Deepwater Rising

Game Master Winterwalker

The first waves that came where unexpected. They did not end. Soon entire towns and civilizations where engulfed in a magical flood that no one could stop.


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Male NE Skinwalker Gunslinger 1 | HP: 10/13 | AC 16 (Tch 13, Flat 13) | CMB +2, CMD 15 | F: +5, R: +5, W: 0 | init: +3 | perception: +4 | | Speed 30ft (30ft Swim when shifted and chosen) | Active conditions:

Gahrul, upon seeing that no one was heading his words...set off to go grab his boomstick while the undead whale's rider tumbled onto the deck and the group began conversing.

He soon re-appeared with boomstick in hand. Looked around at the others like they were insane for not attempting to deal with an enemy that might actually destroy their boat...and began storming off to the side of the boat the beast was on, fully intent on showing everyone why it's not a good idea to piss off a sailor with a boomstick.


Image Female Human Brawler 1// Init +3 / HP 14 /14 // AC: 15 / T:13 / FF:12 - Percep: +7// F +6 / R +5 / W +2 / CMB +6 (+8 grapple)- CMD 19 (22 grapple, 20 Trip)

kind of surprised that none have stepped forward as Captain, the the lizardman's description as to why seemed mostly reasonable.

I do not speak draconic. she says but any further conversation is interrupted as a strange "blue" man with some sort of weapon is interested in protecting the ship from the whale.

sorry Gahrul, you do not have any character description so I can only go by your avatar pic.

looks like that one has the right of it. ya'll git an undead whale lurkin about. time to take some action here.

Reggie moves to the side of the ship next to the one with the "boomstick"

though she has no idea what it is since you did not tell her yet

you catch any sight of the whale? she asks.


Male CN Human Oracle 1 | HP: {0} 6/9 | AC 14 (Tch 14, Flat 10) | CMB +3, CMD 12 | F: +1, R: -1, W: 1 | init: -1 | perception: +0 | | Speed 30ft (40ft when travelling) | Active conditions:
Skills:
Craft (Alchemy) +3, Profession (sailor) +3, craft (ships) +1, Knowledge (Planes) +8, Knowledge (Arcana) +8, Diplomacy +8, Spellcraft +4

Gahrul looks human and is wearing studded leather


male aquatic elf arcanist (occultist) 1 | HP 9/9, arcane pool 3/4 | AC 13, T 13, FF 10 | F +2, R +3, W +3 (+2 vs enchantment; immune to sleep) | CMB +0, CMD 13 | Spd 30', Swim 30' | Perc +3 | Init +5

Erimis pipes up. "We have no captain and no one in charge at all. We are a ship of wanderers and survivors like yourself. Did you see that no one was particularly surprised by your bizarre entrance? We have all been through enough recently that such a thing is now a common occurrence."


Male CN Human Oracle 1 | HP: {0} 6/9 | AC 14 (Tch 14, Flat 10) | CMB +3, CMD 12 | F: +1, R: -1, W: 1 | init: -1 | perception: +0 | | Speed 30ft (40ft when travelling) | Active conditions:
Skills:
Craft (Alchemy) +3, Profession (sailor) +3, craft (ships) +1, Knowledge (Planes) +8, Knowledge (Arcana) +8, Diplomacy +8, Spellcraft +4

Krendec speaks"As I see no-one else has asked, What is your name? And how did you survive the periods where the whale went underwater"
Grauk at this rate you'll level up double time


Image Female Human Brawler 1// Init +3 / HP 14 /14 // AC: 15 / T:13 / FF:12 - Percep: +7// F +6 / R +5 / W +2 / CMB +6 (+8 grapple)- CMD 19 (22 grapple, 20 Trip)

Turning to the one that asked her, Name? I'm Reggie. as far as how I survived? Well apparently the whale spent a larger amount of time near the surface. and in all actuality, I was not on that thing very long.

I'm from a merchant vessel, The Orca. The whale took the ship out rather quickly, I managed to survive and made it to a longboat. the Whale soon went after the longboat and that's when I managed to grab hold of the thing and ride it till here. I did manage to damage it some while we traveled.

At least I think I did.


Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

Grauk sighs although it comes out disturbingly almost like a hiss. Without much further ceremony he casts shield of faith on himself and moves close to the edge of the boat staying five foot back, all the while mumbling to himself "Village, boat is all the same to you yes? Now Grauk kill you or you kill Grauk..."

Looking over his shoulder "Grauk not think it is clever and has already attacked other boat so now Grauk think he maybe must fight. At least this water not melt... poor troll."

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

GM:
The whale does not seem to be bothering the ship, at least not at the moment.

However, You all feel the presence of it's passing as the ship slowly spins in circles.

Reggie's Magic Towel:

The magic towel from the recruitment thread allows you to breath air when worn or held to your mouth. It's a rather curious little thing, with a dubious past...probably used for torture at some point, as it has an uneasy feeling when used. But, it somehow kept you breathing while underwater. It's frayed now, but still seems to work.

You can use that knowledge if you choose to share it. otherwise that's for Reggie only. :)


Male Paladin (Holy Guide/Oath of Vengeance) 1 | HP 14/14 | AC 16, T 11, FF 15 | F +6, R +1, W +2 | CMB +4, CMD 15 | Spd 30 (20 w/ armor)', Swim 30' | Perc +0 | Init +1

Yorick gives a cursory nod to Reggie and introduces himself quickly.

"I am Yorick of the Swamp, and that is my brother, Gahrul. If you mean us no violence, you won't find any meant towards you, Reggie Whale-Rider, at least from most of us. Krendec has water-making magics but we don't have much in the way of supplies to share. -Gahrul, it may be best not to anger the whale-beast, for if it means to sunder this ship I'm not sure your bullets will feel like anything more than a mosquito bite...that is if it can feel anything at all. -Grauk....Grauk if you truly believe this woman is a threat then I will not interfere, but to me it sounded like she simply did whatever it took to escape with her life, something we're all trying to do now."


Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

Grauk points at the undead whale [b]"Grauk more worried about that, not human woman, whole world fall apart. Would prefer not to be only Lizardfolk on ship but she can help us keep the boat floating longer."


Male CN Human Oracle 1 | HP: {0} 6/9 | AC 14 (Tch 14, Flat 10) | CMB +3, CMD 12 | F: +1, R: -1, W: 1 | init: -1 | perception: +0 | | Speed 30ft (40ft when travelling) | Active conditions:
Skills:
Craft (Alchemy) +3, Profession (sailor) +3, craft (ships) +1, Knowledge (Planes) +8, Knowledge (Arcana) +8, Diplomacy +8, Spellcraft +4

Krendec steps forward "I am Krendec"


Male NE Skinwalker Gunslinger 1 | HP: 10/13 | AC 16 (Tch 13, Flat 13) | CMB +2, CMD 15 | F: +5, R: +5, W: 0 | init: +3 | perception: +4 | | Speed 30ft (30ft Swim when shifted and chosen) | Active conditions:

Gahrul having lashed himself with one of the lines, scours the waters for the beast.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11


Image Female Human Brawler 1// Init +3 / HP 14 /14 // AC: 15 / T:13 / FF:12 - Percep: +7// F +6 / R +5 / W +2 / CMB +6 (+8 grapple)- CMD 19 (22 grapple, 20 Trip)

After a quick scan of the water, Reggie turns to greet each that introduced themselves.

We need to make sure this vessel will sail, and do what we can to get underway.

looking to all present, is this ship equipped with sweeps? or maybe longboats?

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Reggie Two-Fist wrote:

After a quick scan of the water, Reggie turns to greet each that introduced themselves.

We need to make sure this vessel will sail, and do what we can to get underway.

looking to all present, is this ship equipped with sweeps? or maybe longboats?

GM: "Ship Inventory"

There's roughly (as I don't want to keep a complete inventory of the ship) a 50/50 shot of having those available, given the state of what remains on this ship.

Here is your shot: 0-49 GOOD, 51-00 BAD
Sweep Availability: 1d100 ⇒ 97
Long Boats?: 1d100 ⇒ 91

Results:
Eeek. Well it doesn't have those. Though sweeps may be jury rigged from available materials, if you wish to elect someone that's crafty to handle that.


Male NE Skinwalker Gunslinger 1 | HP: 10/13 | AC 16 (Tch 13, Flat 13) | CMB +2, CMD 15 | F: +5, R: +5, W: 0 | init: +3 | perception: +4 | | Speed 30ft (30ft Swim when shifted and chosen) | Active conditions:

Gahrul turns a bit and looks at Reggie "Mate, I don't mean to be rude. But yah jumped on the wrong ship if you're looking for something with means to escape anytime soon. This be a dwarven ship judging by the old crew who just lost their leader within the last day. We're lucky it's not made of granite, let along hobbled together enough to survive a stone." he said simply.


Male Paladin (Holy Guide/Oath of Vengeance) 1 | HP 14/14 | AC 16, T 11, FF 15 | F +6, R +1, W +2 | CMB +4, CMD 15 | Spd 30 (20 w/ armor)', Swim 30' | Perc +0 | Init +1

Yorick tries to whisper to Gahrul, but in his crocodilic form his voice is deep enough that it's not very hard to hear-

"Pssst, Gahrul? What's a 'sweep'? Is it one of those cleaning things?"

He then tries to subtly make a sweeping motion like he was holding an invisible broom.


male aquatic elf arcanist (occultist) 1 | HP 9/9, arcane pool 3/4 | AC 13, T 13, FF 10 | F +2, R +3, W +3 (+2 vs enchantment; immune to sleep) | CMB +0, CMD 13 | Spd 30', Swim 30' | Perc +3 | Init +5

"We've got a hull. For now. That's about it."


Male NE Skinwalker Gunslinger 1 | HP: 10/13 | AC 16 (Tch 13, Flat 13) | CMB +2, CMD 15 | F: +5, R: +5, W: 0 | init: +3 | perception: +4 | | Speed 30ft (30ft Swim when shifted and chosen) | Active conditions:

Gahrul shakes his head "Type of evacuation craft. Smaller than a longboat."


Image Female Human Brawler 1// Init +3 / HP 14 /14 // AC: 15 / T:13 / FF:12 - Percep: +7// F +6 / R +5 / W +2 / CMB +6 (+8 grapple)- CMD 19 (22 grapple, 20 Trip)

Reggie soon realizes that her terminology may mean different things to these people.

actually, where I am from, Sweeps is a term used to idendify very large oars that are stored below decks to help propel a ship when there is no wind to fill the sails. many ships do not have them, but they are a common thing on warships, and sometimes pirate vessels.

looking at the fact that the whale is now leaving them alone, Ok, I think we are relatively safe for the moment, I think we will need to figure out how to get supplies. lets see what can be done to get this ship moving again.

Reggie heads to what remains of the hold to see what can be salvaged to make some sort of sail, or even make some oars.

perception: 1d20 + 5 ⇒ (12) + 5 = 17

of course while there, she looks over the general condition of the ship. not that she can do any better than what was already done, but maybe some fresh eyes may pick up something missed earlier.

calling up to the dwarves, [b]hey, you guys, dwarves, this was your vessel. what were you hauling before all of this mess. you got any secret compartments or anything like that?

tryin to talk nice: 1d20 + 0 ⇒ (9) + 0 = 9

profession sailor just in case: 1d20 + 5 ⇒ (11) + 5 = 16


Male NE Skinwalker Gunslinger 1 | HP: 10/13 | AC 16 (Tch 13, Flat 13) | CMB +2, CMD 15 | F: +5, R: +5, W: 0 | init: +3 | perception: +4 | | Speed 30ft (30ft Swim when shifted and chosen) | Active conditions:

Gahrul thought for a moment and nodded at the female "Aye, that too." he said before staking up a bit of stride behind Reggie watching and seeing if she fairs any better.

He at least had to say that she was a few stones better than the dwarves at this work. Still, he watched as she found some of the issues he found earlier.

He stood back though when she tried to play nice and mostly just scowled at the dwarves.


Male CN Human Oracle 1 | HP: {0} 6/9 | AC 14 (Tch 14, Flat 10) | CMB +3, CMD 12 | F: +1, R: -1, W: 1 | init: -1 | perception: +0 | | Speed 30ft (40ft when travelling) | Active conditions:
Skills:
Craft (Alchemy) +3, Profession (sailor) +3, craft (ships) +1, Knowledge (Planes) +8, Knowledge (Arcana) +8, Diplomacy +8, Spellcraft +4

"There's still the Imminent hurricane" Krendec reminds everybody (and the thunderstorm is still on) "I could Help craft sweeps"
Craft ships: 1d20 + 3 ⇒ (15) + 3 = 18
not aid another

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

GM:

Player fyi(item creation simplified):
Any craft check to make items that don't exist over 15 = success.

You have plenty or raw materials gathered to make most things, jury rigged anyway.

So you can add Jury-Rigged Sweeps to the boats inventory ;)


Image Female Human Brawler 1// Init +3 / HP 14 /14 // AC: 15 / T:13 / FF:12 - Percep: +7// F +6 / R +5 / W +2 / CMB +6 (+8 grapple)- CMD 19 (22 grapple, 20 Trip)

Reggie tries to help with making the sweeps. she isn't much of a woodworker, but she does help those that are are better at such things.

craft untrained: 1d20 + 0 ⇒ (18) + 0 = 18

assuming what Kendec said is true, we best do what we can to get moving.

Reggie tries to encourage as many as she can to work on improving the ship's seaworthiness.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

GM Note: Adding sweeps gives you the ability to get the ship moving. You could also try to make sails if you choose, same craft DC, add bonuses for "aid" if you wish, plus an additional bonus for having 'magical aid' available in the form of magic users with mending spells etc. Which drops that craft DC to only '11.'

Sweeps, while effective, may/will tire those using them. But Pe'Oter, surprisingly offers to get rowing. It is the first time he offers help, and he recommends two people row opposite of him to keep up his pace.

Pe'Oter: "Hand me a sweep, get two people on the other side, it is time we got this floating coffin moving away from that storm."


Male CN Human Oracle 1 | HP: {0} 6/9 | AC 14 (Tch 14, Flat 10) | CMB +3, CMD 12 | F: +1, R: -1, W: 1 | init: -1 | perception: +0 | | Speed 30ft (40ft when travelling) | Active conditions:
Skills:
Craft (Alchemy) +3, Profession (sailor) +3, craft (ships) +1, Knowledge (Planes) +8, Knowledge (Arcana) +8, Diplomacy +8, Spellcraft +4

"I would offer to oar but I think Crafting sails will be more beneficial"Krendec states
As he passes he lightly brushes Pe'Oter on the shoulder muttering"may the gods favor you" Guidance
craft: ships: 1d20 + 4 ⇒ (10) + 4 = 14
Reggies Aid?: 1d20 ⇒ 15


Image Female Human Brawler 1// Init +3 / HP 14 /14 // AC: 15 / T:13 / FF:12 - Percep: +7// F +6 / R +5 / W +2 / CMB +6 (+8 grapple)- CMD 19 (22 grapple, 20 Trip)

I recommended oars cause I thought we had no wind. I think we should go for both in parallel.


Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

Grauk will assist rowing the boat, as a Lizardfolk he's never had a reason to learn about making and maintaining boats but wants to avoid the stormy weather.
Strength: 1d20 + 3 ⇒ (20) + 3 = 23

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Grauk wrote:

Grauk will assist rowing the boat, as a Lizardfolk he's never had a reason to learn about making and maintaining boats but wants to avoid the stormy weather.

[//dice="Strength"]1d20+3

GM: Ha! a critical success opposite the strong man...he is not pleased by

this competition! He tries to best your attempt to out muscle him (of course)

Row, row, row, the boat: 1d20 ⇒ 8 (plus hidden modifies) "8" I don't think that's going to cut it.

Pe'oter still is VERY effective, but you clearly have no effort to keeping up with him, and he notices this. The boat is actually moving, it may not outpace the storm...but it is making progress where nothing was done before.

The storm still rages over heard but you all think you can manage to put plan "Impale the Whale" to better use now that you have mobility.


Male CN Human Oracle 1 | HP: {0} 6/9 | AC 14 (Tch 14, Flat 10) | CMB +3, CMD 12 | F: +1, R: -1, W: 1 | init: -1 | perception: +0 | | Speed 30ft (40ft when travelling) | Active conditions:
Skills:
Craft (Alchemy) +3, Profession (sailor) +3, craft (ships) +1, Knowledge (Planes) +8, Knowledge (Arcana) +8, Diplomacy +8, Spellcraft +4

So... sails done :) what next I wonder


Image Female Human Brawler 1// Init +3 / HP 14 /14 // AC: 15 / T:13 / FF:12 - Percep: +7// F +6 / R +5 / W +2 / CMB +6 (+8 grapple)- CMD 19 (22 grapple, 20 Trip)

Reggie, seeing the sweeps are working well, Reggie moves on to assist with making sails.

profession sailor: 1d20 + 5 ⇒ (16) + 5 = 21
craft untrained: 1d20 + 0 ⇒ (9) + 0 = 9

If enough sails are made, turning to all that are able or at least look like experienced sea hands.

you lot, with me, up the mast to start running the rigging for this sail.

She tries to teach those that do not seem experienced in such things.

she keeps a weather eye on the growing storm. we may not have much time. we need to take advantage of the wind from the storm.


Male NE Skinwalker Gunslinger 1 | HP: 10/13 | AC 16 (Tch 13, Flat 13) | CMB +2, CMD 15 | F: +5, R: +5, W: 0 | init: +3 | perception: +4 | | Speed 30ft (30ft Swim when shifted and chosen) | Active conditions:

Spying that Reggie seems to coming into her element now with the ship, Gahrul proceeds to help.

Prof Sailor Aid Another: 1d20 + 4 ⇒ (7) + 4 = 11

He starts yelling at the dwarves in turn. "Get the rigging set, turn the sails and we might actually come out of this with all our hides!"

Diplomacy or Intimidate, whichever works best for this situation: 1d20 + 1 ⇒ (9) + 1 = 10


male aquatic elf arcanist (occultist) 1 | HP 9/9, arcane pool 3/4 | AC 13, T 13, FF 10 | F +2, R +3, W +3 (+2 vs enchantment; immune to sleep) | CMB +0, CMD 13 | Spd 30', Swim 30' | Perc +3 | Init +5

Erimis watches all the action in wonder. "I clearly have much to learn about operating one of these." He tries to pitch in with simpler tasks but his webbed fingers keep getting in the way.

I don't really have any skills that would be appropriate here unfortunately.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

GM: With sails and sweeps, the ship is able to get moving, but where to? Navigation, destination, plan? Where are we headed, just away from the storms? Let me know while I craft the next sections. :)


Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

Perhaps someone could make a survival roll to help predict where it will be going so we can try and dodge the storm?

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Grauk wrote:
Perhaps someone could make a survival roll to help predict where it will be going so we can try and dodge the storm?

Feel free to do so, or ask the 'crew' to do it, all up to you guys. If no one does by today i will assume someone on the crew side makes a choice for the boat on what to do.


Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

If no one asks before you decide to move on Grauk will ask the NPCs to do so. More fun if a PC does it but Grauk is not skilled in it.


Male NE Skinwalker Gunslinger 1 | HP: 10/13 | AC 16 (Tch 13, Flat 13) | CMB +2, CMD 15 | F: +5, R: +5, W: 0 | init: +3 | perception: +4 | | Speed 30ft (30ft Swim when shifted and chosen) | Active conditions:

Scratches his head a bit and looks at the others character sheets. S!~$e...only person with survival? Alright. Mine is garbage but here goes.

Gahrul after a few well placed insults and barking of oroders, switches gears. His eyes flash and his muscles bulge a bit before he's soon climbing up the mast to get the best vantage point he can.

Shapeshift for the extra Str and time to climb

Climb: 1d20 + 6 ⇒ (7) + 6 = 13

Survival check to try and figure out this storm?

Survival check: 1d20 + 4 ⇒ (12) + 4 = 16


Male CN Human Oracle 1 | HP: {0} 6/9 | AC 14 (Tch 14, Flat 10) | CMB +3, CMD 12 | F: +1, R: -1, W: 1 | init: -1 | perception: +0 | | Speed 30ft (40ft when travelling) | Active conditions:
Skills:
Craft (Alchemy) +3, Profession (sailor) +3, craft (ships) +1, Knowledge (Planes) +8, Knowledge (Arcana) +8, Diplomacy +8, Spellcraft +4

i didn't need survival, I had read weather for predicting the future weather.


Image Female Human Brawler 1// Init +3 / HP 14 /14 // AC: 15 / T:13 / FF:12 - Percep: +7// F +6 / R +5 / W +2 / CMB +6 (+8 grapple)- CMD 19 (22 grapple, 20 Trip)

profession sailor: 1d20 + 5 ⇒ (17) + 5 = 22

Reggie tries to recall all of her experience regarding storms at sea, looking to position the ship to best handle the weather.

I've no idea on the storm but lets put our seamanship skills to the test.

Once we are clear of the storm, I suggest we head east. Follow the rising sun. there has got to be land somewhere.

Looking to the others, anyone got a clue on the storm?

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Reggie Two-Fist wrote:

[dice=profession sailor]1d20+5

Reggie tries to recall all of her experience regarding storms at sea, looking to position the ship to best handle the weather.

I've no idea on the storm but lets put our seamanship skills to the test.

Once we are clear of the storm, I suggest we head east. Follow the rising sun. there has got to be land somewhere.

Looking to the others, anyone got a clue on the storm?

Working with Krendic, and using both sails and sweeps, you may actually outrun the more dangerous parts of the storm. Shall we engage in a game of skill roles versus the angry sea? The answer is yes. We shall!

I will try to come up with a mini game for the crew to beat this 'foe' using skill roles, crew jobs, and maybe a few other things.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

Here is my basic proposal for "roles" they you can fill for the upcoming Man Vrs. nature battle.

I have no problem if you recruit "NPC crew" to fill any slots, just assume the NPC crew listens to orders at this point, they don't want to die after all so they are very agreeable.

You may decide who stays on deck, or below deck as you see fit.

Potential Ship/Crew Positions:

  • 1. Captain [1 slot]
    Job Details: Steering & Directing the ship. May require Str, and Dex based checks.

  • 2. Navigator [1 slot]
    Job Role: Perception based role. Aid’s Captain and crew roles. Can help decide best paths and spot dangers.

  • 3. Right/Left side - Sweep (Rowers) [Min req. 2 slots, 2+ slots available]
    Job Details: Strength based checks to move ship forward or back, to increase or decrease ship speed. May help avoid obstacles or dangers.
    Note: Pe’Oter is occupying one of these slots.

  • 4. Engineering Slot (optional)
    Job Details: Physical based, repairing the ship, tweaking broken or malfunctional ship components. May enhance ship components for additional effects or bonuses.

  • 5. Magical Support (optional)
    Job Role: Provide magical aid to crew. Examples include healing roles, navigational aid, useful cantrips such as Light, Mending, mage hand, Guidance, Know Direction, etc. many creative uses for spells can probably be done here and provide extra bonuses on certain roles.
    Note: The Dark Elf can/will fill one of these slots, unless others wish too. She's already casting light/dancing lights as needed.

  • 6. Other (optional)
    Job: You create a job for yourself, and describe how it functions, or would aid.

    Once you choose a role, or create a role for yourself, I will create a few sea based encounters and challenges to overcome.

    Good luck mates!


  • Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

    Grauk could perform the Navigator (+6) or Captain (Str +3, Dex +2), or Rowers (+3) or Magical Support with the outside suggestion of using Diplomacy (+10) to keep everyone working together effectively. The equivalent of Command Checks in Rogue Trader


    Male Paladin (Holy Guide/Oath of Vengeance) 1 | HP 14/14 | AC 16, T 11, FF 15 | F +6, R +1, W +2 | CMB +4, CMD 15 | Spd 30 (20 w/ armor)', Swim 30' | Perc +0 | Init +1

    Yorick could also take a sweep, (+3 for the strengths checks), not sure he can do much else with subpar wis, dex, and int. But whatever he does he'll look pretty doing it I guess haha


    Image Female Human Brawler 1// Init +3 / HP 14 /14 // AC: 15 / T:13 / FF:12 - Percep: +7// F +6 / R +5 / W +2 / CMB +6 (+8 grapple)- CMD 19 (22 grapple, 20 Trip)

    Reggie can take a sweep job, but also as sail master or boatswain. actually the sailing master position is actually like the navigator, I think boatswain is more like the one in charge of the rigging as well as maintaining the ship. (kind of like the engineering slot.

    for the time being though, Reggie will work the sweeps as she has the strength to do so.

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
    Reggie Two-Fist wrote:

    Reggie can take a sweep job, but also as sail master or boatswain. actually the sailing master position is actually like the navigator, I think boatswain is more like the one in charge of the rigging as well as maintaining the ship. (kind of like the engineering slot.

    for the time being though, Reggie will work the sweeps as she has the strength to do so.

    I figure "engineering" is sort of the "we sprung a leak!" and "The ropes are on fire!" kinda deal. So Engineering is pretty open to a lot of things. But again, feel free to define yourself doing whatever you wish, even if it's not on this list. I'm not going to be penalizing anything/anyone based on roles. Plus you can always react to whats going on as it happens, or move around.


    Male NE Skinwalker Gunslinger 1 | HP: 10/13 | AC 16 (Tch 13, Flat 13) | CMB +2, CMD 15 | F: +5, R: +5, W: 0 | init: +3 | perception: +4 | | Speed 30ft (30ft Swim when shifted and chosen) | Active conditions:

    Gahrul has a +2Str and a +3Dex bonus so could also do the Captain role or Nav with a +4. Personally I think it's make a wee bit more sense with someone with Prof Sailor like Reggie or Gahrul at the helm and possibly at Nav.That said though Reggie beats Gahrul in both aspects. Though Gahrul does have darkvision in his court as well.


    Krendec has +3 Strength and Guidance + Mage hand. everything else is pretty bad.
    He should probably just run around guidancing people, or row the boat.


    male aquatic elf arcanist (occultist) 1 | HP 9/9, arcane pool 3/4 | AC 13, T 13, FF 10 | F +2, R +3, W +3 (+2 vs enchantment; immune to sleep) | CMB +0, CMD 13 | Spd 30', Swim 30' | Perc +3 | Init +5

    Erimis looks at his scrawny, fishy arms. "I am afraid I will not be much help in rowing. But I can assist with a fair few tasks that others are attempting."

    I will do my best with cantrips it looks like. Unless there is some sort of magical device which can help us operate the boat.

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

    Sorry for the delay. I have completed a script to generate some random events. Some are good, some are bad, some are potentially campaign ending, or at least life threatening to the point people will die. But those type of events are very rare.

    Here is the first event:
    [Fiendish Seaweed]
    It is a man versus nature event. The challenge you face is the ship comes to a sudden halt, seaweed seems to have entangled the ship. It lurches to a halt unable to move. It looks extensively tangled, as if it has a mind of it's own.

    The sweeps, or oars, are affected by this, as well as the rudders and other exposed sections of ship touching water. Minute by minute the stubborn weeds seem to be encroaching upon the vessel, and it might be wise to find a way to get dislodged quickly.

    What do you all do?


    Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

    It's probably not a good idea to eat it Grauk thinks, but food is getting scarce. Anything we can roll to figure out a safe way to make it edible?

    Grauk prepares to slash at any of the tendrils that come within reach however his arms aren't that long. He'll cast guidance on anyone with a clever plan that doesn't involve him getting entangled by it and getting drowned.

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