Perils of Crescent Harbor (Inactive)

Game Master Profession Smith 6 ranks

Pirate-themed adventures in and around Port Peril.


1,651 to 1,700 of 2,720 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>

M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Perception: 1d20 + 6 ⇒ (3) + 6 = 9


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Frick! Thank goodness the Cap'n has eyes in his skull. That was about as poor a series of rolls as I've seen in a long time. Dice! 'm'i'right?


The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

The Captain's sharp eyes notice a deeper shadow behind some of the vines dangling down the cliff face: pushing them aside he reveals the entrance to a cave. The tunnel's tall enough that none of you have to duck to enter.

Gonna take the liberty of assuming that you guys would explore the cave to keep things moving.

There are a couple of places the tunnel branches off a bit, but even these smaller side passages curve deeper into the hillside. All three passages lead to a larger cavern that slowly slopes downward. Although the floor here is initially stone, there's a layer of earth near the back wall and signs that this dirt has been disturbed fairly recently.

KS Update: No change in status. I hope to check in again Friday. Happy Thanksgiving tomorrow! (Pretty sure everyone in this game is in the U.S.)


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Seeing that the dirt has been disturbed, Jordan begins looking around for tracks, or any other clues as to who could have been here recently.

Survival: 1d20 + 5 ⇒ (13) + 5 = 18


The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

Jordan finds some meandering tracks, large, misshapen, and vaguely humanoid, likely belonging to the deceased Gravedigger. There are no other tracks in the earth.

KS Update: No change in status. Looks like I'll be making a library trip tomorrow. Monday's iffy, as I have a doctor's appointment scheduled.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Aghon casts detect magic and takes a slow survey of the entire chamber, including the floor, to see if anything trips his magical senses.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis will keep Light cast on an object as long as needed to provide the explorers light to see by. Other than that, he will summon an instrument and will be plinking along on it until it disappears, at which point a new instrument will be summoned.


The Man's Promise | Ship Actions | Current Battle Map

Aghon Only:

No magic is detected, but you realize that your spell wouldn't work if anything magical were buried more than 3 feet deep.

Passed a teeny stone last night (painlessly) but still have pain in my side--might've just been a part of the stone (though my urologist thinks otherwise). Plan is to take tomorrow off and (barring any setbacks) get back on a daily posting schedule on Wednesday. Thanks for bearing with me through this annoyance.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

how long as it been since we fought gravedigger?

Culder looks around for anything he can use to dig out the areas of broken up earth.


The Man's Promise | Ship Actions | Current Battle Map
Culder 'the Captain' Hargraves wrote:

how long as it been since we fought gravedigger?

Culder looks around for anything he can use to dig out the areas of broken up earth.

How long = 20 to 30 minutes.

Digging Utensil = Nothing available (but you recall the Gravedigger hurling a shovel at you at the start of combat with it).


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

"Frack..." Culder mutters angrily, "I'll be back soon." Without any further explanation he hurries off to retrieve the gravedigger's shovel.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

While Culder leaves, Jordan takes up a position near the entrance to the cave, just in case any of their crewmates should arrive.


The Man's Promise | Ship Actions | Current Battle Map
Jordan Bain wrote:
While Culder leaves, Jordan takes up a position near the entrance to the cave, just in case any of their crewmates should arrive.

Funny you should say that: I was going to open up again by asking the cave folk if they were staying inside or going back out.

Day 13: Island Hunt

Culder (who's still heading back to nab the Gravedigger's shovel) and Jordan (and anyone else who waits outside the cave), please make a Perception check.

Perception Result 24+:

From far off to the west-northwest you hear a very faint woman's voice calling...or singing??!!


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

perception: 1d20 + 6 ⇒ (8) + 6 = 14

Jogging back towards the scene of their tussle with the gravedigger, Culder is too distracted to notice anything outside his immediate surroundings...


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Jordan starts dozing in the warm afternoon air...


The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

Something large crashes through the jungle underbrush near the cave entrance, but Jordan refrains from putting an arrow into whatever it might be until he gets a view of the new arrival. Good thing--cuz Culder's back, shovel in hand.

Who wants to do the digging with the shovel? Anyone gonna try to help in some way?


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

I got nothing that can help here


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

I could create water over the dirt and soften it that way? Aghon offers up... Should I?


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder scowls a bit when he realizes that nobody else is actually going to offer to do any shoveling. "Seems sof' enuff," he answers scooping out the first load of dirt.

"Ye could fin' a bucket 'r somethin' 'n' fill it with wa'er an ice fer me t'drink..."


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

I don't see a bucket anywhere...

Take 20 Perception: 20 + 4 = 24


The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

Apparently, since Culder ran back to get it, the shovel now belongs to him and any future shoveling is also his responsibility. Dig, dig dig! Before long, the burly Captain's dug a decent hole at least a couple feet deep. No sign of buried treasure just yet, though. No sign of a bucket, either.

Aghon Only:

You gonna try detect magic any more? Assuming you are...you can detect 4 auras (3 faint, 1 strong) coming from beneath the surface, just a little bit to the right of where Culder's shoveling.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Hearing Culder speak of a need for a bucket, he summons a large bell and holds it out to Aghon.

Here, you can fill this up for the Cap'n there. It'll only last for a few minutes, but I can always summon another without a problem. Just let me know when you need a drink Cap'n. I'd help to dig, but I lack the, how do you say, leverage to do it effectively. He says with a grin and a wink. And Aghon, if you are needing a break or help checking for magic, that I can do too.

Otherwise, Jarvis will continue to cast light as needed.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

By all means, please look for magic. I'm guessing you're better at it than I am anyway. Look over here! He says pointing just a bit to the right of where Culder's been shoveling, not sure exactly why he feels that would be a good place to dig. :P


The Man's Promise | Ship Actions | Current Battle Map

If Jarvis casts detect magic, he can peek under Aghon's spoiler a couple posts up.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis' fingers waggle a bit and his eyes glow a dull blue as he looks around the room, searching for the presence of any magical items or auras. Following Aghon's finger, he focuses on the spot to the right of Culder.

Yes, definitely some auras there. One seems pretty strong, in comparison.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Yippeee! Magical treasure! If you need a break Culder, I'll dig over here... Aghon says pointing to where the magical auras were located.


The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

It takes a while, but Culder's shovel eventually strikes something hard. The big man uncovers a medium-sized treasure chest, still in decent shape. Once he unearths it, he notices a second chest buried at its side...then a third...then a fourth! All the chests' locks have some rusting and there's no sign of any keys.

Break 'em open or clean the locks a bit and try to pick 'em, maybe?


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Isn't this why Jordan is here?


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Leaving his post at the cave entrance, Jordan comes over to the chests. Not feeling any sense to rush, he sits down in front of each chest and begins cleaning and fiddling with the locks.

taking a 20 on each chest for a total of 28, because it seems like we have time.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

I'd like to offer up that, whatever we find in these chests, the lion's share should go to the Cap'n because he did the lion's share of the work, not only defeating the Gravedigger, but also actually digging them up. Aghon says and pats Culder on the back. Much thanks Cap'n.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"Don't count your chickens before they're hatched," Jordan mutters from his work space. "Odds are that Scourge and Plugg'll have it in their minds to take a piece of whatever we find as well."


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

"Whate'er we admit t'findin'," Culder corrects.


The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

Jarvis, having actually crewed aboard a pirate vessel before, realizes that Jordan and Culder pretty much have the right of it: Since Scourge and/or Plugg sanctioned the expedition to the island, anything found there will be considered 'ship's plunder,' much like your equipment was when you all were press-ganged. You'd each get a small 'crewman's share'...assuming the bastards actually consider you new recruits as part of the Wormwood's crew by this point.

Each of the four chests is treated with some sort of resin that has helped waterproof the wood, and each is in decent condition. When Jordan pops the locks and opens the lids, he reveals thousands of silver coins--mostly of Chelish and Andoran mint--inside each. Buried beneath the coins in each chest is a magical trinket: a bowman's quiver, a magic wand, a dull gray spherical stone with runes etched upon it (the strong aura detected earlier by Jarvis and Aghon), and a pair of very similar bottles of green glass. One of these bottles has a twistable key stuck into its neck while the second has no key but is corked with what appears to be an almost incorporeal plug of wispy gray smoke.

Each full chest weighs approximately 150 pounds.

Jarvis & Aghon Only:

As mentioned, the gray stone has the Strong aura; the glass bottles may have registered as one item because the aura on the corked one is lingering in nature--the bottle's magic appears to have been already used. Feel free to make the rolls (Knowledge (arcana), Spellcraft) if you try to ID these items.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

I don't think either of us has K:Arcana for the school of magic checks, unfortunately, perhaps I'll remedy that at the next level up.

Aghon detects magic on each of the five magic items concentrating on them for as long as necessary to try and decipher their intended uses and activations.

Spellcraft Bowman's Quiver: 1d20 + 6 ⇒ (5) + 6 = 11
Spellcraft Wand: 1d20 + 6 ⇒ (14) + 6 = 20
Spellcraft Stone Sphere: 1d20 + 6 ⇒ (15) + 6 = 21
Spellcraft Bottle One: 1d20 + 6 ⇒ (5) + 6 = 11
Spellcraft Bottle Two: 1d20 + 6 ⇒ (6) + 6 = 12


The Man's Promise | Ship Actions | Current Battle Map

Surprise, surprise...I screwed up a bit. The quiver's actually got a Moderate aura. Also, Vincent can peek under the above spoiler should he opt to cast detect magic as well.

Aghon Only:

The wand is a wand of identify (44 charges).


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis will equally focus a limited bit attention on the five items.

Knowledge(Arcana) Quiver: 1d20 + 2 ⇒ (17) + 2 = 19
Knowledge(Arcana) Wand : 1d20 + 2 ⇒ (1) + 2 = 3
Knowledge(Arcana) Stone: 1d20 + 2 ⇒ (12) + 2 = 14
Knowledge(Arcana) Bottle 1: 1d20 + 2 ⇒ (4) + 2 = 6
Knowledge(Arcana) Bottle 2: 1d20 + 2 ⇒ (17) + 2 = 19

Bardic Knowledge. Can make all knowledge checks untrained PLUS add 1/2 my level to the check.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

ok i'll cast detect magic

Arcana Quiver: 1d20 + 7 ⇒ (5) + 7 = 12
Arcana Wand: 1d20 + 7 ⇒ (8) + 7 = 15
Arcana Stone sphere: 1d20 + 7 ⇒ (5) + 7 = 12
Arcana Bottle 1: 1d20 + 7 ⇒ (9) + 7 = 16
Arcana Bottle 2: 1d20 + 7 ⇒ (6) + 7 = 13

also if you guys want I can try to activate them with my use magic device


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Aghon picks up the wand and looks at Jarvis and Vincent. Well, this might make things a LOT easier here. He says, and then hands Vincent the wand. It's a wand that has the spell Identify on it, and it has forty-four charges left. Probably you can just use this to identify all the magic items.


The Man's Promise | Ship Actions | Current Battle Map

Jarvis Only:

The quiver radiates moderate conjuration magic.

Vincent Only:

The bottles radiate faint illusion magic. The aura on the one with the cork (and without a key) is diminished (lingering).

I'd like you guys to finish your examination of the magic treasures AND come to a decision about what you're going to do about the treasure as a whole (Take it back to the Wormwood to share with its crew? Rebury it in the hopes that you'll be able to find this island later and claim the treasure all for yourselves? Something else?) before I push things along further.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Certainly focus that wand on this quiver first, it seems to be a moderately strong item. Jarvis says with a grin.

In terms of decision, I don't care one way or the other. Ideally, we'd have a way to at least get something of this back aboard. Not quite sure how we'd go about that, but it'd certainly be nice. Partly that will depend on the results of triggering that Identify wand. :)


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Does the successful spellcraft check allow Aghon to know how to use the wand? Or just that it is an Identify wand and the number of charges? If he could tell Vincent how to use it, that would make things a LOT easier. :) Though you can still fail a check using Identify. I've seen it happen. :(


The Man's Promise | Ship Actions | Current Battle Map
Aghon wrote:
Does the successful spellcraft check allow Aghon to know how to use the wand? Or just that it is an Identify wand and the number of charges? If he could tell Vincent how to use it, that would make things a LOT easier. :) Though you can still fail a check using Identify. I've seen it happen. :(

Yes? :)

My brain seems to be locked in 3.5 mode regarding identify, and I see the PFRPG has changed things quite a bit. I'd say that a successful Spellcraft check gives you everything you need to make the item work, including command words.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

I will try using the wand, if anything i say we take a few of the perishables, such as the bottles, and wands with the hopes of convincing them to let us keep one bottle and the wand, and then probably reburying the stone and quiver under the hopes of reclaiming it later

Vincent takes the "thank you very much Aghon, this should probably make everything a lot easier, just give me a second my dear comrades"

trying to get the wand to work: 1d20 + 9 ⇒ (15) + 9 = 24

under the hopes that it works I get a +10 to spell craft checks for the next 18 seconds, how many items can I identify in that time?


The Man's Promise | Ship Actions | Current Battle Map

Let's call in our rules expert! Hey, Culder! How does all this crap work? :)

@Vincent: How did you come up with your 18 seconds?


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

according to the description of the spell identify, the spell lasts for 3 rounds a level, so assuming the wand was made by the lowest caster level possible (1) then it should last for at least 3 rounds/18 seconds


The Man's Promise | Ship Actions | Current Battle Map
Vincent Cahaihnes wrote:
according to the description of the spell identify, the spell lasts for 3 rounds a level, so assuming the wand was made by the lowest caster level possible (1) then it should last for at least 3 rounds/18 seconds

You wrote 'seconds' and I wrote 'seconds,' but my brain was thinking 'rounds' and I may have divided something by 3 instead of 6. In other words, I'm having another mushy brain day and will try to get a good night's sleep in the hopes it'll work better tomorrow (and Culder will have chimed in with his knowledge by then).


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Vincent can use the wand with no UMD or level checks because identify is on his class spell list. It functions as detect magic (with +10 to the spellcraft roll you still have to make), so it takes 3 rounds to identify each item (or 1 casting per item if/since the wands CL is 1)

"We keep th'magic stuff t'ourselfs, th'silver we bring back t'win some fav'r with Harrigan 'n' Scourge."


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"I'd second that," Jordan adds. "It's likely those that don't get some gear get a bit of a reward for all their hard work and get some coin anyways."


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

I can get behind that decision. Jarvis says firmly.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

My only problem with that is, where the hell are we going to hide these items on us. My interactions with Scourge have shown me the man trusts no one, maybe not even himself. I'm guessing we're going to get a full body cavity search upon returning with these chests full of coins to make sure we didn't "pocket" anything else of value... Too bad there isn't a bag of holding in here. Aghon says, sadly having to be the voice of practical reason in the face of a mound of treasure.

Okay so my understanding from Culder's explanation is that Vincent can just use the wand because Aghon identified it. He uses one charge on each item he wishes to identify, and then rolls 1d20+16 for the Spellcraft check to learn the item's properties. Does that sound about right? Edit: My understanding of the Spellcraft check is that it is 15+Caster Level of the item for the DC. This would mean that Vincent would only need to roll the Caster Level of the item -1 on the d20, for each item to correctly identify it, right? Meaning, if the caster level of the item is 8, Vincent would have to roll a 7 on the d20 to be successful using the wand.

1,651 to 1,700 of 2,720 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Perils of Crescent Harbor (GM Piratey Steve) All Messageboards

Want to post a reply? Sign in.