| "No-Eyes" Bellamy |
Con check 1: 1d20 + 2 ⇒ (15) + 2 = 17
Con check 2: 1d20 + 2 ⇒ (11) + 2 = 13
Bellamy starts a Sea Shanty.
Perform: 1d20 + 9 ⇒ (11) + 9 = 20
Bardic Performance: Sea Shanty (Su) Allies use your perform for saves vs. Exhaustion, fatigue, nausea, or sickening, or can reroll.
| "Doc" T. J. Juckson |
Whoa, that's awesome. I forgot you took a level of seasinger. How long does that performance last? Can you keep it going most of the day? (Detectives' main Careful Teamwork (?) performance lasts an hour each time but I don't know about seasinger.)
| Terry of Quent |
Con Check: 1d20 + 1 ⇒ (14) + 1 = 15
Con Check: 1d20 + 1 ⇒ (11) + 1 = 12
Taking advantage of the Sea Shanty would keep Terry FAR better than expected. Effectively no failures!
| Reijo Ilvonen |
Reijo swiftly moves about as a sailor who is no stranger to storms. Bellamy's performance keeps him seemingly unaffected by the exhausting effort. His bellowing voice can be heard barking orders through the thunderous downpour, directed at other swabs to ensure no errors are made.
"TOW TH'LINE, YE MANGY LUBBERS! NO TIME T'BE DAINTY, PUT YER BLOODY BACKS INTA IT!"
Reijo's con checks; guess I'll take Bellamy's Perform check in place of the 1st fail:
Con check: 1d20 + 1 ⇒ (8) + 1 = 9
Con check: 1d20 + 1 ⇒ (19) + 1 = 20
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Day 8- Pirates & Storms. Part 2.
The storm seems to have blown over and then erupts in fury anew as the entire crew scatters to man their respective stations, with Scourge not even bothering with orders as each and every sailor does what they're supposed to be doing.
A cry is heard through the storm.
"Man Overboard!!!!!!!!!!"
Amidst the choppy waters, an arm can be seen desperately waving. It's Shivikah and she looks like she's having problems.
Swimming in Choppy waters is DC 20, Towing someone back alone is DC 25
GM rolls - 1d20 ⇒ 8
| Terry of Quent |
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
"Besmara's garters!" Terry drops to the deck and ties a rope around his own waist. "Be ready ta haul us back!" And then he leaps into the water to see about making his way to the potentially drowning woman.
Swim: 1d20 + 7 ⇒ (18) + 7 = 25
| "Doc" T. J. Juckson |
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
"Who? What?"
Doc didn't see anything but nonetheless runs over to grab the other end of the rope, calling out, "I'll need some help here!"
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In response to Doc's call. Sandara and Grok arrives to aid. Each grabbing onto a rope.
| Reijo Ilvonen |
Distracted a moment by the thought of Besmara's garters, Reijo spots Shivikah struggling in the sea. Seeing Terry prepared to jump into the stormy waters,
"Ye lost yer bloody mind?!"
Seeing his determination, and the others ready to hold the rope, Reijo sighs but stands by. He's ready to assist should they need some extra muscle with pulling Terry and Shivikah back in.
With a nod to Terry, "Gots ye covered, mate. Hopes ye don't be feedin' no fishes too."
Spot Shivikah in the ocean:
Perception check: 1d20 + 7 ⇒ (17) + 7 = 24
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With all of you hauling and Terry's excellent swimming. Shivikah is saved, pulling her out of the water, spluttering and heaving. She lies onto the deck attempting to get her breath.
"Thank you.......Friend......pushed..." as she closed her eyes, exhausted. She is brought to the ship's doctor cabin to be treated.
The rest of the night passes eventfully as the storm abates ebough for anchor to be set and the crew able to get some rest. The incident with Shivikah obviously not going well with some.
Congrats. Another friendly. Day and Night for Day 9 & 10 please.
| Terry of Quent |
"Stitchman will help you get right. Never let a shipmate drown, if you can stop it!"
Here's what I came up with. Feel free to argue. DM Sense Motive note about Cogs suggests he might actually be Neutral, for instance.
Friendly
Ambrose “Fishguts” Kroop - Cook
Barefoot Samms Toppin job: rigger
Conchobhar Turlach Shortstone Job: rigger
Cut-Throat Grok - Quartermaster
Habbly Quarne, the “Stitchman” - Ship’s surgeon and carpenter
Owlbear Hartshorn - “pet” of Mr. Plugg
“Ratline” Rattsberger job: rigger
Sandara Quinn Job: swab
Shivikah job: swab
Unknown/neutral
Captain Barnabas Harrigan - Captain of the Wormwood
“Caulky” Tarroon - Captain’s cabin girl
Conchobhar Turlach Shortstone
Peppery Longfarthing - Sailing master and old friend of the captain
Riaris Krine - Master gunner
Rosie Cusswell Job: swab
Enemies ?
“Badger” Medlar job: swab
Crimson “Cog” Cogward Job: swab
Kipper - Gunner’s mate and bootlicker for Plugg and Scourge
Maheem job: rigger
Master Scourge - Boatswain and master-at-arms
Mr. Plugg - First mate
Patch Patchsalt - Boatswain’s mate and sycophant of Plugg and Scourge
Slippery Syl Lonegan job: rigger (Among the ones who jumped you)
Tam “Narwhal” Tate job: rigger
Day 9
Rigger's Task: 1d6 ⇒ 5 Lookout!
Day Action - Influence - “Caulky” Tarroon
Climb: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Terry spends some time trying to figure out how to bump into "Caulky" through the day, eventually managing it while grabbing some food near mid-day. "Glad we made it through that storm. Always good when a crew pulls together, don't you think?" Yeah, that's a pretty neutral opening, but I've got no idea where her head is in this game, yet, so . . ..
Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26
Night Action - Influence - Rosie Cusswell
"I want to thank you for dong your part yesterday. Things like a storm help us remember that we all need each other. Besmara will let the sea take us if we can't get past pointless arguments."
Diplomacy: 1d20 + 12 ⇒ (5) + 12 = 17
Day 10
Rigger's Task: 1d6 ⇒ 6 Mainsail Duties
Day Action - Influence - Maheem
Profession (Sailor)Climb: 1d20 + 7 ⇒ (3) + 7 = 10
Constitution: 1d20 + 1 ⇒ (9) + 1 = 10
Talking to another rigger during the day is never really that hard, if they are willing to talk. "Been meaning to chat with you. I really don't understand what all the fuss is about. We're just tryin' to be strong, contributing members o' the crew. Makes for more profit for everybody that way, normally."
Diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23
Night Action - Influence - Crimson "Cog" Cogward
"We're supposed to be attacking other ships and fighting their crews, so we can all get rich, right? Why are we setting up to hurt each other instead? There's no profit in hurting the man you're going to need to protect your back. There's not a man on this ship that I wish ill tides upon. We need to work on taking out other crews instead!"
Diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20
| "No-Eyes" Bellamy |
Day 9_____
Is the cook Mr.Kroop drunk?: 1d100 ⇒ 62 He's sober today.
Todays job= Cooking: Assisting Ambrose Kroop in preparing the day’s meal. With Kroop sober, success is automatic.
DAY action: Influence Targeting the Cook, 'Fishguts' Kroop.
Performance:Comedy: 1d20 + 9 ⇒ (2) + 9 = 11
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
He also sneaks some crab to 'Owlbear'.
NIGHT Actions:
Drink the Rum as usual fer a sailor true.
Fort save vs DC5: 1d20 + 2 ⇒ (16) + 2 = 18 Not drunk.
Charisma bump: 1d4 ⇒ 1 No help.
Entertain: Make one Perform check to entertain the crew
Perform:Comedy: 1d20 + 9 ⇒ (15) + 9 = 24 He's a hit! The crew is rolling in the aisles and Bellamy gains a +2 to influence for 24 hours.
Then he goes to bed.
| "No-Eyes" Bellamy |
Day 10_____
Is the cook Mr.Kroop drunk?: 1d100 ⇒ 1 He's completely blitzed and out for the day.
Todays job Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10 Profession (fisherman) or Survival check provides enough food.
Survival: 1d20 + 0 ⇒ (1) + 0 = 1 Total, abject and humiliating failure.
A failed check results in a day in the bilges as punishment the following day.
DAY action: Influence Targeting the captain’s cabin girl, “Caulky” Tarroon.
Performance:Comedy: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Diplomacy: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
NIGHT Actions:
Drink the Rum as usual fer a sailor true.
Fort save vs DC5: 1d20 + 2 ⇒ (19) + 2 = 21 Not drunk.
Charisma bump: 1d4 ⇒ 3 .
Entertain: Make one Perform check to entertain the crew
Perform:Comedy: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 He's a hit! The crew is rolling in the aisles and Bellamy gains a +2 to influence for 24 hours.
Then he goes to bed.
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Not bad Terry. Missing a few actually and slightly off about the others.
Day 9
“Caulky” Tarroon:
"Storm? Oh I was down below decks when that happens...Captain's orders...."
May make a sense Motive.
Rosie Cusswell:
"You fellas seem a swell and feeling type kinda thang getting on. Get me my gear and perhaps we can talk later."
Day 10
Maheem:
"Thank you for saving my friend. However this does not make us friends. Remember that."
Crimson "Cog" Cogward:
"You may have saved that woman, but then again I cna't trust you at all especially when you draw mean eyes upon yourselves. Get yourself bigger and maybe we can talk."
Day 9
Kroop {in his rare sober moments):
"I heard about what you did. It's nice to know that thar' sea dogs still willing to risk their own life for another. It's being some time since I've seen that. Good job though Good job."
Day 10
“Caulky” Tarroon:
"You're funny." *Giggles* "Heard you and some others were heros too. Too bad that I heard also that you offended the higher ups."
Kroop attempts to intercede for you!! 1d100 ⇒ 86
A few minutes of being thrown into the bilges, Kroop lets you out at around midnight citing that he 'needs' his assistant.
| "Doc" T. J. Juckson |
Day 9
Doc rises early in the morning and tinkers about with his small portable lab, mixing up a few extracts which he keeps hidden under his belt as well as a new concoction he's hoping will help him make new friends tonight (charisma cognatogen)
I decided to prepare some different extracts: two Cure Light Wounds (which I'll hold onto) and Touch of the Sea.
That day he keeps his head down and focuses on fixing up the ship.
Dex check (repairs), taking time: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21
At night he quaffs his cognatogen and sits down with Conchobhar to chat. "Phew, glad the storm has passed. Could have been a lot worse than it was, but everyone survived and that's always a positive."
Diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13
After the cognatogen wears off Doc then suffers -2 Con damage but heals one overnight so there's no effect to his HP.
---
Day 10
Doc once again rises early and prepares the same extracts, although this time he focuses on a mutagen that will enhance his dexterity. He takes the mutagen during the day to help him with his repair duties.
Dex check (repairs), taking time: 1d20 + 2 + 2 + 4 ⇒ (13) + 2 + 2 + 4 = 21
That night Doc sits down with Peppery Longfarthing and comments, "You're friends with the captain, yeah? He handled the storm well enough. Some captains would've lost control of the ship or lost a few men but he certainly pulled through. 'Course, I'm sure your sailing expertise had quite the effect."
Diplomacy: 1d20 ⇒ 16
That night his remaining Con damage heals up.
| Jack Tar |
Day 9:
Day job 1d6 ⇒ 5 Runner!
Acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20 and Con check: 1d20 + 4 ⇒ (11) + 4 = 15 Jack works diligently, taking messages back and forth and staying quiet.
Night: Jack pulls out his drums and begins a long slow beat, soothing his own nerves and hopefully others as well. Entertain: 1d20 + 9 ⇒ (19) + 9 = 28
Rum ration Fort Check: 1d20 ⇒ 20 adding 1d4 ⇒ 4 to his Charisma
DAY 10:
Day job 1d6 ⇒ 5 Runner again!
Acrobatics: 1d20 + 3 ⇒ (11) + 3 = 14 and Con check: 1d20 ⇒ 1 Jack runs again, but he is fatigued by the end of the shift. Still he manages to hum a jaunty tune to himself Sea Shanty: 1d20 + 9 ⇒ (5) + 9 = 14 and revives immediately! In between his running, he visits Slippery Syl Lonegan, starting casual conversations with her and flattering her as much as he can! Bluff!: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
NIGHT: Jack spends the night singing call-and-response drinking songs with the lads! Sing: 1d20 + 9 ⇒ (5) + 9 = 14 It's not his best work, but it seems to get people singing. Then he drinks his rum! Fort: 1d20 ⇒ 19 adding 1d4 ⇒ 2 to his Charisma!
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Day 9
Conchobhar:
The gnome retorts:
"Yes and I'm mighty glad my winnings stayed in the same place. That's all that is important you know. I'm going to leave this ship one day."
Day 10
Peppery Longfarthing:
He speaks with a strange accent and then you realise that he's missing quite a few teeth..........
"Aye. Ah've Bean ah see dawg for mani years with they captain. I sailed with im fer mani years so mah tuss in im is strong n im in me. Old tat Ah m. Ah sill got much fa'it in mah self."
Day 10
Slippery Syl Lonegan:
GM Rolls Sense Motive, with hidden modifiers.: 1d20 ⇒ 10
GM Rolls Bluff, with hidden modifiers.: 1d20 ⇒ 5
She seems quite taken with your flattery and proceeds to give as good as she gets though it's obvious her heart isn't in it as she proves to be not so good with words.
| Reijo Ilvonen |
Day 9
Reijo puffs away as he hauls and knots rope all day long. halfway through, he pays a visit to Grok's shop to peruse her wares.
Day's Task: Hauling Rope and Knot Work (4), Action: Shop
Profession(sailor) check, vs. DC 10: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Con check, vs. DC 10: 1d20 + 1 - 2 ⇒ (18) + 1 - 2 = 17
What does Reijo find for sale?
Night 9
At night, he drinks his rum and keeps more to himself. An intense expression is on his face as he listens to the performers.
Should he spot Conchobar playing cards, he takes a seat to play several rounds.
Should he spot someone he hates, such as one of Plugg's or Scourge's cronies, he's going to stare at them. Uncomfortably. Straight in the eyes.
That evening, as usual every late night, he faintly mutters under his breath...
| Reijo Ilvonen |
Day 10
Reijo puffs away the day while clearing out the bilges.
Day's Task: Manning the Bilges (1), Action: Work Diligently
Strength check, vs. DC 12: 1d20 + 2 ⇒ (15) + 2 = 17
Con check, vs. DC 10: 1d20 + 1 + 4 ⇒ (9) + 1 + 4 = 14
Night 10
At night, the angry man sulks. He seems to just have been in a foul mood today, for who knows what reason.
Again in the very late evening in his hammock, he can be heard faintly muttering...
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Day 9
Perusing Grok's wares, Reijo finds a surprising large amount.
All Weapons, armor, ammunition, tools and alchemical items from CRB are available. No Poisons are available as is mounts, vehicles.
No of rounds Reijo plays 1d12 ⇒ 6
No of rounds Reijo plays won 1d6 ⇒ 6
Gold Reijo wins or loses 6d10 ⇒ (3, 8, 2, 2, 9, 2) = 26
Reijo cleans house to the astonishment of all walking away from the table amidst good natured grumbling curses and cheers. Conchobar looks amused as he was the one forced to sit out and deal out the cards.
| Reijo Ilvonen |
Reijo is less grumpy on Night 9 than described, in that case. In fact, he grins a bit too much, and drinks a bit more than usual, even for Reijo.
Will get back to you as far as shopping... one thing, does Grok have tobacco? (not in the CR, I know, but Reijo's a heavy smoker lol).
| Reijo Ilvonen |
Reijo also opens his locker while at Grok's...
Discern distance and direction traveled from Port Peril (+2 to Survival from compass):
Survival check: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Profession(sailor): 1d20 + 7 ⇒ (14) + 7 = 21
Discern where they may be headed:
Knowledge(geography) check: 1d20 + 6 ⇒ (4) + 6 = 10
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Giving one more day RL before I unleashed the days (Story)
Reijo discovers to his shock that they are already several days away from Port Peril, the worst thing is that according to the sea charts, Port peril should be within two weeks travel due South, however the wind and the previous night's stars indicate that they have come South West and their heading doesn't seem to indicate a defined location.
In short, without asking the helmsman or captain, Reijo doesn't know. Excellent Profession (Sailor) roll.
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Day 11 - Trouble in the Sun
Below decks in the crew quarters, by an unspoken agreement, lines have being drawn. Your sleeping areas are naturally close to each other along with Barefoot Samms Toppin, “Ratline” Rattsberger, Jack Scrimshaw, Shivikah, Tilly Brackett, Sandara Quinn and Conchobhar Turlach Shortstone.
While in the middles sleeps “Badger” Medlar, Crimson “Cog” Cogward, Maheem, Giffer Tibbs, Tam “Narwhal” Tate and Rosie Cusswell.
Oppostite all of you is Aretta Bansion, Fipps Chumlett,Jaundiced Jape and Slippery Syl Lonegan.
Approaching the Slithering Coast, the waters become shallow and navigation is tricky. As the afternoon wears on, Mr. Plugg calls all of you together with Tilly Brackett on the main deck. At his feet lie four crab pots.
"Listen up ya mangy sea dogs. I got a job fer ya. Get fresh crabs from the reef yonder. Pointing to a reef about 200 feet north of the ship. Captain wants them pots filled to the brim. Don't come back before you do so. Aye?"
The waters are calm (DC 10 Swim checks) and clear (visibility 100 feet).
The initial swim across the open water passes without event, and all fo you soon approach a superb coral reef, measuring approximately 100 yards square, lying between 5 and 30 feet below the surface.
Many crabs inhabit the reef, and each round, each of you can make a DC 10 Perception or Survival check to spot a crab, followed by a DC 10 Swim check to swim down and catch that crab.
Four crabs are required to fill a pot. The crabs are rather large and one is the size of a man's waist.
| "No-Eyes" Bellamy |
No-Eyes gives a sloppy salute blindly in the wrong direction and grins.
"Aye-Aye mister Plugg!" He replied as is proper.
Blind as he is, Bellamy is forced to ask for directions to get out to the reef.
"Hope ye swabs don't mind me taggin' along with ye out ta the reef; it's a mite hard ta see with me eyes."
Swim check out to the reef: 1d20 + 1 ⇒ (15) + 1 = 16 Swims out just fine.
Fortunately, the crabs running around down below are just within his ability to perceive, and he dives down without hesitation.
Catch attempt 1
Perception: 1d20 + 4 ⇒ (7) + 4 = 11 Catches movement at the edge of perception.
Swim: 1d20 + 1 ⇒ (19) + 1 = 20 Swims down to catch his first crab like he was a seal.
Catch attempt 2
Perception: 1d20 + 4 ⇒ (4) + 4 = 8 But for a while can't seem to find a crab.
Swim: 1d20 + 1 ⇒ (10) + 1 = 11
Catch attempt 3
Perception: 1d20 + 4 ⇒ (8) + 4 = 12 Spots a crab.
Swim: 1d20 + 1 ⇒ (18) + 1 = 19 Easily swoops down to snag his second crab.
Catch attempt 4
Perception: 1d20 + 4 ⇒ (11) + 4 = 15 Spots another crab.
Swim: 1d20 + 1 ⇒ (3) + 1 = 4 Can't swim down fast enough and has to give up pursuit to surface for air.
Catch attempt 5
Perception: 1d20 + 4 ⇒ (7) + 4 = 11 Catches a glimpse of movement.
Swim: 1d20 + 1 ⇒ (20) + 1 = 21 Swoops down elegantly to snatch up his third crab.
Catch attempt 6
Perception: 1d20 + 4 ⇒ (20) + 4 = 24 Easily percieved a hidden crab.
Swim: 1d20 + 1 ⇒ (18) + 1 = 19 Easily swoops down to fill his pot with the fourth crab.
| Reijo Ilvonen |
Reijo smokes one last puff before setting out to the reef. He nods to acknowledge Plugg's command, with an inexpressive face.
Reijo looks amused as Bellamy goes at it rather successfully. "Oi! Look at'em go! Ole Blindey be havin' a six sense fer crabs, he be."
Reijo gives him a hand to return to the water's surface when Bellamy has a little trouble. He himself has no trouble rounding up his own four crabs.
After completing his task, a perceptive sailor might notice Reijo think to himself for a moment, as his hand begins to twitch by his side...
Catch some crabs:
Survival vs DC 10: 1d20 + 7 ⇒ (13) + 7 = 20
Swim vs DC 10: 1d20 + 6 ⇒ (9) + 6 = 15
Survival vs DC 10: 1d20 + 7 ⇒ (15) + 7 = 22
Swim vs DC 10: 1d20 + 6 ⇒ (17) + 6 = 23
Survival vs DC 10: 1d20 + 7 ⇒ (18) + 7 = 25
Swim vs DC 10: 1d20 + 6 ⇒ (18) + 6 = 24
Survival vs DC 10: 1d20 + 7 ⇒ (7) + 7 = 14
Swim vs DC 10: 1d20 + 6 ⇒ (6) + 6 = 12
Reijo tries to reassess where they might be, now that they have a landmark (Slithering Coast):
Knowledge(geography) check: 1d20 + 6 ⇒ (17) + 6 = 23
| Terry of Quent |
"Aye-aye."
Easily working his way to the reef, Terry worried aloud. "Think they may be plannin' on leavin' us here? If they wanted the pots back, they would have sent a boat . . .."
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Swim: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Swim: 1d20 + 7 ⇒ (1) + 7 = 8 Missed it!
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Swim: 1d20 + 7 ⇒ (20) + 7 = 27
Perception: 1d20 + 8 ⇒ (1) + 8 = 9 What crab?
Swim: 1d20 + 7 ⇒ (18) + 7 = 25
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Swim: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Swim: 1d20 + 7 ⇒ (14) + 7 = 21
And so Terry takes 6 attempts to gather his 4 crabs.
"Everybody got yours, or do we need to help fill in some holes?"
| Jack Tar |
Taking 10 on the swim check to get there.
Jack looks intently around for the crabs, then begins to whistle a jaunty tune, while diving in to grab crabs!
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Swim: 1d20 ⇒ 11 Got it! 1 crab!
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Swim: 1d20 ⇒ 1 Missed it!
Perception: 1d20 + 6 ⇒ (6) + 6 = 12 Got it! 2 crabs!
Swim: 1d20 ⇒ 12
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Swim: 1d20 ⇒ 19 Got it! 3 crabs!
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Swim: 1d20 ⇒ 8 Missed it!
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Swim: 1d20 ⇒ 8 Missed it!
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Swim: 1d20 ⇒ 9 Crabs? There are crabs here?
With three large crabs caught, Jack gives up the ghost! "I got three! Anyone catch up my slack?"
| Terry of Quent |
"I'll give it a go."
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Swim: 1d20 + 7 ⇒ (2) + 7 = 9
7 rolls. 1 failure at a theoretical 5% failure rate. 2 failures at a theoretical 10% failure rate. GAH! I should just Take 10 . . ..
| "Doc" T. J. Juckson |
That morning Doc prepares his mutagen and extracts like normal (including an extract of Touch of the Sea. He takes his time getting out to the reef and, once there, takes his extract granting himself a 30' swim speed (so I'm guessing I can automatically make the swim checks?)
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
It takes Doc a moment to notice the crabs but after a moment he is quick to dive down and grab four juicy crabs.
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Tilly Dives in cleanly and comes up with the last crab but as she's swimming up, all of you notice twin dark shapes swimming up from beneath the corals.
| Reijo Ilvonen |
"Avast! Out ov th'waters! NOW! Follow me voice Blindey!"
Reijo takes some steps back towards the coast, looking for a place to lay his pot of crabs, and for a stone or other object to cover the pot to prevent their escape. His plan? Free up a hand to draw a dagger.
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The shapes are now clearer and with their own wicked claws, the creatures are obviously out to make a meal of anyone else still in the waters.
Tilly makes for the reefs, paddling for her dear life as she drops the crab she's carrying upon spying them.
"Ahhh. Reefclaws!!!"
| Terry of Quent |
Terry also grabs a hunk of coral. "Why would you swim with a bow, sword and bucket? Because you're going to need more than one of 'em sooner or later . . .." He just shakes his head at his own idiocy of not having something more appropriate.
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Initative -
Terry: 1d20 + 3 ⇒ (20) + 3 = 23
TJ: 1d20 + 2 ⇒ (19) + 2 = 21
Jack: 1d20 + 3 ⇒ (11) + 3 = 14
Reijo: 1d20 + 3 ⇒ (13) + 3 = 16
Reefclaws x2: 1d20 + 4 ⇒ (6) + 4 = 10
Tilly: 1d20 + 1 ⇒ (14) + 1 = 15
Order -
Terry
TJ
Reijo
Jack
Tilly
Reefclaws x2
Everyone is up
They burst out of the water with claws snapping on Tilly's heels as she rejoins you and pulls out a dagger from her breeches, barely avoiding a snapping claw lunging fro her face.
| Terry of Quent |
No map? No problem. I'll just make a couple of assumptions, then . . ..
Terry keeps hold of his chunk of coral as he tries tumbling around the reefclaws to get a flank on one of them before seeing what good his makeshift weapon can do.
Tumble: 1d20 + 10 ⇒ (14) + 10 = 24 If they are flat-footed, this really doesn't matter . . ..
Melee Attack w/ Flank & Improvised Weapon: 1d20 + 1 + 2 - 4 ⇒ (8) + 1 + 2 - 4 = 7
And I'm betting I don't need to waste time estimating a damage die with that roll.
| Reijo Ilvonen |
Round 1
Reijo grumbles beneath his breath. He points to the reefclaw nearby, then barks to the group, "Aim fer th'bloody critter's weak underbelly! Thar be a weak spot!"
He then aggressively sloshes forward on the reef, frowning, right up to the creature in a flanking position with Terry. Bent in a combat-ready stance, he stabs viciously, attempting to crack the creature's underbelly open.
Attack with dagger vs. reefclaw (-1 Combat Expertise, +1 Freebooter's Bane, +2 flanking):
Attack(dagger) roll: 1d20 + 4 - 1 + 1 + 2 ⇒ (16) + 4 - 1 + 1 + 2 = 22
Damage(dagger) roll: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Everyone: You all gain +1 to attack & damage rolls vs. the reefclaw Reijo and Terry will be flanking after Doc has taken his turn (Freebooter's Bane).
| "No-Eyes" Bellamy |
Round 1__________
Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
No-Eyes scrambles to what safety he can manage. He draws his sailors brass knife.
"Oh no! If only there was a natural enemy of those things to turn up and help us!"
He quietly casts Summon Monster I (Celestial Dolphin).
Unnamed Hero CR 1
XP 400
Celestial Dolphin
N Medium animal
Init +2; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; Perception +9
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
Resist acid 5, cold 5, electricity 5; SR 6
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Offense
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Speed swim 80 ft.
Melee slam +3 (1d4+1) and
. . unarmed strike +3 (1d3+1)
Special Attacks smite evil
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Statistics
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Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Perception +9, Swim +13; Racial Modifiers +4 Perception
SQ hold breath
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TRACKED RESOURCES
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Smite Evil (1/day) (Su) - 0/1
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Special Abilities
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Blindsight (120 feet) Sense things and creatures without seeing them.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hold Breath (Ex) A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Smite Evil (1/day) (Su) +0 to hit, +2 to damage when used.
Spell Resistance (6) You have Spell Resistance.
Swimming (80 feet) You have a Swim speed.
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nightdeath
|
The map I have is a 25 by 30 piece of reef.....Not alot to show or move...this means 5 by 6 squares. On the good side, this comes with tactics lol.
Tilly scream as she flails for cover striking a reef claw as it swims off.
1d20 + 2 ⇒ (14) + 2 = 161d4 + 1 ⇒ (2) + 1 = 3
The reefclaws swim around the reef, looking for a way up.
| Reijo Ilvonen |
Round 2
Reijo follows the bleeding reefclaw along the watery edge of the reef. Unimpeded by the shallow waters, he lunges at the creature with a growl as it swims too close.
Attack vs Reefclaw:
Attack(dagger): 1d20 + 4 - 1 + 1 ⇒ (6) + 4 - 1 + 1 = 10
Actions Taken: Move up to 30 ft. [move act]; Attack [std act]
| Terry of Quent |
Terry also hunts the Reefclaws as they circle the small reef.
Attack: 1d20 + 1 ⇒ (3) + 1 = 4
Yeah . . .. About that . . ..