DM Deevor's River Into Darkness pbp (Inactive)

Game Master Deevor


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Ready to start the River of Darkness Pathfinder pbp character creation discussion and then any further discussions during the game, for instance when players or the DM knows they are not around.

I am hoping the players will be able to post at least once a day, any slower and the game seems to struggle to continue. I at least hope to do that, although weekends can be a bit hit and miss. we'll see how we can go.

First thing to do is get those hit points rolled up. I will assume that the 1st level class taken, is the favored class and will attract either the 1HP or 1 Skill point. Please tell me on your sheets when the favoured points are being spent.


hp 26 | AC 17 | T 12 | FF 15 | CMD 16 | F +3 | R +5 | W +3 | Init +4 | Per +4
DM Deevor wrote:

Ready to start the River of Darkness Pathfinder pbp character creation discussion and then any further discussions during the game, for instance when players or the DM knows they are not around.

I am hoping the players will be able to post at least once a day, any slower and the game seems to struggle to continue. I at least hope to do that, although weekends can be a bit hit and miss. we'll see how we can go.

First thing to do is get those hit points rolled up. I will assume that the 1st level class taken, is the favored class and will attract either the 1HP or 1 Skill point. Please tell me on your sheets when the favoured points are being spent.

Here I go... -_-'

Hp
3d6 ⇒ (6, 4, 1) = 11

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Leylyn Rhydoc wrote:


Here I go... -_-'

Hp
3d6

OK, then 17 HPs, to start...+Con and the rest....

@Heavy Harry, I kind of question the alignment, I'm thinking that as a debt collector, and with some of his sayings, he seems more of a Lawful Neutral character. He's doing what's lawful, getting back the debt, and whilst he tries to be good and nice, he wouldn't have any qualms about being 'Heavy' handed about it and taking off the odd kneecap or two. What do you think?


Male Half Orc Rog5 Cav 3: HP:84/84, - AC: 21/T:14/FF:18 - Perception: +12(Dark Vision) F: +6/R: +8/W: +4 - CMB: +11 - CMD: 25, Speed: 30ft, Init: +2 (+4)
DM Deevor wrote:


@Heavy Harry, I kind of question the alignment, I'm thinking that as a debt collector, and with some of his sayings, he seems more of a Lawful Neutral character. He's doing what's lawful, getting back the debt, and whilst he tries to be good and nice, he wouldn't have any qualms about being 'Heavy' handed about it and taking off the odd kneecap or two. What do you think?

Works for me.

I will finish out his gear and sundries today.

Two main q's...
Are you ok with people buying guard dogs? (a big vicious growling nasty and his big brute of an owner work well in frightening people into paying - avoids violence) and also having a 'partner' allows some flanking options - as well as trips and non leathal take downs.

Second, can you use M/work tools for social skills? nice clothes for diplomacy, nasty ones for intim?


Male Half Orc Rog5 Cav 3: HP:84/84, - AC: 21/T:14/FF:18 - Perception: +12(Dark Vision) F: +6/R: +8/W: +4 - CMB: +11 - CMD: 25, Speed: 30ft, Init: +2 (+4)

Hit Points:

3d8 + 18 ⇒ (7, 5, 5) + 18 = 35

3d8 +8(max 1st) +8(con) +2(fave class)

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@Harry, 2 good questions...I'm inclined to allow the dog, it may provide a few interesting conundrums...as for master work item and increasing social skills etc, I'm not sure. Let me think on that one.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

If it helps, there is precedence - in the Pathfinder Society Module 'Assault on the Kingdom of the Impossible', it was possible to buy a jeweled mask that granted +2 to Intimidate checks for 55gp...


Male Half Orc Rog5 Cav 3: HP:84/84, - AC: 21/T:14/FF:18 - Perception: +12(Dark Vision) F: +6/R: +8/W: +4 - CMB: +11 - CMD: 25, Speed: 30ft, Init: +2 (+4)

All good, I'm easy :)

*woof*

Amendment - I notice I put +8 for con, SHOULD be +4!
Hp 31. Wasn't such a good roll :P


hp 26 | AC 17 | T 12 | FF 15 | CMD 16 | F +3 | R +5 | W +3 | Init +4 | Per +4

Ehehe! Character is almost done, just need some mundane equipment and some minor stuff, like naming my familiar...

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@Jon Former

I don't see your HP rolls anywhere...either point me to them or redo them please.
You can prepare 1 more level 1 spell and 1 more level 2 spell.
You haven't noted down the 4 prepared level 0 spells.
Oh yeah, being super picky..you meant bolts not arrows.

Can you add your background to the character sheet.

Other than that it looks good to go....

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@Lysandra Eventide

I don't see your HP rolls anywhere...either point me to them or redo them please. Also can you say where the favoured class points go, how many to Hit Points and How many to skills, please.

Going through the skills for Lysandra, I'm unsure how you arrived at the Knowledge skill points, having 1 rank in each skill, gives +6 ranks for all as the basic, and +2 for World Traveller knowledge, so knowledge(nature) is 8 not 7.
In addition, in trying to get your skill point assignments, I'm at least 1 skill point short.

You don't mention you get 8 bardic Performances per day.
You can add the bardic performance distraction to the list.

Your feat exotic weapon proficiency is for (pistols) only.
I haven't gone through the equipment with a fine tooth-comb, but it looks OK, without going into detail.
I haven't looked at the familiar, will take a look at that later.

Fix all that and you're ready to go.

2 down - 3 to go

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@Heavy Harry
I think you've overspent,
Can you go through and itemise you spending on items.

+1 Great Axe 1250
+1 Chain Shirt 2320
+1 Cloak of Resistance 1000
M/Wrk Heavy XBox 350
M/Wrk Sap 301

M/Wrk Thieves Tools 100
M/Wrk Manacles 50
Healers Kit 50
AntiToxin 50
2 Sunrods 40
Thumper Riding Dog 150
M/Wrk Studded Leather (for dog) 350 (2x175)

All this is 6011....and doesn't include the rest of your gear..
Can you take a look and let detail out the costs.

Please change alignment to Lawful Neutral

I have 4 skill points unused.

Other than the dog, once this is fixed, you should be OK.


hp 26 | AC 17 | T 12 | FF 15 | CMD 16 | F +3 | R +5 | W +3 | Init +4 | Per +4

Ok, The character is full done now, I believe, for your approval.


Male Half Orc Rog5 Cav 3: HP:84/84, - AC: 21/T:14/FF:18 - Perception: +12(Dark Vision) F: +6/R: +8/W: +4 - CMB: +11 - CMD: 25, Speed: 30ft, Init: +2 (+4)

As requested, tidied up a bit and priced :)

+1 Great Axe (corded) 2320.1
+1 Chain Shirt 1250
+1 Cloak of resistance 1000
M/Wrk Heavy Xbow 350
M/Wrk Sap 301

W/A subtotal 5221.1

Travellers Outfit 1
Backpack 2
50' Silk rope 10
Bedroll 0.1
Flint & Steel 1
Sack 0.1
Water Skin 1
Crowbar 2
Grappling hook 1
Rations (4day) 2
2 Belt Pouches 4
M/work Thieves tools 100
2 Sunrods 4
Healers Kit 50
Antitoxin 50
M/work Manacles (Good lock) 130
Rations (1day) 0.5
15 Bolts 1.5
5 Silver Bolts 10.5
Non carried spares:
45 Bolts 4.5
5 Silver Bolts 10.5

Carried Kit Total 385.70

Dog 150
Armour (25x2)+150mwrk = 200*

Total Cost 5956.8

A masterwork suit of armor or shield costs an extra 150 gp over and above the normal cost for that type of armor or shield.
Prd -Mwork armour

So I'd taken that the normal cost of the armour is 25gp multiplied by 2 for the 'unusual' modifier = normal cost of 50, and then applied the m/work quality to that sum.

If your take is different I'm happy to drop the 301 gp m/work sap in favour of a regular 1gp sock-in-a-rock :)

Our prices also varied on Sunrods and the Manacles - the manacle price is sans lock, so I needed to add in 50 for a good lock, hence 130 final price (worth more than the prisoner they are on! :0)

Skill point spend
(4x8)32, +2 fav cls = 34
Acrobatics 1
Appraise 1
Bluff 3
Climb 1
Diplomacy 3
Disable Device 4
Escape Artist 1
Handle Animal 2
Intimidate 4
Knowledge (local)1
Perception 4
Sense Motive 3
Sleight of Hand 1
Stealth 4
Swim 1

I was out indeed...


Male Half Orc Rog5 Cav 3: HP:84/84, - AC: 21/T:14/FF:18 - Perception: +12(Dark Vision) F: +6/R: +8/W: +4 - CMB: +11 - CMD: 25, Speed: 30ft, Init: +2 (+4)
DM Deevor wrote:
M/Wrk Heavy XBox 350

No playing Xbox! We need to be guarding a boat!

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@Heavy Harry.

Thanks, I've taken a look around and go with your price of 200gp for the dog's armour.

To save me the problem of working out where you put the extra skill points, Can you just tell me...Otherwise I'll have to go work it all out again, which is kinda time consuming.

OK, I'll let you have a XBow rather than the XBox....:)


Male Half Orc Rog5 Cav 3: HP:84/84, - AC: 21/T:14/FF:18 - Perception: +12(Dark Vision) F: +6/R: +8/W: +4 - CMB: +11 - CMD: 25, Speed: 30ft, Init: +2 (+4)
DM Deevor wrote:

To save me the problem of working out where you put the extra skill points, Can you just tell me...

Stealth was transcribed incorrectly, and there was 1 more allocated to handle animal.

(happy to email you my worksheet if thats easier - using the Erian7 sheet)

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If you want to send me anything now or during the game then use the details below.

Spoiler:

Can post me to deevor at live dot com

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Not forgotten, about you...got the first post written...still gotta check some characters ... but start getting closer...once I've got the NPCs sorted ... there's a couple of things, to happen before you get to Bloodcove...so I'm working on them too...before you get the adventure proper...

I've also got plans for a follow on, if we get that far...
A sea based adventure...
So that's progress so far...


Male Half Orc Rog5 Cav 3: HP:84/84, - AC: 21/T:14/FF:18 - Perception: +12(Dark Vision) F: +6/R: +8/W: +4 - CMB: +11 - CMD: 25, Speed: 30ft, Init: +2 (+4)
DM Deevor wrote:


I've also got plans for a follow on, if we get that far...
A sea based adventure...
So that's progress so far...

oooh.

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@Charles Beecroft

All good except I don't see the Hit Point rolls, please can you roll them in this thread please.

@All

Please make sure your Hit Point rolls are done in this thread, before we start, if you haven't had your Hit Points OK'ed already.

Now for the fun part, the start get ever closer ... to adventure, death or glory

Quick access to the gaming thread's last post

The Gamer Connection Thread is now dormant, only the Play-By-Post and Play-By-Post Discussion threads will be used from now on.

Just Leylyn to check over now, but its time for me to sleep now.
but feel free to add a post here to show you're still out there, ready and waiting.


Hi all,

Sorry, I missed the post with the OOC and IC links.

HP rolls:

8 + 3d8 + 12 ⇒ 8 + (7, 3, 2) + 12 = 32

I'm taking HP for each level's favored class bonus.


I updated my HP, gear and spells.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

3d10 ⇒ (7, 5, 7) = 19

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Congrats everyone on getting to the gaming thread.....

....the next post will probably not flow as well...as it is really the first post that I planned and took me ages to write...so I'm gonna use it....the first post was really there just to create the thread, but as you're all champing at the bit..it's got off to a flyer...

Those who have met already, can continue ... those who haven't can continue meeting one another.

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@Leylyn

Can you clarify who you witch's patron is? By a process of elimination I think its Shadow...

Spell prepared do not include the patron spells...
You can prepare 4 level 1 spells and 3 level 2 spells.

It would save me time if you could send me the breakdown of the cost of equipping your character with weapons, scrolls, wands, rings and whatever else...saving me time means I have more time to spend on the story.

thx


hp 26 | AC 17 | T 12 | FF 15 | CMD 16 | F +3 | R +5 | W +3 | Init +4 | Per +4
DM Deevor wrote:

@Leylyn

Can you clarify who you witch's patron is? By a process of elimination I think its Shadow...

Spell prepared do not include the patron spells...
You can prepare 4 level 1 spells and 3 level 2 spells.

It would save me time if you could send me the breakdown of the cost of equipping your character with weapons, scrolls, wands, rings and whatever else...saving me time means I have more time to spend on the story.

thx

Sorry its shadow, I must have forgot to put that somewhere...

Pathfinder APG wrote:


At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) are new in the Advanced Player's Guide. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

I thought that meant that it automatically is prepared along with my normal spells. I might be misunderstanding, but if you could take another look at it it would be most appreciated.

I'll breakdown my gear later tonight, so don't worry about having to do it yourself, and go ahead with preparing the game.

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LeyLyn Rhydoc wrote:
I thought that meant that it automatically is prepared along with my normal spells. I might be misunderstanding, but if you could take another look at it it would be most appreciated.

From the Witch's APG

Under the heading Witch's Familiar(Ex)
para 2 starts..
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar

So you can only prepare spells your familiar knows, but just because your familiar knows the spell, it doesn't mean you get it prepared. This is not written to work like a cleric's domain spell, where you get the extra domain spell added to your normal allotment. Personally, I think it would be more appropriate to for it to work like the cleric's domain. Let me ask on the forums what the feeling is, I may just add my first house rule for this.

I see you need to come up with a name for your patron too, maybe it will lead to something later....

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@Lysandra Eventide

Please can you roll your hit points in this thread.

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I'm gonna need a little longer to introduce the crew and the ship.
I have family commitments for the next few days, so I doubt if I'll get the next proper post out til Monday.

Why did I decide at a late date to introduce a little pre-adventure excursion, rather than head straight into the adventure?

I'm sorry as it kinda stops the impetus of the start...
my mistake I should have stuck to the original schedule to start 1st Nov.


hp 26 | AC 17 | T 12 | FF 15 | CMD 16 | F +3 | R +5 | W +3 | Init +4 | Per +4

hookay, I will probably be droping darkness and beguiling gift.


hp 26 | AC 17 | T 12 | FF 15 | CMD 16 | F +3 | R +5 | W +3 | Init +4 | Per +4

Sorry, a day later than planned.
Still mulling over a name for the patron. Will have it soon...

Leylyn's Stuff:
0000 | 6000.00 | Total
0690 | 5310.00 | Cure Light Wounds Wand (c46)
0300 | 5010.00 | Cure Moderate Wounds Potion
0150 | 4860.00 | Cure Light Wounds Potions (x3)
0150 | 4710.00 | Cure Moderate Wounds Scroll
0003 | 4707.00 | Bolts (x30)
0100 | 4607.00 | Holy Water (x4)
1000 | 3607.00 | Pearl of Power I
0035 | 3572.00 | Light Crossbow
0040 | 3532.00 | Net(x2)
0100 | 3432.00 | Tangle Foot bag (x2)
0015 | 3417.00 | Trident
0015 | 3402.00 | Buckler
0110 | 3292.00 | Everburning Torch
0150 | 3142.00 | Scroll: Burning Gaze
0025 | 3117.00 | Scroll:Comprehend languages,
0025 | 3092.00 | Scroll:Detect secret doors,
0025 | 3067.00 | Scroll:Enlarge person,
0150 | 2917.00 | Scroll:False Life,
0125 | 2792.00 | Scroll:ill omen(x5),
0300 | 2492.00 | Scroll:invisibility (x2),
0150 | 2342.00 | Scroll:Levitate,
0200 | 2142.00 | Scroll:mage armor (CL4,x2),
0025 | 2117.00 | Scroll:Magic Missile (UMC/DC20)
0050 | 2067.00 | Scroll:Obscuring mist(x2),
0025 | 2042.00 | Scroll:reduce person,
0025 | 2017.00 | Scroll:Unseen servant,
00.1 | 2016.90 | Bed roll
0002 | 2014.90 | Backpack
0005 | 2009.90 | Scroll case (x5)
0002 | 2007.90 | Waterskin (x2)
0010 | 2002.90 | Spell component pouch
2000 | 0002.90 | Ring of Protection I
00.1 | 0002.80 | Chalk (10 Pieces)
00.1 | 0002.70 | Candles (x10)

2 gp & 7 sp
rearranged into 1 gp, 15 sp, and 20 cp


Female Taldane Human Bard (Sea Singer) 3
DM Deevor wrote:

@Lysandra Eventide

Please can you roll your hit points in this thread.

Can do. Previously I had just used the Pathfinder Society rule (1/2 die + 1 + Con mod).

3d8 + 6 ⇒ (3, 1, 6) + 6 = 16


hp 26 | AC 17 | T 12 | FF 15 | CMD 16 | F +3 | R +5 | W +3 | Init +4 | Per +4

I will be out of town starting Tuesday through the end of the week. I will still be able to post though, but if I take too long between posts, go ahead and move things along.

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Leylyn Rhydoc wrote:
I will be out of town starting Tuesday through the end of the week. I will still be able to post though, but if I take too long between posts, go ahead and move things along.

No problem, thanks for letting us all know.

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OK, now you have outrun the city guard, I'll let you know the mechanics I was using.....
It's not Pathfinder, but my houserule for this sort of chase...feel free to crucify me for adding a non standard rule or congratulate me on a spiffingly good effort...Hopefully this will be the end of my additions.

The rowing boat had a speed of 1d8

The Green Serpent was at speed 1d2 as it used just a simple sail to leave the harbour. As the mainsail was hauled up, it increased speed by 1 die from round 3 onwards. The difference between the 2 rolls gives the base number of distance units by which the rowing boat caught or fell back from the Green Serpent.

For each strength check over 15, the speed of the Green Serpent increased by 1 distance unit, due to the mast being raised higher.

So, using round 2 as an example:

Strength Checks (Round 2 of chase - Jon casts, Harry watches)
Crew 1 1d20 + 1 &#8658; (10) + 1 = 11
Crew 2 1d20 + 1 &#8658; (2) + 1 = 3
Crew 3 1d20 + 1 &#8658; (15) + 1 = 16
Chase
Green Serpent 1d2 &#8658; 1
Rowing boat 1d8 &#8658; 3

Distance unit by which the rowing boat caught the GS is 2 = 3 - 1. (RB - GS)
Then adjusted for the strength checks 1 = 2 - 1 (Crew 3)
So the rowing boat actually got 1 distance unit closer to the GS.

The target distance units required to catch the GS was 10.

Useful D20 Nautical Tables


Male Half Orc Rog5 Cav 3: HP:84/84, - AC: 21/T:14/FF:18 - Perception: +12(Dark Vision) F: +6/R: +8/W: +4 - CMB: +11 - CMD: 25, Speed: 30ft, Init: +2 (+4)

Nah good job.

The endlessly thankless task of a GM is to come up with the odd rules when there's a gap :) No RPG will cover everything!


Heavy Harry wrote:

Nah good job.

The endlessly thankless task of a GM is to come up with the odd rules when there's a gap :) No RPG will cover everything!

I'm not so sure about that...have you seen the massive amount of tables and optional rules in the Gamemastery Guide?

Regardless, well done Deevor. So far so good. :)


Male Half Orc Rog5 Cav 3: HP:84/84, - AC: 21/T:14/FF:18 - Perception: +12(Dark Vision) F: +6/R: +8/W: +4 - CMB: +11 - CMD: 25, Speed: 30ft, Init: +2 (+4)
Talomyr wrote:


I'm not so sure about that...have you seen the massive amount of tables and optional rules in the Gamemastery Guide?

Regardless, well done Deevor. So far so good. :)

I grew up on 1st Ed :p

Gygax was the king of tables, the sheer magnitude of books involved would break the back of an elephant!


Heavy Harry wrote:
Talomyr wrote:


I'm not so sure about that...have you seen the massive amount of tables and optional rules in the Gamemastery Guide?

Regardless, well done Deevor. So far so good. :)

I grew up on 1st Ed :p

Gygax was the king of tables, the sheer magnitude of books involved would break the back of an elephant!

You're preaching to the choir....Grew up on 1st ed and still have all my books for that matter.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)
DM Deevor wrote:

OK, now you have outrun the city guard, I'll let you know the mechanics I was using.....

It's not Pathfinder, but my houserule for this sort of chase...feel free to crucify me for adding a non standard rule or congratulate me on a spiffingly good effort...Hopefully this will be the end of my additions.

I had no problem with it, but them again, we did successfully outrun them :-)

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Talomyr wrote:


I'm not so sure about that...have you seen the massive amount of tables and optional rules in the Gamemastery Guide?

Yep I've seen them, unfortunately my bank manager and wife have kept that from me. It's the age old reason, cupboard space (I like books I can hold, rather than electron patterns) and we need new curtains...etc...etc.

I hope the next couple of encounters will be a bit less NPCs and a bit more the party...then after those it'll be into the Game Mastery adventure.


Male Half Orc Rog5 Cav 3: HP:84/84, - AC: 21/T:14/FF:18 - Perception: +12(Dark Vision) F: +6/R: +8/W: +4 - CMB: +11 - CMD: 25, Speed: 30ft, Init: +2 (+4)

The GMG was a good book, but nothing I'd rate as a 'must have'.

I bought it, my group read it, and we didn't see the need for anyone else to rush out and buy it.

Its a good read, and has some good ideas.


Shifty wrote:

The GMG was a good book, but nothing I'd rate as a 'must have'.

I bought it, my group read it, and we didn't see the need for anyone else to rush out and buy it.

Its a good read, and has some good ideas.

Definitely a one per group type of book.

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Not sure if you guys want to have a bit of RP fun getting into your hammocks. If you do, then use the following mechanics, this is not meant to be a serious task, but you might have fun with it. If you decide you want to skip it, then we'll just move on. If you want to have a go, then add your attempts into the story.

Base DC to get into the hammock is DC 12 (Acrobatics check).
The first time you get into a hammock, you cannot take a 10.

  • If you have Profession(Sailor) or similar you get a +8 bonus.
  • The hammocks are designed for creatures up to 5ft 8in. If you are taller than that, you take a -2 penalty to get into the hammock, from the cramped conditions.
  • If you've been drinking alcohol (i.e. continued to drink the rum after the captain left), then you take a -2 penalty. If taking alcohol to excess then its a -5 penalty.
  • If you fail the check by 5 or more you take 1d4 non-lethal damage.
  • If you go to bed between these times.
    8pm-9pm:
    There's a slight swell -1 penalty as the boat rocks
    9pm-11pm:
    The wind has got up and you can definitely feel the boat rocking, -2 penalty.
    11pm-12pm:
    There's a slight swell -1 penalty as the boat rocks
    12pm-3am:
    The seas have calmed, there are no further penalties.


  • hp 26 | AC 17 | T 12 | FF 15 | CMD 16 | F +3 | R +5 | W +3 | Init +4 | Per +4

    Leylyn will take the other night shift, 8-12. She will go to bed within a hour or so when finished.

    Acrobatics 1d20 ⇒ 11

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    Leylyn Rhydoc wrote:

    Leylyn will take the other night shift, 8-12. She will go to bed within a hour or so when finished.

    Acrobatics 1d20

    You get +2 from dex....can be used untrained...everyone can do the checks in the story rather than here....


    I like the mechanics that you put into the adventure. I might use the ship chase mechanics in my home game in a side quest that I was planning.

    The hammock check was clever too. I'm pretty sure I'll be stealing that as well. :)


    Male Half Orc Rog5 Cav 3: HP:84/84, - AC: 21/T:14/FF:18 - Perception: +12(Dark Vision) F: +6/R: +8/W: +4 - CMB: +11 - CMD: 25, Speed: 30ft, Init: +2 (+4)

    Looked like the hammock wasn't your friend though :p

    Were you trying to climb in wearing full plate or something? hehe.

    Sovereign Court

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    Glad you liked the hammock quest. I really enjoyed your stories around the hammock, it's not all about hitting things. Then again, hitting things is fun too. I'll post later, I need a bit more time to get something up.

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