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Curse of the Crimson Throne Roll20

Ishirou Disable Device Aid Another: 1d20 + 5 ⇒ (8) + 5 = 13

Ishirou wanders over and begins to move the shackles this way and that, looking at things, examining them at different angles, and finally lays the shackles down in a position that while awkward for Jask, does allow you a nice angle to try and unlock the mechanism.

The DC is 30, you can take 20 on the task, which I believe gets you to a 29 with the Aid Another...find one more +1 and you won't have to risk the man's hands...unless your really want to.


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |
Nymra Jahana wrote:

Nymra summons her blade once more.

"Normally, I'd either leave you chained or take yer head off long before doing this, but I believe you. Keep yer hands apart and hold still."
She heaves the sword over her head...

...and swings it down with all her might.

Break dem chains: 1d20 + 7 ⇒ (2) + 7 = 9


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |
Nymra Jahana wrote:
Nymra Jahana wrote:

Nymra summons her blade once more.

"Normally, I'd either leave you chained or take yer head off long before doing this, but I believe you. Keep yer hands apart and hold still."
She heaves the sword over her head...

...and swings it down with all her might.

[dice=Break dem chains]1d20 + 7

... the die are such a fickle b#+%! -.-


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Neil wouldn't even let Nymra try to swing that word at the manacles unless there was absolutely no other option. Lesedi may have a spell to grants a +1. Anyone else have a rank in it? One rank means you can have a chance to aid another.


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

The aid another and time is all Nimar needs, his math left out my masterwork thieves' tools. Just waiting for the DM's ruling.


Curse of the Crimson Throne Roll20

If you do have masterwork thieves tools then after several minutes the lock pops open and Jask is relieved to be free.
"Thank you. I owe you my life. However I can help, just let me know. I am a cleric of Nethys. I suppose my most immediate offer is of mending. I should be able to fix most things with a little magic. Beyond that I can help with anyone injured. Although, I do have a favor to ask. Being a criminal aboard the vessel, I am surprised that I was saved, but my equipment and belongings are still aboard the wreck. I would like to return to the Jenivere to retrieve my possessions.


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Nimar smiles with pride when he hears the lock click open. He takes a moment to clean his tools then looks the priest in the eye and replies, "Considering that saving that ship may be our only hope of getting off of this island, I don't think that's too much to ask. Can anyone tell if the lifeboats are seaworthy and safe enough for us to get out that far? Oh, and thanks for the assistance, Ishirou." He takes pains to try and pronounce the man's name as he heard him say it when they met earlier on the Jenivere.


Curse of the Crimson Throne Roll20

Jask answers "Like I said, I'm no sailor. I don't know about the status of the boat. The lifeboats look sturdy enough, and I would like to try taking one out there. I have no weapons, so if anyone would care to join me, I would be forever grateful.


Curse of the Crimson Throne Roll20

Almost as if in response to this, the little gnome speaks up "So, you want to return to the ship that someone actually took the time to remove us from in order to save our lives. Am I the only one that this seems daft to? We should be worrying about finding food, usable water, and most importantly shelter. While the sun in only recently risen, it will continue to get incredibly hot here on the islands."


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

Nymra has a bit of a sheepish look on her face, with her raised sword in the air. She lets go of the hilt and the sword dissipates.
"I agree with you Gelik, but the ship may very well have what we're lookin' for. I say we split our nine into two groups, one group goes with Jask to get his gear and whatever other supplies we can carry, maybe even find those be missin', an' the others stay here with Gelik, settle our survival needs. What say you?"


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

sense motive: 1d20 + 2 ⇒ (11) + 2 = 13

Well, I believe your story, friend. And I was wanting to go back to the ship anyways. Now I have a better reason.

prof sailor: 1d20 + 6 ⇒ (20) + 6 = 26

How to the craft look? Seaworthy?

Daft? Not at all. Dangerous? Maybe a little. But not daft. There could be important equipment still on board, there may be people still alive on board, and there may be clues as to what happened to us on board.

As for food and shelter, we have that right now. Shelter is easy enough with these boats, just turn one upside down for shade or leave it upright to keep yourself off the ground. And if you're worried about the tide, just move it a bit further inland. There's a few dead crab-things over there for food. Start up a fire and start cooking. The only true issue is water. While Jask and I and whoever else wishes to join us go to the ship, you can start looking for a source of fresh water, preferably a stream or something; we'll also need a fire to boil it. There's more than enough people here to make everything happen.

Hell, if we're lucky we may even find some water barrels still on board. I doubt it's contaminated; it was most likely the food considering all of us were poisoned and Nymra over there never drank from the ship's supply of beer and rum.

As he speaks, he turns to get another look at the ship, this time taking out his scope to get a closer look. Taking 20 on this perception check for a total of 26.


Curse of the Crimson Throne Roll20

The longboats are definitely sea worthy and should have no problems getting you back out to the Jenivere. With the scope, you can notice some movement but it's very hard to tell what exactly it is.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Can I get a better description of what's going on with the ship? How perilous is it? What is its condition? How difficult will it be to get to it, get aboard, and unload supplies? What's the condition of the sea and the cliffs? What's a rough time estimate to get there? Thanks.


Curse of the Crimson Throne Roll20

It's currently early in the morning, the sun's only been up for maybe an hour, which means its low tide. The lower the tide, the more of the ship there is available to access. As the tide rises, the ship becomes more likely to smash against the cliffs and sink so time is of the essence. It's definitely not going to be an easy task by any stretch, but the possibilities of gear, weapons, food, supplies, maps, and answers may be too much to pass up. You also noticed movement so there may even be survivors still aboard. It would probably take less than an hour to row out to the wreck.


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

"I think I would prefer exploring the island over investigating the ship. I am not much use with repair and maintenance. I have some jungle training, so maybe I can find a source of fresh, potable water." Nimar checks his gear to make sure everything is accessible and his weapons are in fighting shape.


Female Human Oracle 1 | HP 10/10 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 14 CFF: 12 | F: +3 R: +3 W: +4 | Init: +2 | Per: +1 | Sense Motive: +5 | Status: Normal

Lesedi walks to Neil and puts her hand, draped in white cloth, up in a way that suggests she wants something. "Your waterskin, please."


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

My water skin..., Neil mouths with a look of confusion on his face.

Oh! He exclaims. Here you go, and he hands her his canteen.


Female Human Oracle 1 | HP 10/10 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 14 CFF: 12 | F: +3 R: +3 W: +4 | Init: +2 | Per: +1 | Sense Motive: +5 | Status: Normal

Lesedi waves her had over the canteen and whispers a few words before handing the full canteen back to Neil. "Anyone in need of water can speak to me."

Casts Create Water

She turns around to the rest of the group. "I will stay here. Search the shipwreck if you'd like. I am... unfamiliar with this specific part of the jungle, but I know well of it's dangers."


Curse of the Crimson Throne Roll20

As two teams seem to be forming up, one to stay and one to go, several of the others come forward. Jask, Ishirou, and Aerys walk over and stand near Neil and Nymra, all indicating that they wish to go with the group to check out the ship's wreck.

Gelik and Sasha clearly want to remain on the island, but neither of them are really suited for heavy lifting. Sasha wears a pair of impressive rapiers on her hips and has a bit of a crazy look in her eye. Gelik pulls out his shortbow and keeps his eyes on the treeline.

Please denote if you are going to the ship wreck or remaining on the island. While splitting the party isn't generally a good idea, I think it'll be fine in a PbP format, and we're going to find out.


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

Nymra starts digging through her pack and takes out some of the heavier items. She then digs through her survival kit to get the two water skins it contains. She hands the kit to Nimar, "This oughta help you a bit." She brings the skins to Lesedi and says, "I uh... don't think I got yer name, but would ya mind fillin' these up for me?"
Once that's done, she hands Jask one of the filled waterskins, summons her sword again and stands by Neil leaning on her sword.
I was hoping the npcs aside from Jask would stay, and the rest would go, but this is fine I guess XD


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |
Nymra Jahana wrote:

Nymra starts digging through her pack and takes out some of the heavier items. She then digs through her survival kit to get the two water skins it contains. She hands the kit to Nimar, "This oughta help you a bit." She brings the skins to Lesedi and says, "I uh... don't think I got yer name, but would ya mind fillin' these up for me?"

Once that's done, she hands Jask one of the filled waterskins, summons her sword again and stands by Neil leaning on her sword.
I was hoping the npcs aside from Jask would stay, and the pcs would go, but this is fine I guess XD


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Neil stares dumbfounded as the water in his canteen fills up, seemingly magically.


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Nimar grins sheepishly and says, "Yeah, I typically find what I need on the go. I always let my brothers do the heavy lifting back at the farm. More the smart guy of the family, you know?"


Curse of the Crimson Throne Roll20

Staying
Nimar
Gelik
Sasha
Lesedi

How would those of you staying like to proceed. It's not even 9am yet but you can already tell the day is going to be hot and humid. You have a safe supply of water at the moment, but not much food or shelter. Your senses are also constantly assaulted by the sounds of the forest; of birds, monkeys, and other wildlife. You don't see anything venture out onto the beach yet, but it's still early.

Going
Nymra
Neil
Jask
Aerys
Ishirou

The Jenivere is about 150 feet out from shore. You can easily row there in a few minutes. Even from about half way there you can confirm that she'll never sail again. Only the presence of a sharp ridge of rocks near the side of the sheer cliff wall has prevented the wreck from sinking entirely. As the waves continue to roll and pound away at her, it's only a matter of time before she gives way and crashes to the depths below.

DC 15 Perception:

She's also missing much of her lower deck. All that remains is the upper decks, a portion of the captain's cabin, and on the mid-deck, the larder, the supply room, the brig and galley.

DC 20 Perception:

As you close to within 40 feet of the wreck, you can see where the missing lifeboat has washed up between the ship and the cliff pinning and crushing it to fragments. You can also see where someone had moored the boat to the wreck.

Closing to within 20 feet of the wreck and you can hear something making an awful racket. It sounds like something is pounding against wood, and not like the rhythmic movement of water, but of something trying to break something.


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Nimar scans the skies and performs some mental calculations.

Survival: 1d20 + 6 ⇒ (20) + 6 = 26

Attempting to predict the weather for 24 hours. Standard DC is 15, every 5 over 15 adds another 24 hours.


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

And...I waste a 20.


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Oh! I want to be sure to tell the 'away team' before they depart what I believe the weather is going to do in case they're cut off for long.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

perc: 1d20 + 6 ⇒ (10) + 6 = 16

Want to trade rolls? Lol

Looks like the lower deck is missing. We'll have to be quick.

As they get up next to the ship, Neil rows the lifeboat to a location that's relatively easy for everyone to climb onto the ship. He then secures the life boat to the ship and follows up after everyone else. This can all be later or scrapped if something else happens first


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Would if I could! :D


Curse of the Crimson Throne Roll20

The days will be hot and humid with some clouds rolling through. You can expect some brief (1d4 hours long) severe showers over the next few days with heavy rains, but otherwise typical hot, tropical beach weather.


Curse of the Crimson Throne Roll20

It's going to be a DC 15 Climb check for characters to board the Jenivere due to the wet hulking mess that the ship is now. Failing the climb check by 5 or more drops the climber into the surf below and subjects them to the rolling tides smashing against the rocks. The order of climbing will also be important so list who is going first and second and so on.


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

Perception: 1d20 + 5 ⇒ (7) + 5 = 12
"This might make it easier."
She produces a silken rope and a grappling hook, secures the rope to the hook, then attempts to catch the railing above with the grappling hook.
The rope should reduce the dc to 5 (plus whatever negatives there are for it possibly being a slippery surface), having a rope and a wall to climb against. That is if I can land it. How far is it from the boat to the railing of the ship? And would it be safe to say that there are plenty of places for the hook to catch? Either way, Nymra will climb last, hopefully give a chance to catch anyone that might fall lol


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

"Okay," Nimar begins as he drags the remaining boats together to form a makeshift shelter, "I don't think anyone should go past the treeline alone, but we need to gather some fronds to keep the sun off our back and keep our remaining food dry. Any showers that break out might feel refreshing for a moment, but rotting food attracts scavengers, and we've already dealt with that once. Then we should organize a foraging team to find more food. Does anyone have experience with that besides me?"


Curse of the Crimson Throne Roll20
Nymra Jahana wrote:

[dice=Perception]1d20 + 5

"This might make it easier."
She produces a silken rope and a grappling hook, secures the rope to the hook, then attempts to catch the railing above with the grappling hook.
The rope should reduce the dc to 5 (plus whatever negatives there are for it possibly being a slippery surface), having a rope and a wall to climb against. That is if I can land it. How far is it from the boat to the railing of the ship? And would it be safe to say that there are plenty of places for the hook to catch? Either way, Nymra will climb last, hopefully give a chance to catch anyone that might fall lol

It's about a 30 ft. climb or a 30 ft. throw to secure the grappling hook. While the hull is wet and slippery, there are enough foot holds to negate any climbing penalties. There are numerous places to catch the hook. Each attempt to attach the hook that results in a miss simply means the hook caught, but when pressure applied, the wood gave way and proved to be a poor anchoring spot.


Curse of the Crimson Throne Roll20
Nimar wrote:
"Okay," Nimar begins as he drags the remaining boats together to form a makeshift shelter, "I don't think anyone should go past the treeline alone, but we need to gather some fronds to keep the sun off our back and keep our remaining food dry. Any showers that break out might feel refreshing for a moment, but rotting food attracts scavengers, and we've already dealt with that once. Then we should organize a foraging team to find more food. Does anyone have experience with that besides me?"

Gelik the gnome admits to being a spoiled city-boy, earning his wages entertaining the crowds. He has a few spells that might be helpful at times, and he's a decent shot with his short bow, but menial labor and wildlife expeditions are not his forte. "I can summon light, heal minor wounds, identify magical properties, and a few other minor parlor tricks."

Sasha, on the other hand tries to he as helpful as she can. She is a ranger, but carries no ranged weapons, Red Mantis Assassins generally don't. She is trained in the outdoors and how to survive, and will volunteer to go looking for food, alone if need be.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

climb: 1d20 + 6 ⇒ (5) + 6 = 11

Not wanting to wait for Nymra, Neil grabs ahold of the side of the ship and starts to make his way up. Fairly quickly, he slips and lands back in the boat.

Woah. Careful folks, this is pretty slippery.

Taking a second attempt and trying to be more careful, he starts up again.

climb: 1d20 + 6 ⇒ (9) + 6 = 15

This time, he makes it up to the railing and then up and over onto the deck. He gets his bearings and looks around to see what's there.

From up here, where is that sound coming from?


Curse of the Crimson Throne Roll20
Neil Ogea wrote:

[dice=climb]1d20+6

Not wanting to wait for Nymra, Neil grabs ahold of the side of the ship and starts to make his way up. Fairly quickly, he slips and lands back in the boat.

Woah. Careful folks, this is pretty slippery.

Taking a second attempt and trying to be more careful, he starts up again.

[dice=climb]1d20+6

This time, he makes it up to the railing and then up and over onto the deck. He gets his bearings and looks around to see what's there.

From up here, where is that sound coming from?

It's a 30 foot climb, so it's 6 climb checks unless you have a move speed over 40 or a natural climb speed. One climb check is one move action, so it would take you 3 combat rounds to climb that far, not that we're in combat. And you really don't want to fall from higher up. Landing in the boat may hurt, but landing in the water and being pulled under and slapped against the rocks or the ship is going to be lethal. You really should use Nymra rope idea, it's going to make things a LOT safer.


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

So, 30 feet up, that two range increments beyond the first, so I'm at a -4 (-2 with bab and dex), but I just have to hit an ac 5, dice willing XD
Grappling hook: 1d20 - 2 ⇒ (14) - 2 = 12
The hook lands, and Nymra tests her weight on it. After the test, she holds the rope for the next person to climb up. She will wait for all the other to make it up before she starts, as she is much heavier.


Curse of the Crimson Throne Roll20

Which changes the climb DC to 5 (a rope with a wall to brace against). You can't take 10 because you're distracted, but no one should fall to their deaths now.

Since Neil has already nominated himself to go first, he climbs up the rope and notices basically another one of those sea lobster-scorpion things, only this one is much bigger. It's medium sized. It appears to be banging against the door to the store room,trying to break it down. The loud commotion, the waves crashing, the salty air, and it's focus on the door means it hasn't noticed you yet.


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

Unless some one else does something about it, Nymra will climb up the rope, wrap it around herself, summon her sword again, and charge the creature.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Ah. My mistake. I thought it was just one check. But with the DC at 5, I can't fail.


Curse of the Crimson Throne Roll20

Going
Nymra
Neil
Jask
Aerys
Ishirou

Neil, you've noticed the creature and are at the top of the rope. What do you want to do from here? Try to climb onto the ship? Hide? Shoot at Range? Climb back down (don't know if that's option, if other people waited on you to climb all the way...I would assume so, no reason to put too much weight on the rope). Anyway, what are you doing from the top of the rope?

If Nymra is essentially anchoring the bottom of the rope, the three others will not follow until Neil is successfully up.


Curse of the Crimson Throne Roll20
The Many-Faced GM wrote:
Nimar wrote:
"Okay," Nimar begins as he drags the remaining boats together to form a makeshift shelter, "I don't think anyone should go past the treeline alone, but we need to gather some fronds to keep the sun off our back and keep our remaining food dry. Any showers that break out might feel refreshing for a moment, but rotting food attracts scavengers, and we've already dealt with that once. Then we should organize a foraging team to find more food. Does anyone have experience with that besides me?"

Gelik the gnome admits to being a spoiled city-boy, earning his wages entertaining the crowds. He has a few spells that might be helpful at times, and he's a decent shot with his short bow, but menial labor and wildlife expeditions are not his forte. "I can summon light, heal minor wounds, identify magical properties, and a few other minor parlor tricks."

Sasha, on the other hand tries to he as helpful as she can. She is a ranger, but carries no ranged weapons, Red Mantis Assassins generally don't. She is trained in the outdoors and how to survive, and will volunteer to go looking for food, alone if need be.

Staying

Nimar
Gelik
Sasha
Lesedi

Gelik basically tries to stay out of the way. Sasha spends a lot of time walking near the tree line looking for plants she recognizes and other sources of food. Nimar is moving lifeboats around to build a small shelter from the elements. What is Lesedi doing during this time?


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Quick post: Neil will go up and over the rail onto the deck. Nymra seems capable enough to handle the creature and she's already charging. For now, Neil will stay at the top of the rope to help others get onto the deck.


Curse of the Crimson Throne Roll20

Neil, once you realize the beast is banging on the door, how are you communicating this to those 30 feet below you over the sounds of the crashing waves, the banging, and the regular noise?

Nymra, once you understand a creature is aboard the vessel, do you intend to leave the other three on the boat alone as you traverse up the rope with it "wrap[ed] it around herself"?


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

Nymra will let the rest get up the rope and hope they don't draw attention to themselves, then she'll climb up, take a moment to wrap it around herself keeping her eyes on the creature, summon her sword, then she'll charge.


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

Climb up at half speed at -5, after everyone else is up: 1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (14) + 3 = 17
Two rounds there, unless I can double move up the rope. Unless the creature takes notice of us, I'll proceed as planned, 1 round for wrapping up the rope(?), 1 round to summon the sword and move into position, and charge on the next round.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

I wasn't planning on telling them. I was planning on letting them see for themselves once they're up, pointing it out to them as they climb into the deck. For now, the creature is ignoring us, so there's no need to yell down and risk attracting its attention.


Curse of the Crimson Throne Roll20

Okay, just wanted to make sure I understood what was happening.

Neil, go ahead and make a stealth check.

Jask has a climb of -1, so if he rolls a one, he could fall. If he rolls less than a 5, he makes no progress that round.
Jask Climbing: 8d20 ⇒ (5, 16, 14, 13, 9, 16, 4, 20) = 97 It takes him 4 rounds of climbing.

Ishirou has a +3 Climb so he cannot fall to his death.
Aerys has a +2 Climbs so she cannot fall to her death.


Curse of the Crimson Throne Roll20

Okay, just wanted to make sure I understood what was happening.

Neil, go ahead and make a stealth check.

Ishirou has a +3 Climb so he cannot fall to his death.
Aerys has a +2 Climb so she cannot fall to her death.
Jask has a -1 Climb check, so if he rolls a 1, he falls.
Jask's Climb: 7d20 ⇒ (6, 12, 3, 16, 3, 18, 1) = 59 After climbing 20 feet, Jask loses his grip and plummets down.
Reflex to Catch himself vs. DC 25: 1d20 ⇒ 11 Jask is unable to grab onto anything to stop his fall.

Nymra, if you wish to try to catch Jask as he falls, it's a touch attack vs. AC 10. Since you're not actually climbing yourself yet, you don't risk falling, beyond landing on your rear end in the boat.

If not caught, he has a 50% chance to land in the ocean, with high being the boat. Landing: 1d100 ⇒ 12

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