TheRonin's Skull and Shackles

Game Master TheRonin

Be A Pirate, why not?


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Male Human Bladebound Kensai Magus/1 (HP 6/9, AC/F/T 17/10/17, F +3, R +2, W +3, Perception +1, Initiative +2)

No Owlbear, I won't hurt you. I'm here to be your friend. You know what friends are right?

Ditch Rum 1d20 + 2 ⇒ (10) + 2 = 12
Diplomacy Owlbear1d20 ⇒ 17


Male Half orc ranger 1 hp 12/12 ac12, touch 12, ff 10, fort 6, ref 5 ,will 4 ,init 2, perc 7

Ya, we can help you, if you let us.

bluff aid other: 1d20 + 3 ⇒ (15) + 3 = 18


confused on the rum rules, do the Fatigue and Con DMG always happen, or only if you fail your save?

rum check 1d20 + 2 ⇒ (1) + 2 = 3
Cha Bonus 1d4 ⇒ 4

fatigue1d8 ⇒ 8
Con Dmg 1d3 - 1 ⇒ (1) - 1 = 0

After downing his rum, Lugo returns to his Room to Sleep off the Fatigue The next day he wakes up early enough to Prepare his Spells.

Prepared for today
Cantrips: Detect magic, Message, magehand
1st: Burning Hands, Mage Armor, and Alter Winds


The save is to prevent becoming addicted,which has a few draw backs (I need to brush up on 'em) but the fatigue always happens. Its a b~&%*. luckily Sandara has some lesser restorations for anyone who takes to much.


Female Demon-Spawn Tiefling Barbarian 1 / HP: 14 / AC,T,FF: 15, 12, 13 / F+4, R+2, W-1 / Perception +5 / Init +2

Ronin we are waiting on you :o


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Henk wonders if there is a way to switch out the current rotgut with real rum.


Lugo's Drinking Problem:

Lugo you will notice the Rum is a bit harder to resist now, You feel crummy when you aren't drinking. Though its not that noticeable.

Specifically when not under the effects of the rum you receive a -2 penalty to your Con. You may attempt a save once a day with the DC of 5+2 (five, from the original drug and +2 for the effects of the addiction, Furthermore the save to prevent becoming addicted if you continue to drink will increase by 2 to 7. Assuming you don't drink at all (or pass all your saving throws) and make the addiction saving throw twice in a row you will shake this minor addiction. You can attempt your first saving throw to throw off the addiction one day after it takes hold.

Kilarra's Snooping:

Kilarra, not being an expert in stealth rouses several officers. Plugg is dispatched to deal with her however

"What is it you're doing out here? I've about had it with the trouble from you. Explain yourself or it's the box for you."

Henk's Flirting:

Evening there Sandara. Never really thanked ya properly for keeping me from dying after Scourge took my back, so much thanks to ya. Ya know, I yelled ta Fipps that there were no ladies on this ship well that was a darn lie since you defiantly qualify. Just wondering, if ya would spare this fella some of your time so I can treat ya right.

Sandara smiles at you as you interrupt a small prayer she was giving Besmara. She does not seem to mind though, Her own cheeks are flush red with rum, the sweet smell of her pipe fills the small corner of the deck she was praying on. Smoke rolls along her cheek and in a soft and exhausted voice she replies, "It is not necessary to thank me. I know this ship isn't what most of you had in mind when you imagined yourselves as pirates. As for treating me right?." she let out a soft sound as she considered it.

"Maybe Sailor... Maybe... Your group seems willing to stand up for themselves. I will admit, I like that. But even if I thought about more.... and I am not saying I am, but even if I did there is hardly any place to be alone on this ship. Live long enough to make it to shore and ask me again, and I promise I'll give you some time to convince me. "

Owl Bear's friendship:

The big simple brute looked up at Kyran and Ornotck, confused for a long while as he glared into their eyes before breaking out in a smile and a hardy laugh that sounded like thunder on the deck. "YOU FRIEND NOW?" he asked confused then he smiled and nodded, "Yes! You Friend!"

Although you have no idea how far 'friendship' with Owlbear goes You get the feeling hes not used to being treated with respect and his posture immediately shows he has no intention of harming either of you. He rubs his lumps given to him by Kilarra.

"Friend Drink now?" He asks the two.

Evening Approaches the ship and for the first time you get a sense that the majority of the crew is either afraid of you, or likes you. Though which is which is hard to tell.

Feel free to respond to your situations, if I missed anyone let me know, and If everyone is done for the evening I will move us along =)


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Henk takes in the reply and nods. Well that sounds quite reasonable. Considering all of us are tired to the bone and all, one could hardly put the proper attention to that sort of thing. Henk winks. Such things are best done where one can enjoy it properly. Henk grins and touches his forelock before heading off to bed.


Female Demon-Spawn Tiefling Barbarian 1 / HP: 14 / AC,T,FF: 15, 12, 13 / F+4, R+2, W-1 / Perception +5 / Init +2

"I came lookin' for ye, actually. To follow up on my... offer from earlier. A green lass like me doesn't really fit in here, if ya haven't noticed already. Been craving a little companionship."

1d20 + 3 ⇒ (20) + 3 = 23 Crit success!

Kilarra approaches Plugg saucily, ready to follow through with the bluff if need be.


Sandara smiles and grins at Henk, "Besides with the amount of restoration spells your lot has me preparing I am not quite sure any of you could perform." she laughs and goes back to smoking on her pipe before preparing for her evening.

"Get us off this boat alive and we can talk further." she adds with a grin.


Kilarra:

Hmm lets roll this, High hes into it, Low he turns her down!

1d100 ⇒ 6

ouch!

"Sure, sure I get you into bed and I end up with my manhood bitten off. Get out of her before I tie you back to the mast and leave you there for a week."

Plugg reaches for his whip and glares at Kilarra.

Kilarra DC 10 Sense Motive:

Hes more interested than he lets on but he doesn't want to seem to be fraternizing in front of the crew and officers.


Female Demon-Spawn Tiefling Barbarian 1 / HP: 14 / AC,T,FF: 15, 12, 13 / F+4, R+2, W-1 / Perception +5 / Init +2

1d20 - 1 ⇒ (1) - 1 = 0

She gives Plugg a pout and turns around, muttering to herself. "Mighta enjoyed a good whippin'.." and stalks off back to her area of the ship.


Plugg gives her a soft swat on the butt with his Cat O' Nine Tails.

"Heh, next time I might not be in such a good mood."


Male Human Bladebound Kensai Magus/1 (HP 6/9, AC/F/T 17/10/17, F +3, R +2, W +3, Perception +1, Initiative +2)

Yes, Owlbear we are friends. And friends stick by each other but the stuff we have to drink on this ship is the last thing we should be drinking.


Male Half orc ranger 1 hp 12/12 ac12, touch 12, ff 10, fort 6, ref 5 ,will 4 ,init 2, perc 7

That is right, when we can we will get you some good drink, and good girls too, Ah it will be a night to remember.


An alcohalic Wizard.. how ever heard of such a thing. I need to Solve this Problem, Now. I can't be casting spells while drunk,i coudl kill the wrong person.

Lugo goes to see Sandara, Once he has some free time.

"Sandara, You've got some skills in the Healing arts, I think i'm becomming addicted to this Swill they call rum. Mayhaps you could do something to help with that? even if its just asking Our Pirate Queen to watch over me?"

Heres to hoping she helps, and I don't Stork my roll!
Con Check 1d20 + 1 ⇒ (18) + 1 = 19


Sandara will smile and offer some prayers, "I keep a few orisons prepared, that might help a bit."

feel free to add resistance, +1 bonus and Guidance's +1 competence bonus on your saves until you have your problem under control.

Two more days go by with out much incidence, though the weather is beginning to get worse and worse. (feel free to make your diplomacy/drinking rolls, if anyone wants to add anything further before the next day go ahead and do it. I am going to move us to day 8 in about 2 hours. (feel free to post retroactively as well)


Female Demon-Spawn Tiefling Barbarian 1 / HP: 14 / AC,T,FF: 15, 12, 13 / F+4, R+2, W-1 / Perception +5 / Init +2

Morning 1:

Intimidate Shivikah: 1d20 + 13 ⇒ (10) + 13 = 23

"Yarr, time fer ye to join up with the lasses and I. Yer friend Aretta makin' a big mistake sticking with Fipps."

Evening 1:
Rum: 1d20 + 4 ⇒ (2) + 4 = 6
Con: 1d3 - 1 ⇒ (3) - 1 = 2
Cha: 1d4 ⇒ 4

Diplomacy Rosie: 1d20 + 5 ⇒ (14) + 5 = 19 Being nice... SHE BETTER HAVE LIKED THE MASTERWORK AXE I GAVE HER.

Morning 2:
If Shivikah started coming around, I'll keep bullying her. Otherwise intimidate is for Jack. Drinking buddies!
Intimidate: 1d20 + 13 ⇒ (3) + 13 = 16

Evening 2:
Rum: 1d20 + 4 ⇒ (2) + 4 = 6
Con: 1d3 - 1 ⇒ (1) - 1 = 0
Cha: 1d4 ⇒ 1

Locate and Intimidate Caulky: 1d20 + 13 ⇒ (14) + 13 = 27 VERY RISKY
"Oi cabin girl, a word. Bandin' the lasses together on this ship and it wouldn't be right without invitin ye. Let me know if yer interested.."


On the 8th day after your daily shift the growing storm picks up. It rapidly begins to get bad. Plugg is on deck barking orders, and instead of the evening meal or rum ration everyone is called on deck to help. Works needs to be done on the line to keep the ship from blowing out of control. The wind, mixed with salt water its picked up is almost unbearable. Between the ship heaving and the wind its difficult to even walk on deck, let alone climb the riggings.

A DC 14 fortitude check must be made by all PCs or else they become fatigued for working their second shift in a row. Please apply the fatigue condition to your rolls.

The bad weather also results in a -2 to all checks and rolls. There is no entertainment or drinking tonight, just working. Plugg assigns every one to the rigging to keep from loosing the ship.

"Right you lubbers, I'm not goin' to lie, this storm is bad, all are tired but if we loose the ship ya goin' get a lot more tired swimming back to Port Peril. And the sharks look awful hungry today. Haven't had a good keelhauling since that rat Magpie, so they 'avent ate much lately." Plugg assigns every PC to the rigging. (everyone roll a 1d6 for to determine their job)

Rigger Jobs:

1 Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.

2 Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

3 Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.
4 Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.

5 Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.

6 Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.


Male Human Bladebound Kensai Magus/1 (HP 6/9, AC/F/T 17/10/17, F +3, R +2, W +3, Perception +1, Initiative +2)

alright ratline..your turn 1d20 ⇒ 18
what rum? 1d20 + 3 ⇒ (11) + 3 = 14
sleepy time


Male Human Bladebound Kensai Magus/1 (HP 6/9, AC/F/T 17/10/17, F +3, R +2, W +3, Perception +1, Initiative +2)

Second shift. ...in a row 1d20 + 3 ⇒ (10) + 3 = 13

Rigging Job 1d6 ⇒ 2: Line Work applying fatigued condition if it applies.
Profession Sailor 1d20 + 6 ⇒ (8) + 6 = 14
Constitution 1d20 + 1 ⇒ (12) + 1 = 13

Kyran seems to be tired but having a ball at this work in the storm. DM my I aid another during this scenario?

Yo ho, me mateys, hoist that line, raise that sail, tie that rigging.

retro action #2
Ratline diplomacy 1d20 ⇒ 7
What rum? 1d20 + 3 ⇒ (16) + 3 = 19
Owlbear friend 1d20 ⇒ 16


Yes, I'll allow that, though I doubt there will be time to do much else such as diplomacy or snooping

Grand Lodge

Male Human Cleric

Trax smiles at the approach of the storm. Even on a ship he can't quite help but love them.

Second shift: 1d20 + 3 ⇒ (11) + 3 = 14

job: 1d6 ⇒ 3

Climb: 1d20 + 1 ⇒ (16) + 1 = 17

profession sailor: 1d20 + 9 ⇒ (9) + 9 = 18

Trax scampers up the rigging and completes his duteis without much difficulty at all.


Male Half orc ranger 1 hp 12/12 ac12, touch 12, ff 10, fort 6, ref 5 ,will 4 ,init 2, perc 7

day 6
fishguts
bluff: 1d20 + 3 ⇒ (8) + 3 = 11
night 6
Giffer Tibbs
intimidate: 1d20 + 7 ⇒ (9) + 7 = 16

day 7
fishguts
intimidate: 1d20 + 7 ⇒ (1) + 7 = 8
night 7
Tilly Brackett
intimidate: 1d20 + 7 ⇒ (16) + 7 = 23

day 8
"Badger" Medlar
intimidate: 1d20 + 7 ⇒ (14) + 7 = 21

night 8
1d6 ⇒ 1
does it matter that i have trait hurricane savvy- You treat wind
effects as one wind force category less than they actually
are, both for any personal checks you must make and for
any you make to captain or steer a ship.
for this check?

climb: 1d20 - 1 ⇒ (20) - 1 = 19
salior: 1d20 + 7 ⇒ (10) + 7 = 17


hmm yeah do it at a minus 1 instead of a minus 2 during the storm okay?


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Storm
Con check: 1d20 + 5 ⇒ (18) + 5 = 23
Job: 1d6 ⇒ 1
Rigger climb rolls. 2 needed? climb: 1d20 + 7 ⇒ (20) + 7 = 27 climb: 1d20 + 7 ⇒ (16) + 7 = 23
Profession-Sailor: 1d20 + 4 ⇒ (7) + 4 = 11

Henk seems to be in his element and even though he wobbles a bit, he manages to keep things attached and working.


Female Demon-Spawn Tiefling Barbarian 1 / HP: 14 / AC,T,FF: 15, 12, 13 / F+4, R+2, W-1 / Perception +5 / Init +2

Job! 1d6 ⇒ 5
Fatigue 1d20 + 4 ⇒ (3) + 4 = 7
Climbing while fatigued and in a storm, this is where I die D:

Kilarra is already tired from working hard during the day, and is visibly nervous as she's assigned up into the Lookout. She mutters quietly to herself "Climbin' eh.. Let's show this mast who's the boss this time."

Climb:
1d20 ⇒ 19
1d20 ⇒ 3 Fall 10 feet
Acrobatics: 1d20 - 1 ⇒ (20) - 1 = 19 Avoided damage

1d20 ⇒ 10
1d20 ⇒ 2 Fall 10 feet
Acrobatics 1d20 - 1 ⇒ (20) - 1 = 19 Avoided damage again!

1d20 ⇒ 11
1d20 ⇒ 1 Fall 10 feet!
Acrobatics: 1d20 - 1 ⇒ (8) - 1 = 7 1d6 ⇒ 3
1d20 ⇒ 11
1d20 ⇒ 12
1d20 ⇒ 14
1d20 ⇒ 8 Slip and catch myself!
1d20 ⇒ 11 60 feet!

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Kilarra pulls herself to the crows next exhausted, both bones and ego bruised. How could wood and rope be so hard to scale?!

Climbing is not my thing :(


Elf Wizard

Trying to catch up on all the rolls needed :D


Elf Wizard

So:

Day 6 influence "Caulky" Tarroom: 1d20 + 3 ⇒ (3) + 3 = 6
Day 7 influence "Caulky" Tarroom: 1d20 + 3 ⇒ (9) + 3 = 12

Day 6 stealth to drop the rum: 1d20 + 3 ⇒ (3) + 3 = 6
Day 7 stealth to drop the rum: 1d20 + 3 ⇒ (12) + 3 = 15

What happens if i cannot ditch the rum? Am I caught or do I have to drink it?

If I have to drink it: 1d20 + 3 ⇒ (5) + 3 = 8
Con damage: 1d3 - 1 ⇒ (1) - 1 = 0


Elf Wizard

Rigger job: 1d6 ⇒ 3 > Upper Rigging Work

Climb checks:
1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10

Dexterity Check: 1d20 + 3 ⇒ (6) + 3 = 9

Fortitude for 2nd shift in a row: 1d20 + 3 ⇒ (6) + 3 = 9


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Come on Kilarra! Use that rage to keep a hold of the rope! Just imagine it is Fipps you are grabbing hold of!


Edeldhur you will get whipped, but you just need a 15 to succeed.

To every one:

As the exhausting night beats on, wind at your back, salty water stinging your now redden eyes you can feel your hands growing weaker. Your grip slipping. Your begin to misstep along the rigging and the lines. Exhausted legs ache as the fierce wind continues to howl. The sky is pitch black, the ocean is pitch black. There are no stars visible and the only illumination comes from a partial moon whose light sometimes appears to slips through ethereal cracks in the cloud cover.

As your eyelids grow heavier, your eyes beginning to tilt upwards into your head a bright light shakes you awake. Lightning has struck something. But what? You don't know and the illumination only lasts for a split second. Fortunately the lack of a thunder clap seems to imply it was nothing on your ship struck, for now.

Then it hits, the low and distance roar of thunder. It drowns out the yelling and the talking you can hear on the lines before dissipating.

Sandara continues to work a line as she glances to Kyran who appears to be drifting off, "Stay awake Kyran! Fall asleep up here and you are dead... See how alert Henk appears to be? You can talk to me if it will help you stay awake okay?"

Sandara smiles at him her wet clothes blowing in the hard wind, water dripped off her as her shirt stuck tight against her wet body, she says, "You know I am from Hell Harbor. How about you?" she says in a soft inquiring tone, just loud enough to be heard over the sound of the chimes and men talking below and above.

She laughs embarrassed, "Its like the old song says, My mother was a tailor, my father was a gamblin' man... when he wasn't fishing. So how about you? tell me about you?"

Her red hair blew across her pretty face as she smiled embarrassed, her tricorner hat seemed to be the only thing keeping her long hair in check. Her hat which seemed to stay on her head despite the horrid conditions. Strangely so.

"How about you Henk? Where are you from?" she added loudly trying to keep the men and women alert.

Ambrose "Fishguts" Kroop was also working the lines, not far from Ornotck with whom he felt closer than most. He was clearly exhausted but now seemed content to listen to Sandara talk about herself. Many of the men and women seemed this way Sandara had a way of captivating people as she spoke. Ambrose knew of magic that could do of such a thing but suspected it was just her personality. A hard wind caught Ambrose wrong and she slipped, falling about a foot but catching himself on a rigging and slowly pulling himself up. "Besmara Curse this hellhole." He said under his breath, wrapping his fat arms around a line he reached down with his free hand and pulled a small flask out of his pocket and took a long drink. While trying to be subtle he could easily be seen by Sandara and Ornotck.

Plugg paced back and forward nervously as the men and women worked the lines. The ship began to heave heavily from one side to the other, a sail caught the wild wind and jerked the ship hard. "HEY!" Plugg yelled, acting more like a real first mate than the enemy you've come to know him as.

"I said get that sail IN, Want to send us all to the bottom you damn lubber?" The crewmen responded and the ship seemed to level out for a moment. Rain continued to beat down hard on the deck, everything on the ship was wood and every piece of wood was soaking wet. Scourge scoured the deck looking for anyone slacking off, his whip at his side to deal out punishment, one man seemed to be dozing off. Scourge's whip caught his backside and woke him up in proper fashion.

Walking along the edge of the deck his foot slipped from under him. He came down along the edge but caught himself before going over. He cursed loudly and looked back to the lines to see if anyone was snickering of commenting.

The ship began to rock hard from side to side. Sandara held onto the lines tight as the ship rocked. Easing up as the ship stabilized. She returned to loudly asking about the crew, trying to ignore Kroop's drinking.

More in a few hours.


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Hennk gritted his teeth as he secured a line. My pa was a pirate, whaler, fisherman and anything he could be that involved a boat! Been to the Shackles and all over the Fever see with him before he sent me on my way when I turned eighteen!. 'Gotta get out from my shadow' he said.

Henk's fingers fumbled with a sail but he managed to get it secure, his feet were steady in the rigging as he was in his element instead of down in the bilges.[/b]


Elf Wizard

Damn nightmare of a journey! - Edeldhur shouted above the tormented rain - But we have not come this far to break down now! We still got some scores to settle, and I'm not for being thrown out this ship before that!

All I know about sailing, I picked up in the navy - caught some nasty weather during the year I was there, but it was a thing for trainees and cadets, and if one was blown overboard we were sure to be picked up. On the other hand, here.... He just lets the thought hang, while embroiled in attempting to stay steady and not getting blown away by the wind or the sail being gathered.


Sandara smiled as the men talked, "Navy huh? Which navy?" the wind continued to buffet her, some distance away she watched as Kroop took another quick swig from his flask before putting it away. He went to climb further up the rigging when his foot slipped and he fell for a moment before catching himself.

Sandara frowned and immediately began to move over to him, until she was right next to him, she took his flask and put it in her pocket and then whispered in a harsh tone "You drunken fool you are going to get yourself--"

She was cut off by a powerful gust of wind, It caught the sail they were working in front of and blew it into the two. The force of the sudden gust aided by the large sail broke both of them away from the rigging sending them flying over the edge of the ship. Sandara landed some ten feet away from Fishguts Kroop, her hat still mysteriously on her head. The wind and the waves immediately swallowed both of them, only for them to reappear in the water seconds later, now further from the ship.

Sandara and Kroop are both about 15 feet from the edge of the ship and drifting away. Consider yourself in initiative as you post your action, so make sure you limit your actions as such. Any climb checks you had to make to get to your job, assume you have to make them to get back down to the surface unless you plan to jump. If you didn't have to make any assume you are close enough to drop down as a free action. Roll your Initiative as you post and I will organize a summery at the end of your turn.


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Init: 1d20 + 2 ⇒ (3) + 2 = 5

Henk curses again as the wind buffets him and his eyes widen as he sees cook and cleric end up in the drink..

MEN OVERBOARD! Henk bellows as he hurries down.

climb: 1d20 + 7 ⇒ (4) + 7 = 11
Climb: 1d20 + 7 ⇒ (9) + 7 = 16

Henk curses as his feet get tied up in the ropes.


Elf Wizard

Sandara! - Edeldhur's eyes wide as he sees the first person ever to have lended him a hand inside this darned ship plummet into the deepest water... NO! Not her...

MAN OVERBOARD!!! - he shouts to the top of his lungs.

50 feet up, doing rigging work he ponders his options for a moment - it is too high to jump down and also it will take him forever to climb down... He tries a desperate move...

He will try to "slide" down grabbing a rope or the rigging itself, or trying that stunt that I used to see in pirate movies where you cut the sail to go down slower, but if the sails have been gathered can't do, or slide down the interior of a sail... dunno :D No idea of how that would be resolved :D

Initiative 1d20 + 6 ⇒ (3) + 6 = 9
Acrobatics 1d20 + 8 ⇒ (20) + 8 = 28

BAM!! :D


How will it be resolved with that roll? Awesomely!


Male Half orc ranger 1 hp 12/12 ac12, touch 12, ff 10, fort 6, ref 5 ,will 4 ,init 2, perc 7

init: 1d20 + 2 ⇒ (5) + 2 = 7
Someone toss them some rope, need them both, dont want to eat my cooking alone.
starts to climb down as he yells
climb: 1d20 - 2 ⇒ (3) - 2 = 1
acrobatics: 1d20 + 1 ⇒ (18) + 1 = 19 to catch self


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Uh oh! We might have three people in the drink.


Female Demon-Spawn Tiefling Barbarian 1 / HP: 14 / AC,T,FF: 15, 12, 13 / F+4, R+2, W-1 / Perception +5 / Init +2

Hmm, how would Kilarra react...
Wisdom: 1d20 - 1 ⇒ (2) - 1 = 1 Uhoh.

"SANDARA!!" Kilarra valiantly attempts to jumps off the crows nest, and dives into the water.
Acrobatics: 1d20 - 1 ⇒ (5) - 1 = 4
Reflex to catch myself on the edge of the crows nest: 1d20 - 1 ⇒ (3) - 1 = 2
Acrobatics to prevent damage: 1d20 - 1 ⇒ (5) - 1 = 4

WHY CAN'T I CATCH A BREAK. Any wizards nearby? I didn't get my level of sorcerer yet D:

Falling damage, unless prevented somehow: 6d6 ⇒ (5, 6, 3, 6, 5, 4) = 29 =-15


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Errr...Can Henk try to snag her and slow her fall?


Elf Wizard

Kilarra... roll your initiative and pray that you are the last one to act ;)


Male Human Bladebound Kensai Magus/1 (HP 6/9, AC/F/T 17/10/17, F +3, R +2, W +3, Perception +1, Initiative +2)

Kyran making every attempt to stay awake, snaps himself awake and continues working the lines, he looks over at Sandara Oh, I am originally from Galt. Would you believe this is my first time on a ship? He composes himself a little more. So what would you say to us enjoying each others company after this?

When she slips he attempts to grab her if that fails a grabs some of the extra rope and jumps after her, and the rest, telling them to grab the rope after he has passed them.

Don't know what you need but here's a couple of rolls for you

1d20 + 3 ⇒ (1) + 3 = 4Acrobatics
1d20 + 5 ⇒ (3) + 5 = 8Climb
1d20 + 6 ⇒ (17) + 6 = 23Sailor
1d20 + 5 ⇒ (17) + 5 = 22Swim


The ship is blown hard causing Kilarra to loose her footing and slip, which sends her over the edge, the strong wind blows the demoness just beyond the side of the ship into the water.

Falling Damage into Water:

Falling into Water: Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).

Non lethal Damage: 2d3 ⇒ (2, 1) = 3
Lethal Damage: 2d6 ⇒ (4, 5) = 9

4 Hp left, 3 Non-lethal Damage.

badly Injured Kilarra lands into the water right next to the edge of the ship.

Lugo slips on his way down but catches him self. As the crew begin to scramble and panic, now with three over board. The ship continues to rock back and forward in the storm.

overboard:

DC 20 Swim check. The PC/NPC must make two consecutive DC 20 Swim checks within 12 checks or the Wormwood vanishes from sight and the character is lost at sea. Kilarra you can still take a move action to make your swim check, since you were shaken by not knocked out by the fall.

Sandara attempts to return to the ship, but she struggles against the stormy water, unable to get any closer to the ship.

crunch for sandara:

Move Action swim Check: 1d20 + 4 ⇒ (14) + 4 = 18
Move Action swim Check: 1d20 + 4 ⇒ (2) + 4 = 6

Kroop attempts the same but finds himself unable to get closer to the ship.

crunch for Fishguts:

Move Action swim Check: 1d20 + 5 ⇒ (4) + 5 = 9
Move Action swim Check: 1d20 + 5 ⇒ (9) + 5 = 14


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Henk gets down asap and tries to get a rope that he can tie to the railing.


Edeldhur grabs a line and flings himself down to the deck with out injury moments before Kilarra comes crashing down not far from him and Kyran, unable to grab her in time Kyran dives into the water expertly holding onto a rope for Kilarra.

Kyran you have another move action, you may use it with a another dc20 swim check to get to Kilarra.


Female Demon-Spawn Tiefling Barbarian 1 / HP: 14 / AC,T,FF: 15, 12, 13 / F+4, R+2, W-1 / Perception +5 / Init +2

Thanks for catchin' me, Dagron.. The rush of cold water and near-death shake Kilarra out of her unwise actions. Kilarra waits for Kyran and the rope.

Swim: 1d20 + 2 ⇒ (2) + 2 = 4

Kilarra has trouble keeping water, her body still in shock from the fall.


Elf Wizard

Landing steadily on deck, Edeldhur tries to assess the situation as quickly as possible - Kyran is on his way to Kilarra carrying a rope with him - I hope they don't end up both being dragged by the sea...

He shouts: Kyran, swim HARD mate - Kilarra is in trouble!

Sandara and Fishguts seem not to be making any progress towards the boat, so he decides to start there, by throwing them a rope.

TheRonin, throwing them a rope will be what kind of maneuver exactly?


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Henk will help Edeldhur secure the rope as soon as he gets down.

I could go diving for Kroop and Sandara, Pretty good swimmer.

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