Diamondust's Skulls and Shackles

Game Master Diamondust

Having escaped Bonewrack Isle, the crew of the Man's Promise look to become anonymous before they can build their fame.
Rickety's Squibs


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Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

So have we made anyone helpful yet?


No i don't think so yet.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I am having internet trouble it will make posting difficult.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Sorry I haven't posted yet. Busy day today but I'll have a post up when I get back to my house.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Y'all are remembering about the inspire courage +1 bonus to your attack and damage rolls right?


Been sick lately guys. Hopefully have an update within a few hours.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Take your time no need to rush.


take your time, your no good to us in the hospital ;)


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Wow. I'm surprised that a reefclaw was able to resist a daze spell.

Also I'm having trouble figuring out who has been injured the most. I think it's Jord but I could be wrong.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

I was on 2 hp.. thanks


I put in the spoiler how much damage everyone has taken.


hey just wanted to let you know I'm here and reading along, I would be cheering from the box, but I fast forwarded to my conversation with fishguts and I don't want to give up the diplomacy roll ;)


Unfortunate that you had to be put in the box today. I wasn't trying to split the group. We should be all back together again soon.

If you're ahving trouble posting Reinald that's ok. I had to roll for you so we can keep things going apace.


Kunala I did reply to your talking to Fishguts and that diplomacy roll.


Diamondust wrote:
Kunala I did reply to your talking to Fishguts and that diplomacy roll.

I know, all I meant was that since that conversation happened and was finished I felt dumb going back into the earlier part of the day.

So I am sitting cheering from the future sideline. I just didn't want anyone to think I was AWOL


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I wasn't aware another round had passed when I checked last night. I will keep a closer watch.


By the way how do people pronounce their names? A few of you i'm not certain on.


Kuṇāla

or at least that's what Wikipedia says ;)

Once we get to the end of the day Kunala will jump back in and serve some of the crab to everyone!


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Hm...I haven't really thought about that.

Let me think....

Jəri.əθ

The last part is how you pronounce ieth from eightieth. I guess that's how you pronounce Jerieth's name.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Rye-nald

Rye bread bald with an N


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Geh nah duh
Hard g, as in 'give'


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Seh-jay-nuss Kor-vuss


Nice. Quite a few I had wrong.

Anyway since you caught the reefclaws and gave the captain a rare meal he has rewarded you. Everyone who hadn't got the gear back yet has it returned. I think that was Genade and Reinald?


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Also that includes me as well.

I might try and get Jerieth to see about befriending Cog to help Jord out some.


Normal
Smaller

Not working for you?


Boarding Training Pairs

1: Conchobar+Rosie
2: Jord+Jerieth

still to pair off: Sejanus, Reinald, Genade, Kunala, Jack, Samms.

Next pair gets to throw at Jord and Jerieth, don't worry guys these rubbish items do no damage. They are meant as a distraction to knock people off into the water as if repelling a real boarding party.

Grappling the Wormwood rail is against AC 5. -6 for range penalty.
Climbing across the rope is DC 15.
If hit by rubbish Reflex DC 10 to avoid falling off and having to start again.
Throwing rubbish is improvised thrown weapon at the climbers AC. -2 per 10ft. range penalty.


a little more explanation may be in order, it might be easier if you roll the npc's so we can see what you want us to do.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Oh, darn. Sorry. I did not see your OOC post before I made my rolls.


Ok so only 2 people throwing at a time (want to give the climbers a chance right?).

The two that are allowed to throw are the two that will grapple and climb next.

Right now this is only Jord and Jerieth that are throwing stuff.

What I want people to do is organise a grappling partner with the remaining unpaired participants listed in my post here just above.


hey Sejanus shall we go next?


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I rolled figuring 2 throws per boarding team if I rolled too much we can disregard the extras.

Looks like I am going with Jack or Samms.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Sounds good!


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

You could go with me, Reinald. Unless I'm missing something


Pick whoever you want to team up with.


Remember a climb check(move action) let's you move at 1/4 your normal move speed.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Grr lost a post in the interwebs apparently.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Question I might have missed a name or 2 but I was wondering are any of the crew outside of the PCs getting beat during the Bloody Hour or is Plugg and Scourge just aiming at us?

Are any of those getting whipped hostile to us?


Everyone has to do their job properly and if they fail get punished.

It is happening more often to you guys. Plugg and Scourge definitely don't like you.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

I wonder why.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I was hoping to get a feel for something to say to other characters when attempting to intimidate, diplomacy. If I knew who else or if else it creates a talking point.


I sense a level up coming :D


Sejanus your post didn't post fully I think.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

My posting rate has actually slowed down a great deal because of work and the holidays. So, if I don't post, then please bot me. I'm posting this to all of my games I'm in, just to let people know. Sorry about this.


The Battle begins!

Ok so I have put together a basic map of the part of the ship you have been charged with taking.

When the ships are alongside you'll have to throw the grapples and climb over. This will take 2 climb checks so 1 round if both are successful. If you fail you'll be in the water and have to climb up the side of the enemy ship before the sharks get you. Climb checks are DC 15. In case you are attacked reflex DC 10 will help you not fall off.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

I might have better success with a long jump


Could be worth a try. Because of the ships rails you won't get a run up. The DC would be Acrobatics DC 20.


any chance "sailor" can be substituted for the "climb" skill on the grapple and climb over? How about swinging over like they did in the Earl Flynn Movies ;)


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

I was going to use the spear as a pole for a +2 on the long jump. Would the pole let me vault the railing? How high is the rail?


A climb check is a climb check.

Perhaps if you grapple a beam up high in their mast(-2 on your attack for distance) you might get enough height to be able to swing over without going splat into the side of their ship. Also if you climbed up about 10-15 ft. (2 DC10 climb checks) into the Wormwood's rigging you would get enough height to swing and with an acrobatics check I would let you choose the square you land in with a chance of landing in a random adjacent square if you miss (roll a 1d8 where a 1 is directly up and counter clockwise).

Pole-vaulting with a spear? They are only 5ft. long so wouldn't give a bonus in my mind. Railing would be about 4ft. high. Thinking about it properly you could actually get a run up but you would have to make 2 acrobatics checks. One for height(DC16 @4ft.) and one for distance(DC10 @10ft.).


Diamondust wrote:
Perhaps if you grapple a beam up high in their mast(-2 on your attack from distance) you might get enough height to be able to swing over without going splat into the side of their ship. Also if you climbed up about 10-15 ft. (2 DC10 climb checks) into the Wormwood's rigging you would get enough height to swing and with an acrobatics check I would let you choose the square you land in with a chance of landing in a random adjacent square if you miss (roll a 1d8 where a 1 is directly up and counter clockwise).

thanks, I think I like that option better!

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