DMJ's Skull & Shackles

Game Master Jonasty1031

Adventure and danger on the high seas! Can you claim your own Pirate destiny in the Shackles?

Current Map


401 to 450 of 1,008 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

Xan only has a str of 10, so no str mod. I don't know if that 19 on the roll means anything or not.

And I'm kind of worried for Ko'Ulu at this point.


HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12

Yeah, it was all heroic and noble to leap in to save the poor halfling, but when she gets saved easy and the true test is saving the guy who leaped in, might should of looked before you leapt!


I wasn't initially too worried, Ko'ulu has a boss Swim score but his rolls haven't been too stellar. We'll see if he can pull his bacon out of the fire with some help. It's funny cause the AP doesn't even account for a PC attempting to leap in to save someone.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)
DM Jonasty wrote:
I wasn't initially too worried, Ko'ulu has a boss Swim score but his rolls haven't been too stellar. We'll see if he can pull his bacon out of the fire with some help. It's funny cause the AP doesn't even account for a PC attempting to leap in to save someone.

Ok, that surprises me. Just a question, is Xanxan doing any good on the rope despite his lack of a positive str modifier? or should he look for another way to help? (Nothing coming to mind immediately mind you)


Xanxan isn't really adding too much to the rope, no. I'm open to suggestions for alternative ways to help. Get creative.


Male Human Sea Singer 1

I would say Xan could go pick Owlbear's manacles, to get him up here to help... But unfortuantely, I'm not sure our good friend Mr. Hartshorn would be all too eager to help Ko'ulu, after that last diplomacy check...


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)
Young Tully wrote:
I would say Xan could go pick Owlbear's manacles, to get him up here to help... But unfortuantely, I'm not sure our good friend Mr. Hartshorn would be all too eager to help Ko'ulu, after that last diplomacy check...

Actually, that's just what I posted before I saw this. I am not sure how long it would take him to get down there or what rolls would be needed. Xanxan was going to go with a simple 'man overboard' talk and ask him to pull on the rope without mentioning it was Ko'Ulu per se.

Jonasty, let me know what else you want me to roll and how quickly it can be done if at all


Move action to get to him, full round to pick locks (Disable Device), move to get back with him.


Male Human Sea Singer 1

Apparently, Tully's only good for 4 pulls on the rope! Lol! =P


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

Just picked up the ARG. I haven't looked through it yet, but are you open to our making any tweaks? I don't have anything specific in mind, just curious.


Got mine recently. I'm never opposed to tweaks when new material comes out. It really just depends on the tweak.


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

Doesn't look like I'll be making any tweaks to Calvin, but I'll definitely be taking a couple of the spells. There are two that are perfect for water-based campaigns.


Male Human Sea Singer 1
Ko'ulu wrote:


1d20 + 10 ⇒ (9) + 10 = 19
1d20 + 10 ⇒ (18) + 10 = 28
1d20 + 10 ⇒ (6) + 10 = 16
1d20 + 10 ⇒ (17) + 10 = 27
1d20 + 10 ⇒ (2) + 10 = 12
1d20 + 10 ⇒ (2) + 10 = 12
1d20 + 10 ⇒ (12) + 10 = 22
1d20 + 10 ⇒ (15) + 10 = 25

I am now officially worried for Ko'ulu.


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

So, serious question (in lieu of Ko'ulu's imminent demise): What happens when our character dies? Are we removed from the game? Do we roll up a new one?

I want there to be some threat of death, but I hate the idea of not continuing the story just because I foolishly leap into a raging sea to save a foul-mouthed halfling (as a purely hypothetical example).


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Tully: Don't forget that Ko'ulu will have some extra bonuses to his rolls due to the folks pulling on the ropes. All he needs for those two rounds is +4 worth of strength bonuses to keep him from losing the rope.

Calvin: Interesting hypothetical, but why pick something that is extremely unlikely in this game and go for something more likely to happen like "The gods make a deck board slippery causing me to slip on it and crack my head on the mast which suddenly sprouted spikes."


Yep, the only reason Ko'ulu survived was the extra +3 Rosie managed to provide on all his checks. Beefcake little halfling woman! Thank goodness you made her helpful.

Calvin: You'll have to wait and die to find out I guess. ;-)


Callum, you're about ready to pass out it seems.


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Callum survived this time. Lucklily the failed rolls happened while he had his feet planted firmly on the deck. Also lucky the punishments are a pass, or else he'd be out for sure. 2 lethal or non and it's snores-ville.

And Tully, welcome to the hell that is the 60 foot climb to the crow's nest. Consider spending the rest of the trip there.


Male Human Sea Singer 1

Haha, Callum! It's your own fault. You had to race Tully up there on day one. Honestly, who sends the cook's mate up to the crow's nest in the middle of a raging storm and expects him to survive? No wonder they're short of crew...


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

That's where all the glory lies. There are no stories about the guy that worked in the bilges, lol, but swinging from the ropes? Yup.

Edit: oh crap Tull. Falling from 50 ft is going to hurt.

Gm Is there a way we can catch Tully our slow his fall?


Male Human Sea Singer 1

Yeah, that was my own mistake reading my post on edit. I can't remember if there is a reflex to save or not, and I can't edit it any further. So, I might be ok. I'll wait for DM to tell me for sure what I need to do.


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

You had it right for rolling reflex but it's it's a DC 20...

On my phone now but I'll start searching ways to catch falling things. Maybe if Callum can jump out with a rope, our maybe fall into the water for less damage (but risk drowning)


Male Fisherman 4, Hp: 31/31, AC 17, T:12, FF:15, F+3, R+0, W+1

I don't recommend the water!


Male Human Sea Singer 1

The odds of Tully making even one DC 20 swim check are very long... I almost think it's worth it to tak me chances with the deck. Either way it's looking grim...


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

If we could get a rope on you then with enough folks pulling it could work. But, yeah risky either way. 2d3 nonlethal +1d6 lethal and have to roll well to swim, or 5d6 lethal.

Maybe there is some way for Callum, who is in the rigging 50ft up, to do something. Maybe he's near the mainsail which also includes the Crows nest (I'm assuming the mainsail is taller than the other two). And let's add on some more maybes... Maybe Callum could catch, or wrap a line and jump-catch, or toss a line out to Tully.

And/or maybe someone on the deck could try to catch Tully and cushion the fall with their own body.

And/or maybe Jirobo, who is also climbing to the crows nest, can do something.

Argh, this is a nail-biter.


HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12

Can I make a grab check or something to catch his arm as he (Tully) plummets down beside me?

And if anyone does bite the dust, I recommend you make a monkey (Vanara, sp?) character for the next play through! This climbing sucks.


Male Fisherman 4, Hp: 31/31, AC 17, T:12, FF:15, F+3, R+0, W+1

Ko'ulu is not doing so great at knot tying. Perhaps he can take a perception check to see him falling and try and make a save?


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Wow this is not the day for climbing. You're right, we should just say no, stay in our hammocks, and take the licks of the whip. Less damage.

The climbing normally isn't so bad. It's the rain that makes it suck.


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

You should all roll up witches. We can form a coven that falls as a feather falls to the earth. I'd seriously be dead already were it not for that hex.


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

A ship full of witches actually sounds pretty cool. And the Trickery patron has Animate Rope to deal with the lines, so only those in the crow's nest would need the fly hex, lol.


Male Fisherman 4, Hp: 31/31, AC 17, T:12, FF:15, F+3, R+0, W+1

We would still need someone to be a frontline warrior though...witches are awesome rp characters, but don't shine as brightly as tanks.

So fun, but really really difficult to play during an adventure path.


Just popping on to say I'm still here, still in the middle of my vacation. Hopefully I'll have updates soon but for sure we'll be back in full force starting next week.


Sorry for the suspenseful delay but at least Tully survived, huzzah! Little banged up but that'll happen when you fall from the rigging.

Hope you're all still around. I'll have the next update up soon-ish. And a reminder that I'm back at work this coming Monday, so the full barrage of posting will commence soon.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

Still around :)


Male Human Sea Singer 1
DM Jonasty wrote:
Tully you won't get out of this scott free but it's better than breaking your neck on the deck.

Ha! Average damage for 5d6 is 18. There's a better than 20% chance that fall kills me outright! I was just hoping to have a round or two of bleed time left so someone could get to me with some healing! (Also, falling into the ocean would have been auto-death. So... That too.) No, I'll take the knocks you gave me, thank you. =)


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Holy Toledo! That was close. I really hope the weather clears up. Too many close encounters. Don't want to do much more climbing in this either. Callum is down to 1 effective hp. The first lash will put him down, lol.


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

Still here, too. Ready to heal or fall slowly or cackle madly, as needed.


ALRIGHTY!!! Back at work (which sucks big time) but conversely back to crazy amounts of posting (which rocks).


Male Human Sea Singer 1

Welcome back! I hope everyone enjoyed their various Independence/Canada Day activities!


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

Calvin doesn't obey the social norms typical folks adhere to. Thank goodness for the memory wipe.


Wow, somehow Calvin managed to be the only one to make it through the storm and the day's activities without getting banged up.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

Charmer is proving to be a wise investment :)


Male Human Sea Singer 1
Xanxan wrote:
Should he see any of those ladies, he'll approach her and try to get a feel for her...

Yes, it's juvenile, but this made me giggle.


Yeah Charmer isn't a bad selection for this first part of the game, or going forward for that matter.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)
Young Tully wrote:
Xanxan wrote:
Should he see any of those ladies, he'll approach her and try to get a feel for her...
Yes, it's juvenile, but this made me giggle.

Heh.

Given the lonely life of a sailor....

but we digress


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Charmer is definitly a handy trait, especially, it seems, with this path. Seeing it's worth, I'd consider going for it myself next level but I'm locked in to a specific Archetype related talent (which may come in handy if there's another storm and we start falling from the rigging like crazy... again).

As for Calvin being the only one not damaged or at least fatigued... well... Slacker!


Male Fisherman 4, Hp: 31/31, AC 17, T:12, FF:15, F+3, R+0, W+1

So no benefit from bringing in fresh fish for the crew? Could it be a holistic influence action?


Ko'ulu wrote:
So no benefit from bringing in fresh fish for the crew? Could it be a holistic influence action?

I'm ok with the idea if you want to use your fishing skills to aid in winning over the crew. The only thing is, you still need to make the normal Influence action if that's what you want to do.

So going forward if you make a good Prof (fisherman) check I may or may not give you a bonus to your Influence check but you still need to make the check, which would be Bluff, Diplomacy or Intimidate. Prof (fisherman) by itself isn't enough.

This goes for everyone, if you want to try to be a bit creative in your Day or Night ship actions to milk a bonus, feel free to include extra descriptions and dice rolls in your posts. Just make sure you include the base mechanics so I can work off of that. And just so we're clear, even if you roll really high with your "trying to get a bonus" rolls, they might not necessarily apply. Anything in addition to the base mechanic rolls is always at GM discretion.


Male Human Sea Singer 1

Tully might have some deep-seeded anger issues beneath his veneer of diplomatic aplomb. It came out once in the bilges, already....

Still, that felt rather cathartic.

Bard-barian, anyone? =)


Male Fisherman 4, Hp: 31/31, AC 17, T:12, FF:15, F+3, R+0, W+1

Works for me! Fish for everyone!

401 to 450 of 1,008 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DMJ's Skull & Shackles Discussion All Messageboards

Want to post a reply? Sign in.