imminent demise): What happens when our character dies? Are we removed from the game? Do we roll up a new one?
I want there to be some threat of death, but I hate the idea of not continuing the story just because I foolishly leap into a raging sea to save a foul-mouthed halfling (as a purely hypothetical example).
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Tully: Don't forget that Ko'ulu will have some extra bonuses to his rolls due to the folks pulling on the ropes. All he needs for those two rounds is +4 worth of strength bonuses to keep him from losing the rope.
Calvin: Interesting hypothetical, but why pick something that is extremely unlikely in this game and go for something more likely to happen like "The gods make a deck board slippery causing me to slip on it and crack my head on the mast which suddenly sprouted spikes."
Yep, the only reason Ko'ulu survived was the extra +3 Rosie managed to provide on all his checks. Beefcake little halfling woman! Thank goodness you made her helpful.
Calvin: You'll have to wait and die to find out I guess. ;-)
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum survived this time. Lucklily the failed rolls happened while he had his feet planted firmly on the deck. Also lucky the punishments are a pass, or else he'd be out for sure. 2 lethal or non and it's snores-ville.
And Tully, welcome to the hell that is the 60 foot climb to the crow's nest. Consider spending the rest of the trip there.
Haha, Callum! It's your own fault. You had to race Tully up there on day one. Honestly, who sends the cook's mate up to the crow's nest in the middle of a raging storm and expects him to survive? No wonder they're short of crew...
Yeah, that was my own mistake reading my post on edit. I can't remember if there is a reflex to save or not, and I can't edit it any further. So, I might be ok. I'll wait for DM to tell me for sure what I need to do.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
You had it right for rolling reflex but it's it's a DC 20...
On my phone now but I'll start searching ways to catch falling things. Maybe if Callum can jump out with a rope, our maybe fall into the water for less damage (but risk drowning)
The odds of Tully making even one DC 20 swim check are very long... I almost think it's worth it to tak me chances with the deck. Either way it's looking grim...
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
If we could get a rope on you then with enough folks pulling it could work. But, yeah risky either way. 2d3 nonlethal +1d6 lethal and have to roll well to swim, or 5d6 lethal.
Maybe there is some way for Callum, who is in the rigging 50ft up, to do something. Maybe he's near the mainsail which also includes the Crows nest (I'm assuming the mainsail is taller than the other two). And let's add on some more maybes... Maybe Callum could catch, or wrap a line and jump-catch, or toss a line out to Tully.
And/or maybe someone on the deck could try to catch Tully and cushion the fall with their own body.
And/or maybe Jirobo, who is also climbing to the crows nest, can do something.
Human Witch 1 || HP 8 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +2 || Init +2, Per +8
You should all roll up witches. We can form a coven that falls as a feather falls to the earth. I'd seriously be dead already were it not for that hex.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
A ship full of witches actually sounds pretty cool. And the Trickery patron has Animate Rope to deal with the lines, so only those in the crow's nest would need the fly hex, lol.
Just popping on to say I'm still here, still in the middle of my vacation. Hopefully I'll have updates soon but for sure we'll be back in full force starting next week.
Sorry for the suspenseful delay but at least Tully survived, huzzah! Little banged up but that'll happen when you fall from the rigging.
Hope you're all still around. I'll have the next update up soon-ish. And a reminder that I'm back at work this coming Monday, so the full barrage of posting will commence soon.
Tully you won't get out of this scott free but it's better than breaking your neck on the deck.
Ha! Average damage for 5d6 is 18. There's a better than 20% chance that fall kills me outright! I was just hoping to have a round or two of bleed time left so someone could get to me with some healing! (Also, falling into the ocean would have been auto-death. So... That too.) No, I'll take the knocks you gave me, thank you. =)
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Holy Toledo! That was close. I really hope the weather clears up. Too many close encounters. Don't want to do much more climbing in this either. Callum is down to 1 effective hp. The first lash will put him down, lol.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Charmer is definitly a handy trait, especially, it seems, with this path. Seeing it's worth, I'd consider going for it myself next level but I'm locked in to a specific Archetype related talent (which may come in handy if there's another storm and we start falling from the rigging like crazy... again).
As for Calvin being the only one not damaged or at least fatigued... well... Slacker!
So no benefit from bringing in fresh fish for the crew? Could it be a holistic influence action?
I'm ok with the idea if you want to use your fishing skills to aid in winning over the crew. The only thing is, you still need to make the normal Influence action if that's what you want to do.
So going forward if you make a good Prof (fisherman) check I may or may not give you a bonus to your Influence check but you still need to make the check, which would be Bluff, Diplomacy or Intimidate. Prof (fisherman) by itself isn't enough.
This goes for everyone, if you want to try to be a bit creative in your Day or Night ship actions to milk a bonus, feel free to include extra descriptions and dice rolls in your posts. Just make sure you include the base mechanics so I can work off of that. And just so we're clear, even if you roll really high with your "trying to get a bonus" rolls, they might not necessarily apply. Anything in addition to the base mechanic rolls is always at GM discretion.