1st time GM Skull and Shackles (Inactive)

Game Master Adventurer#33

Skull and Shackles #1 The Wormwood Mutiny!
The Man's Promise


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Yeah go ahead and reroll those attempts. Everyone throwing stuff has enough time to throw three things with the -4 to hit for improvised weapons. go ahead and roll the attacks at anytime once we see how many hit Sandman and Connor will roll reflex saves. Be sure to specify who you are throwing stuff at. Connor or Sandman.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

I'll try to get a post in soon. I'm still mostly limited to phone posting until tomorrow night.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sorry for my negativity about this section. I reserve a very special kind of spite for poor mechanical representation in games that I'm playing.

GM, thank you for being flexible to try to make it work. The idea of this challenge is really fun.


I know I thought that it would be cool. I didn't realize it would be this difficult to actually do. I kinda wonder how it got published like this.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Just in case you missed it, Allie did her climb already.

It's in the spoiler in the post where she's throwing stuff at Connor and Sandman.


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

I'm on a layover for my flight back home. Should be able to start posting regularly starting tomorrow once I catch up reading everything.


Hey that is fantastic. I was worried you would some good stuff. Welcome Back.


male Human Fighter lvl 1; HP=16; AC 16, T=11. FF=15; F:4, R:1, W:3; INIT:1; -5 ACP if armored

Super swamped at work the next two days, I will post when I get home at night which is around 830pm Eastern.


male Human Fighter lvl 1; HP=16; AC 16, T=11. FF=15; F:4, R:1, W:3; INIT:1; -5 ACP if armored

I am going to have to bow out of this game, everything at home and at work and the game I am running is just a little too much for me and I have not been able to fully commit myself to this game. Sorry for the inconvenience and thank you for the opportunity.


Okay thanks for letting us know you will be missed. good luck.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

bummer


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Sorry to see you go


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Sad to see you leave us, but I understad how it goes. Sometimes, you're just overloaded, and have to pull back.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

For hit points, do you want us to roll, or do half+1?


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

I'm really enjoying this game. You're doing a great job capturing the feel of being fledgeling pirates.

Took another level of Witch. Picked up Touch of Combustion and Beguiling Gift. Considering Undine's Curse.

GM, would you rule that Undine's Curse would wake up someone who was asleep (say, because of a Slumber Hex or Sleep spell?)


male Human 2nd Cleric HP 15/15 AC 14

Way to go Amamer!

YEA!! Second Level! Going up as cleric.


I am going to be nice and say you can roll once and then choose between the roll and half+1

@Sandman I am going to say that yes it would waken someone affected by a sleep spell. a creature under a sleep spell would be woken if it took damage right? So as soon as it took damage from suffocation it would wake up.
If you can come up with a way to do it mechanically I will go it only having a chance of waking them up.


male Human 2nd Cleric HP 15/15 AC 14

That is nice.
Hit points for Allende
1d8 ⇒ 5
Well I guess that would be a 5.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Hmm. Not worth it then. That would make the spell all but useless to me since it doesn't really do anything unless the target is unconscious, and sleep is the only reliable way I have to knock someone out.

Sleep is effectively a save or die spell anyway, so it wouldn't really be worth it to cast before hand.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

hit points: 1d8 ⇒ 4

I'll take the five, then (4+1). One hit point can be a very big deal!

Other adjustments:

+1 BAB
+1 Reflex

Evasion (rogue ability)

Fast Getaway (rogue talent)

Skills points allocated thusly: (8 class, 1 favored class, 1 human)

+1 acrobatics
+1 bluff
+1 climb
+1 diplomacy
+1 perception
+1 sense motive
+1 sleight of hand
+1 stealth

2 new skills purchased:

1 rank of swim
1 rank of profession (sailor)


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Any suggestions on a first level Witch spell to take?


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1
-The Sandman- wrote:
Any suggestions on a first level Witch spell to take?

Ill Omen can be a real tide-turner in a close combat.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

No save! I like it. Done.

Thanks.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

HP: 1d6 ⇒ 5


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

I think it fits Sandman thematically, as well.

Masked witchdoctor puts the bad mojo hex on someone, and they can't do anything right. ;-)


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Hey, I'm a nice witchdoctor! I'm all healer-y and stuff! I don't think I've even put the mask on yet.

I'm not even going to kill Scourge. That's how nice I am.

I'm just going to fix him. :)


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

You're going to let me kill him, right?

1d6 ⇒ 3 ok, 4 it is.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Nope.

By the time I'm done you won't want to anymore. He might want to kill himself though. We'll see.


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

I like the sound of that, Sandman. I'll start updating my character as soon as I get home from work.


let me know when your characters are updated and you are ready to go on.


male Human 2nd Cleric HP 15/15 AC 14

Updated and ready to go.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Same here.

I'm doing a little research into Undine's Curse though. It's oddly worded. I'm completely willing to go with your judgement, but I'm curious what the boards have to say. If starting to suffocate would wake a target up, then I'm not really sure what the purpose of the spell is. Based on the wording it doesn't do anything to someone that is awake (no penalty listed for having to "breathe on purpose") and someone who is knocked out by any other effect isn't someone you'd ever need to use this spell on.

I can't figure out what it's supposed to do.


It may be that the publishers see it differently than I do. Like I said I think there should be at least a chance that it would wake the target. The sleep spell description says they wake if they are slapped or wounded. I am taking that to mean if they take damage. Let me ask you this if you take damage from poison while under a sleep spell does that wake the target?


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Good question. I really don't know. There's plenty of examples of poisons killing people in their sleep. There's also plenty that would cause them to wake up in agony.

I'm also considering this as something that could be cast on someone who's just asleep normally, or who's been knocked out with a Color Spray or something. Establishing a baseline for this is something the description of the spell should do, but it definitely doesn't.


Reverse the situation. Say it is a player that has Undine's curse on them and are hit with a sleep spell. What kind of save would they have to make to avoid suffocating in their sleep. I am fine with using it once we work out a mechanic so you guys can't just hit everyone with a sleep hex and then bang Undines curse they all suffocate.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Updated.


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Character profile updated except for HP.
HP: 1d8 ⇒ 7
I'll take that!


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
Adventurer#33 wrote:
Reverse the situation. Say it is a player that has Undine's curse on them and are hit with a sleep spell. What kind of save would they have to make to avoid suffocating in their sleep. I am fine with using it once we work out a mechanic so you guys can't just hit everyone with a sleep hex and then bang Undines curse they all suffocate.

Well, once a sleep spell is successful, the person it has effected is all but dead anyway. They can be coup de graced at leisure. I'm not sure that Undine's Curse really changes that.

I really can't wrap my head around the intent of the spell.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

It's a fiddly and specific curse, probably drawn from folklore, with not much in-game applicability.


no one said you couldn't try to convince Krine to assign more people to the group. diplomacy rolls would be needed though.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

I'd prefer not to go into a fight with someone I know I can't trust.


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Sorry for the lack of posts. I was rear-ended Monday on my way to work and have been busy dealing with insurance, recovering, and catching up on missed work. I'll try to get a good post in after work today.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

At a con this weekend, bot as needed. Amamer will Touch of the Sea herself and then likely use her crossbow and frost ray SLA from the Wormwood until she can cross in relative safety (slow and careful). Color Spray will be at the tip of her tongue if she can hit more than one enemy with it.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1
Quote:
It is a DC 10 acrobatics check to leap the gap or you can do the boarding with the grapple like was practiced. If you choose to leap across only one person can cross per round.

So does this mean that because Allie jumped, no one else can cross, or does it just mean no one else can jump this round?


it means no one else can jump this round unless you can make a DC15 or DC20 acrobatics check for jumping across at a wider spot.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Ah, gotcha. Thanks.

If we're swinging across, where do/can we land? It's a climb check? Why are we climbing? I thought we were swinging.


climbing you will land in the squares closest to the Wormwood. The book has you climing across but I am okay with you swinging. Make an acrobatics check for that. DC 17 and you can land anywhere on the sterncastle of the other ship. DC 10 just gets you to the railing.

You all should be able to move Icons now sorry about that.


Is it possible to summersalt up stairs?


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Stairs are usually difficult terrain, which cost double movement and prevents charging, but doesn't actually prevent acrobatics checks. I think the acro skill lists some DC modifiers though. Seems like it would be reasonable to apply them in this case.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Based on the skill description, I think I hit a high enough number (it depends on your ruling on what modifiers apply). If not, Allie falls over while attempting to do something reckless.

It's all good. ;-)

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