GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren looks over the contract and frowns. She glances at Lark, sighs, and signs the contract. She passes the contract back to Captain Varossa. "Seems all proper and right to me, Captain. Respectfully, I hope we find Captain Redclaw's treasure soon. You've been more than fair to us and we owe you. You seem to run a tight ship. But the Magpie Princess isn't the Besmara's Whim. This isn't home."


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark nods at Threnody, "Well said, my friend."

Lark signs his contract and sets in on the table before Varossa, "Maybe we got too cheeky when we named our ship and now we're serving at Besmara's whim instead aboard her. Either way, I'm you're man captain."

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Wahhe studies Thren and Lark, noting the weight of the situation. "Seems I'm in debt to the whole lot of you. I'm not serving you now, Lark, but with you. But I already count you both as friends."She pauses, realizing that she actually has feelings for a human; and not one of distrust and revulsion. "Progress?" she absent mindedly mutters.

Turning to Varossa, she locks eyes with her "I am yours, Captain, without condition. Know that I will want to stay with my friends, here, but I am yours. I will heal who you say heal, and work whatever magic I have as you wish. I will fight for you and the crew. I am at sea, I am with friends, and I serve a woman of honor. My heart is swelling with gratitude...."[/b] She says under her breath "I may even keep us fed with some good fish!" as she signs the agreement.

diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee reads the contract carefully and signs.

"I notice that the term of the contract is 6 weeks. That seems like almost no time at all given the amount of effort that has been spent, up until now, on finding Redclaw's Treasure. But we intend to wrap this affair up in that short amount of time? Seems fast. Now that we are underway, I'm wondering if any more details of our task can be shared?"

While Lee is speaking, Muffin decides to idle around on the desk a bit. He ends up with a front paw in some ink and in the process of getting cleaned up, stamps a paw print next to Lee's signature. Lee hands the contract back with both of their marks on it.


Forces of Nature Battlemap

Hinsin mutters in response to Wahhe's impassioned speech, "Little wordy, isn't she?"

Varossa responds openly, knowing he was heard by all, "Nothing's wrong with a bit of passion. A good thing to have at sea, as well you know."

The captain then nods to Lee, "Ah, indeed! We know where we're going thanks to the diviner in Bogsbridge, and I've calculated out the time it will take to get where we need to go, so that will cut down on a bit of wandering. I hope, indeed, we'll have finished what we need before that time period ends. If we do hit bad winds and it takes more than six weeks, if you want to sign a new contract to continue the search that option will be available to you." She nods to Threnody. "I note some of you are at least eager to try to recover your vessel eventually, and I don't blame you for that."

She smiles. "And now that you've signed, you can be present as I talk to the crew about the next steps!"

She countersigns the contracts and hands them to Hinsin, who puts them in a cabinet and locks it.

Varossa then ushers you out the door, and she and Hinsin follow. Jane, perched up on the mainmast, notices the Captain's arrival and blows her whistle, "Captain's on deck!"

Varossa calls everyone to attention, and all regard her from whereever they are working, only Creed continuing to focus on managing the helm.

”Right, my hearty crew, you’ve all known that I aim to seek out the legendary treasure of Jemma Redclaw. You know this came up during the tragic tete-a-tete that I shared with my late husband. Here is why--and what Warvil had kept from me, and from us all:

”The way Warvil came to gain his fortune to purchase this ship was by slaying a brine dragon alongside two other freebooters. Within the hoard was a magical object that they believed to unlock the legendary treasure of Redclaw. Being honest free men and women of fortune, they knew if they sought it out together, they would only try to kill one another for the whole thing. Maybe that doesn’t make any sense to you since they were willing to share the hoard, but a mere dragon’s hoard is one thing. Redclaw’s treasure is another. They entered a pact--they broke the object into three pieces, and each went their separate ways, careful to avoid one another. If one outlived the other two, they could then retrieve the other pieces and seek out the treasure on their own. They came to call the pieces of their key, the ‘Three Reasons to Live.’ These are what we’re looking for now. Warvil hid his piece and I’m pretty sure I know where, but we want to get the other two first.

”I’ve determined the other two pirates are indeed dead--Captain Harkalm was recently executed and left to hang in Blackwarn’s Gallows, and his piece of the Reasons to Live we’ll be looking for first. The diviner said his piece remains with his body, so his body is what we’re going after. We’re just about a day or so’s sail from the Gallows. I’ll need all hands active and lively… since we had to let Belina go, we need to be extra careful navigating down the strait of Besmara’s Throne, as it’s not easy sailing.”

”Once we’re done that, we’ll be on to the next. This is the easy part--but don’t be laying down on the job for that reason. Unlike my husband, I have no qualms about sharing, and working hard now can lead to all our good fortune in the end. May Besmara bless our sails and lead us to the plunder of a lifetime!”

The crew shouts up a joyful yawp in response.

”Now back to work, you lazy scabs!”

Everyone is released to their duty, and also has time to get to know the ship better if they want.

Everyone, please make a Profession: Sailor check to see how your day goes. Depending on your task, you can also choose a different skill; e.g., Wahhe, for fishing you might make a Survival or Profession: Fisher check. Lark could make a Craft: Shipwright or Tailor check, etc.

You may also take one Ship Action: Influence, Explore, Sneak, or Steal, Shop, or anything else you deem appropriate.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Wahhe walks by Hinson on her way to hear the orders and says, "I was sincere, at least." and gives him a flat stare. Shaking her head she walks off. She goes up to Thren and whispers. I just don't seem to come across the right way with humans. I will return to fewer words and quit trying. When it comes to disappointing, humans never disappoint."

Wahhe goes to the back of the boat and casts whatever lines and nets are available and sets to enjoying the task at hand. What a treasure!

fishing: 1d20 + 10 ⇒ (17) + 10 = 27

I'll wait till later tonight to post her other action. finally. a high roll. mouth shut, lines out, Wahhe. Jus' sayin, girl.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Profession (sailor): 1d20 + 8 ⇒ (13) + 8 = 21

Thren looks at Wahhe quizzically. "Um...but aren't we all human? Except Lee? Just because you can breathe water and I have a tail and horns-" the bard grimaces as she remembers she's growing one of those back, "-doesnt' make us not human. Just makes us different."

On deck, Thren works her way up into the rigging, taking stock of the ship's goings-ons from above, getting to know the other riggers.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Profession Sailor, sail repair: 1d20 + 11 ⇒ (20) + 11 = 31

Lark will set to work stitching and patching the sails. If there's any other crew working nearby (maybe Alba, or Michael?) he'll introduce himself again. Given the chance Lark will tell the story of trying to fish on a reef with his friends and almost getting eaten by giant crabs. "...they nearly did for all of us, but when it was over I'll be damned if those weren't the most delicious crab legs I ever ate!"

Diplomacy, influence co-worker: 1d20 + 8 ⇒ (3) + 8 = 11


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee spends the day dutifully running messages. Since it seems that 'Runner' is kind if a catch all position, he'll let the folk in charge know that his real skills are in the galley and in the store rooms. Oh, and magic. He does a bit of magic.
If the officers want him to keep running he will. If they want him to cook or do accounting he'll gladly go where they want.
Profession, Sailor: 1d20 + 1 ⇒ (4) + 1 = 5
Lee never claimed to be much of a sailor, anyway.

Given that he's all over the ship anyway, Lee's action will be to explore.
Perception, Exploring the ship: 1d20 + 8 ⇒ (3) + 8 = 11
Really? Lee's various curses must have invaded my virtual dice bag.


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Muffin spends the day keeping an eye on Lee and exploring as well.
What is the vermin situation on the Magpie Princess?
Perception, Evidence of Vermin: 1d20 + 8 ⇒ (8) + 8 = 16

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Wahhe's jaw drops at Thren's reaction. "Human in form only!" She walks off to see if she can find any elves or gnomes aboard. Ultimately her goal is to find Horemheb. She's happy with her catch, but confused at her social awkwardness with everyone, and begins to brood. She doesn't believe this will work, but if she can just get Hormheb to even grunt... it would make her day.

diplomacy see if telling a joke in bad mood helps: 1d20 + 1 ⇒ (16) + 1 = 17

Hormheb:
"I wonder at how many knots we're sailing?" She pauses. " Makes me think about how one day while on leave from the Keleshite Navy, a lonely man went into a tavern. He was talking to this beautiful Osirian woman and asked to take her home with him and she agreed. During sex they guy looks down at her and asks "How am I doing?" He asks She looks at him and says "About three knots" Confused the man asks "What do you mean?" She says "You're KNOT hard, KNOT pleasuring, and you're KNOT getting your money back."

I didn't pick up on everyone's races. Are there elves or gnomes aboard?.


Forces of Nature Battlemap

As a reminder, just to be sure you recall, undines are largely of human ancestry, with elemental influence. But my understanding is that Wahhe's simply in denial about this, all the moreso because her parents were both undines, so to her she feels like a separate race rather than the human mutant she (and all planarkind) truly is.

The link to the crew dossier is next to my avatar. There are no elves or gnomes aboard (the one gnome on the crew was Doc Imogene, whom I wrote off to join your crew... *cough*). Rafael, Rogelio, and Catalina are half-elves. Everyone else is human.

Horemheb merely stares at Wahhe, stone-faced, even as a number of crew around her snicker at the well-told joke. Sorry, it's a crazy high DC for him.

"Perhaps if I weren't a mere, stupid human, I'd get it," Horemheb says, deadpan. "Get back to work." He grips his whip tightly and strides down the deck.

"Careful," Xiomara (who is also human) whispers to Wahhe with a soft smile. "Horemheb hears everything." She gets back to her own duties.

===

Alba listens in rapt fascination to Lark's story of the reefclaw fight and claps at the end, somehow not dropping a stitch in the process. "Aah, so brave!" She says, in a very thick Varisian accent. "And sound so tasty! Cobb is good cook, but hates crab." She pauses. "And doesn't stop talking about it."

More later, got to get to work!


Forces of Nature Battlemap

Lee, still under the effects of the hag's evil eye, makes for a slow and sluggish runner, and no one seems to get what they need on time.

His slow pace gives him a good chance to get to know the ship, and acting as runner gives him an excuse to do so. (Lee, I'm presuming cursory glance over the whole ship, rather than focusing on a specific area. See also the map linked under "Magpie Princess Crew Reference.")

He sees the hold is well stocked, and while there is no single watch stander to guard it, different crew pass through the day to check to be sure nothing is tampered with. A hatch leads below to the bilges, where he can hear snatches of Rogelio reciting a soliloquy from a play as he works the bilge pumps. Manacles are attached to the mast at the fore of the hold, so apparently this part of the ship serves as the brig if needed.

The next deck up is the middle deck, which is occupied by crew quarters, lesser officer quarters, and the galley, the door to which is labeled "Cobb's Lair." The aft end contains the treasury, where Iulia works. Anything in the treasury or ship's store that should be securely held is. The berth where the ship's doctor stays also serves as the sickbay. Luisa is sitting in there talking to her pet snake. It sounds like an argument.

On the upper deck, doors lead fore to "the Workshop" and aft to the Captain's quarters (doors locked). The Workshop is open and Creed spends his time here when he is not taking a shift at the helm. There is a carpentry bench as well as Creed's table full of alchemical experiments (someone probably not Creed has posted warning signs all around it), and the walls are lined with various weapons and such for the crew to grab if the ship is suddenly under attack. There is a large locked chest in the workshop as well.

==

Threnody tries to get to know the riggers better.

Charisma: 1d20 + 3 ⇒ (14) + 3 = 17

Jane, Michael, and Threnody are the main ones on duty at the moment; Rafael and Magda will take on duties in the night shift. Some of the crew help with rope work when needed as well. Jane has a clockwork-like sense of how the rigging needs to be adjusted--and yet for all her meticulous attention to detail, she seems easygoing and approachable. As Threnody gets to talk to her a bit, she gets the sense that Jane is very nervous about being assigned acting bosun, as Yamtisy was considerably more experienced. Michael serves as lookout, and exudes a natural confidence at his work that fortunately does not come off as obnoxious. He has been at sea a long time, originally having served as a naval officer from Andoran... but after being betrayed by one of his crewmates, who left him for dead on a remote island, he was rescued by the Lanteris and serves them loyally.

I'll leave time for response and wrapping up, and then I'll move us forward.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Yup, you got it, GM. She doesn't wanna accept that she's human, since they didn't accept her. "De-Nile" isn't just a river in Egypt. She may be 85 but she's young, and as with most people who've had their defenses up their whole lives, it creates social problems. Don't wanna over RP it, but also trying to figure her out as I go myself.

Wahhe realizes how she's coming across, and it smacks all-too-much of the her early days, before she set off to become a Druid, when her parents were all but slaves and she was taunted and tormented as a youngling. Her first reaction is to seek out Thren, but she's on duty, and so decides to find Lee. She doesn't know what to say, she just wants to find him and see if he can talk. At least, hopefully, the fish she caught pleased somebody! Lee, dunno that we need to role play this, but I want more of her background to be known to the Lee Thren and Lark, and figure now's a good time to get whatever's appropriate out there -- it's all on character sheet. I don't think we do bonds in PF, but trying to figure a way to build links between us.


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Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

As the bard works the rigging, she opens up a bit to Jane about the responsibilities of leadership.

"I met Yamitsy back in Lilywhite. Seemed to have a good head for things. I understand you're the bosun now. Good for you! On our ship, I was trying to get used to the idea of being First Mate. It was tough, even for that little time, trying to get used to people looking up to you for guidance and leadership. But I figured out something. You get the position you deserve. You're bosun now. Make it your position. There's plenty of scalawags who'd like to be where you're at now, but you're the one who worked your way to it. Show them how and why you're bosun and they're not. Do it well, and they'll respect you for it."


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Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

While looking for Lee presumably Wahhe will pass Lark on deck at some point: "Wahhe, how's the fishing?" He pauses to bite off the end of stitch. "I know this isn't what I promised you, but we are at sea and I hope you're enjoying that. I think we can make this a good voyage in spite our rough start."

Wahhe - I know your real target is Lee, so feel free to focus on that. I don't want to side track that conversation. Lark just feels the need to chime in.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Wahhe stops. Looks at Lark at his task, and says "Cap-- I mean, um, Lark... fishing. Oh, I hope the crew will be pleased with what I caught, though not sure Cobb will love it all." She grins. "I'm afraid though my distrust of humans.. ones like you... clouds my judgment. Or maybe... Me thinks my wounds need healing. I'm not sure it will happen soon. People are.. complex. In any event, no need to apologize. I am at sea, and that is your gift to me, if not a bit of a rough road to get here! I just need to avoid making it rough for me. Hormheb... sheesh"


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

As Lee drags through his day, Wahhe shouldn't have any real issues finding him. He is the slowest runner on the high seas, after all.
He's willing to take a break and sit and chat or he can walk and talk to Wahhe as he goes from place to place. Either is fine and Lee will leave it up to her.


Forces of Nature Battlemap

Jane nods at Threnody, "I can and I will! Thanks."

==

Wahhe can find Lee as she is on her way to deliver the fish to Cobb's Lair, aka the Galley, and Lee was also delivering a message to the Galley. Cobb comes out of the room, wiping his hands on a towel.

"Well, that's an impressive take, that's for sure. I may not like it, but you'll help keep the crew fed better and cheaper." He sees Lee standing there, taking the message from him. "That's more than'll fit in the stew pot tonight. Either one of you know how to pickle or dry fish?"

This is not to cut off Wahhe's conversation with Lark, but just help Wahhe and Lee talk if they want to as well.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark responds to Wahhe, "People are complicated, but everyone likes a good meal." He gestures at the fish she's taking to Cobb. "That's an impressive haul. Keep up the good work and be proud of yourself. That will keep you on the right course." Lark gives her a casual "carry on" salute and turns back to his stitching.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee answers Cobb.
"I've done dried, but not pickled. If you want me to handle it, I'll be glad to, but we'll need to get someone to pick up my running duties. And I'll need to have access to the pantry, you know, for planning the seasoning and cure and all."

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Wahhe turns toward Lee, but continues to look back over her shoulder at Lark who returns to his stitching. She considers his advice. When Cobb comes up to her and remarks on her take, she beams with pride. "Thanks, Cobb. I realize you don't like fish, which are the easiest to catch, but if there is anything that comes from the sea other than fish I can try. If we anchor, I can swim, after all; or summon something that can do the hunting for me." She fingers her whale bone. "Lee, I'd be glad to assist. I'll gut. I wouldn't mind some advice on getting along with other people on board either."

[ooc] Lee et al, do the spells I've picked look good to you? [ooc]


Forces of Nature Battlemap

I'm back, and I'm going to move us forward, but please feel free to continue any roleplaying conversation in spoilers as you like.

"'Runner's' a catch all for 'do what an officer needs,'" Cobb observes to Lee, "I'll tell Hinsin you're helping me out, he can do any message relaying as he's s'posto be doing anyway. He's probably off 'polishing his flute' again." He whistles loudly and then gets back to his duties, including instructing the two into pushing fish into the stew. "I'm just dang sick of the stuff is all," he says. "Now, I heard your fair-haired friend bragging about catching reefclaw. THAT might be worth eating, but it ain't worth getting strangled to the bone just for a meal most days."

Lee and Wahhe talk as they work on drying or pickling fish; they are instructed to set up racks in the hold, away from where Cobb can smell it.

======

The day progresses with long work--the crew is small so there's seldom a break, but everyone pitches in and does their fair share and works well together. Varossa spends some time in her quarters and some time at the helm. Without Belina aboard, she's doing most of the navigation herself and much of her orders have to do with getting the ship around the northwestern side of Besmara's Throne. Toward the end of the day, she, Creed, and Hinsin go into her quarters to review the next day's charts.

You are navigating slowly through an area where rocky spikes of water seem to randomly jut out of the ocean waters. As you come to pass one particularly large spire, a haunting, unearthly soprano voice echoes through the air, landing on your ears. All of you are standing on the main deck, Lee and Wahhe having come above deck again to call the crew to mess. The melody seems to weave its way through your ears, and you look at the long, rocky, nearly impossible to climb spire, and feel a sudden urge to climb it and join whomever is singing this beautiful song. You are certain if you go to the source of the voice, you will never feel alone again.

Everyone, a DC 19 Will save versus a mind-affecting effect, please. Do you shake off this urge? Threnody, a +2 bonus to your save--some lingering tinnitus interferes with the song's beauty.

Horemheb ties his whip around the doorhandles to the Captain's quarters, yelling, "Forget this job, I'm coming to you, my only one!" He starts to move toward the boat's rail. Rafael and Michael begin fighting with each other as they both race to climb down the rigging and also jump off the ship. Iulia, standing with Wahhe and Lee getting ready to prep the rum ration, begins weeping, "My ancestors are calling me home!" and also begins dashing for the rail--though she seems to have the sense to be heading for the ship's boat. Luisa too dashes out of the workshop, her viper familiar Rose trailing after her; you're not sure what a snake looks like in a panic but you're pretty much that is it. "I'm coming, my love!" Luisa calls, and the little viper tries to coil around her feet to trip her up as she, too, runs for the side of the boat.

I'll be posting initiative once we see the die roll results.

GM rolls:
1d4 + 2 ⇒ (3) + 2 = 5


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Will save, DC 19: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21

Thank you lingering health issues! Not needed but you never know!

Thren hears the song and is tempted. But between her ears ringing a bit, willpower, and maybe a bit of something else she shakes it off. "You're not who I'm looking for!" The tiefling woman shouts to the unseen voice. "Because I doubt she's a better singer than me!"


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Will Save - DC 19: 1d20 + 6 ⇒ (9) + 6 = 15
"Erhmahgherd! What is that song? I gotta get there!"
Lee heads for the boat and starts trying to help launch it.


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Muffin starts from a light but relaxing slumber.
SOMEthing is wrong with Lee!
Does Muffin have to save, or is this just a humanoid affecting effect?

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

will save: 1d20 + 8 ⇒ (9) + 8 = 17 Since Wahhe is right there next to Lee she will cast Hydraulic Push to bullrush Lee and knock him down. If, for some reason, he ends up in the water, she has distinct advantage there.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

ack. something weird happened. my first roll was a 25 but when i updated my post it was a 17. can u see it GM?

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

I thought when you edit a post it saves the die roll?


Forces of Nature Battlemap

Muffin does have to save, sorry.

Please don't post any actions other than your Will saves, and perhaps brief comment, because anything else needs to happen in initiative order.

Wahhe, rolls are indeed saved during editing and supposed to be kept in the order they are rolled. They are, I believe, saved even if you delete a post and then post again. If you rolled and got a result of 25 and it changed, I don't know what happened. The only thing I can imagine is if you rolled for hydraulic push or something first (with a result of 9), then your will save (with a roll of 17 [17+8=25]), and then deleted the first roll, your will save would have then taken the 9 instead. Try posting a d20 roll and see what the roll is. If it's a 17, I'll accept that as the Will save result (because the system saved that roll for you). If it's not, I'm sorry but I will have to take your initial roll of 9, since that's what's displaying (regardless of whatever the second roll shows). Does that make sense? If you don't want to fail, you could spend a hero point to reroll or add a +4 to the result (you should have I think at least a couple hero points, maybe even 5, as I don't think you've spent any hero points yet).

Question to all: in situations like this, would it be better for me to roll everyone's saves so I can move to the combat round immediately, or do you prefer rolling your saves yourself where possible?


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Hmm. Tough call. On the one hand, I don't like waiting, so having you roll would move us along. On the other hand, player agency blah blah blah. On the third hand (or in my case, tail), if you roll and it sucks, maybe my next roll will be better? Decisions, decisions...overall, I'd go ahead and let you roll. Better to move us forward, y'know?

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Oh lord I didn't even know I had to roll for hydraulic push! No, what I did was roll for will. got a 25. was gleeful. then started to type that i wanted to grapple lee. did research, couldn't figure out how, so instead of posting that said i wanted to hydraulic push only something went screwy with the edit -- it double posted. so i delted the initial post that didnt have the hydraulic push. only THAT one had the roll of 25 the second had a roll of 17. not sure how it happened. not sure what i did.

will save: 1d20 + 8 ⇒ (13) + 8 = 21

No, what you're saying doesn't make sense about the 17 posting. SUcks, I thought you're able to see from your end what we post and delete. Ok I'll take the hero point. *kicks rock. pouts. grumble something teacher would raise eyebrow over under his breath*


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Will save, DC 19: 1d20 + 4 ⇒ (15) + 4 = 19

Lark grits his teeth against the singing and surveys the crew as they dash for the railing. "Thren, can you get Varossa's door open?"

If Lark is closer or acts first he may try to untie the whip himself, he just wants to draw attention to it.

GMDQ - for times like this I'd be fine with you rolling all the saves.


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Will Save - DC 19: 1d20 + 6 ⇒ (1) + 6 = 7

Lee:
"Erhmahgherd! What is that song? You've gotta get me there!"

Muffin scrambles up on deck, looking for Lee.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

I don't mind having GMDQ roll saves if it will help us avoid waiting.
Probably establishing a set order (Alphabetical? Or whatever we currently use for things like init rolls) then sticking to it for assigning rolls to characters would work fine for me.


Forces of Nature Battlemap

Got it. I think I will roll saves for all (or similar checks) just as I indeed am rolling initiative now...

And just in case anyone else thinks it, I have no special board privileges and can only see anything any other user can. There's no "GM view" on a message board. Unfortunately that means I can only go by the rolls displayed.

Summary: Thren & Lark, and Wahhe with help of a hero point, save. Lee and Muffin are under the effect of a Siren's Song, and feel an uncontrollable urge to get over to the nearby islet and climb to the top

IF YOU HAVEN'T, PLEASE update your status lines by your character name. That is where I get your stats from. Lee and Wahhe, your lines show your 4th level stats, so that is what is displayed below and what I will be going off of until you correct them because I have no idea otherwise what your stats are. Lee it looks like you haven't even leveled up yet.

Initiative:

Lark: 1d20 + 7 ⇒ (3) + 7 = 10
Thren: 1d20 + 2 ⇒ (16) + 2 = 18
Lee: 1d20 + 8 ⇒ (4) + 8 = 12
Wahhe: 1d20 + 3 ⇒ (14) + 3 = 17
Magpie Crew: 1d20 + 6 ⇒ (19) + 6 = 25
Siren: 1d20 + 3 ⇒ (10) + 3 = 13

ROUND ONE
Alba | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 |
Horemheb | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 | compelled by siren song
Iulia | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 | compelled by siren song
Jane | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 |
Luisa (and Rose) | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 | compelled by siren song (Rose is not compelled)
Michael | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 | compelled by siren song
Rafael | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 | compelled by siren song
Xiomara| 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 |
Threnody | hp 45/45 | AC 20 T 13 FF 17 | CMD 17 | Fort +3, Ref +7, Will +4 |
Wahhe | hp 32/32 | AC 16 T 13 FF 13 | CMD 15 |Fort +4, Ref +4, Will +8 |
Siren | hp 52/52 | AC 18 T 14 FF 14 | CMD 22 | Fort +7 Ref +11 Will +6
Lee (and Muffin) - hp 25/25 AC 17 T 13 FF 11 | CMD 14 | Fort +3, Ref +4 Will +6 | both compelled by Siren Song, Lee staggered by Evil Eye
Lark - hp 20/43 | AC 19 T 14 FF 14 | CMD 20 | Fort +2, Ref +7, Will +4 |

Chaos immediately encases the ship, and those still in their right mind shout "siren!" as they point to the spire. High atop the 100 foot high spire sits the silhouette of a large winged figure.

Alba, being close to the ballista, runs toward Angry Molly and begins loading her.

Horemheb finishes tying off the door and moves toward the ship's boat. Iulia also moves toward the ship's and begins working on untying it (Beginning full action as standard action to be completed next round).

Jane atop the rigging shouts in response to Lark, "BELAY THAT! Anyone who exposes our captain to a siren's song will be seen as endangering the captain and our ship! Not to mention if she gets enthralled, she'll kill us all..." She starts to climb down the rigging. "Stop them from taking the boat!"

Jane climb: 1d20 + 9 ⇒ (3) + 9 = 12

Luisa starts to climb over the rail. Rose, in desperation, bites her.

Rose attack Luisa: 1d20 + 5 ⇒ (3) + 5 = 8

Rose really doesn't want to hurt her.

Rafael and Michael fight in the rigging in trying to be the first to get down the mast. Do they hold on?

Raf Reflex: 1d20 + 3 ⇒ (5) + 3 = 8
Raf falls and takes 2d6 ⇒ (4, 3) = 7 damage.

Michael Reflex: 1d20 + 3 ⇒ (14) + 3 = 17
Michael holds onto the mast.

Xiomara grabs a crossbow near the helm and loads it.

Thren and Wahhe up! Threnody let's say you're about 20 feet up in the rigging.


Forces of Nature Battlemap

Also: any crew not on deck are below decks, either working or sleeping. You can consider alerting them--or leaving them blissfully unaware of the siren song.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren begins to sing. Not a countersong, because she has no idea how to do that, but to inspire everyone around her in the fight. As she does so, she climbs down out of the rigging to the deck, grabbing her bow as she lands.

Standard action: Inspire courage
Move action: Climb down to the deck, drawing weapon as she goes

Inspire courage: +2 morale bonus on saves vs. charm and fear effects, +2 competence bonus on weapon attack and damage rolls.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

+2 !! Ain't leveling up grand? Lark made his save thanks to the Iron Will feat I just took. It was a treat to see it pay off so soon :)


Forces of Nature Battlemap

KD must be busy with work. Since I am about to go away for the weekend, and as he posted earlier what Wahhe would try to do first, I'm going to go ahead and bot her. That said: bull rush does not knock people down, it pushes them backward five feet (if you push them back so that they're no longer standing on solid ground, they will fall, but bull rush alone does not knock someone to the ground). Trip is what you do when you want to knock someone down. Lee WANTS to head into the water (although he's trying for the boat), so I'm going to go with Wahhe's original idea.

Wahhe sees Lee get a funny look in his eye and tries to grab him before he can get too far.

Grapple Lee: CMB check vs Lee's CMD of 14: 1d20 + 2 ⇒ (16) + 2 = 18

Wahhe easily overpowers the halfling, and pulls him firmly into her grip.

Lee, you may take an AOO vs. Wahhe if you want, but she will still successfully grapple you.

Wahhe and Lee are now Grappled, with Wahhe being the one controlling the Grapple:

Grappled wrote:

Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.


Forces of Nature Battlemap

Meanwhile, the siren flutters out of her nest and flies just a little closer to the ship, head turning as she looks over the crew. She continues her song.

Lee and Lark are up

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

hi yeah sorry my days begin at 6:30 am and end at 9pm usually. sorry. just getting to this. but you did exactly waht I wanted to do. merci.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee attempts to slither out of Wahhe's grapple using Escape Artist.
I'm unsure if Lee's Staggered state has any effect on this role, but even if he does get free, he's just going to be moving 5'.

Escape Artist - Breaking Wahhe's Grapple: 1d20 + 2 ⇒ (12) + 2 = 14

Lee remains locked down.


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Muffin know what boats are for and figures out where those "other people" are heading. He moves toward the boat.

I counted the 'waffle' patterned deck as 'difficult terrain', otherwise Muffin would have been in the boat.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark moves to the ballista named Harsh Language and begins loading it. He tries to emulate Alba's actions as best he can.

Lark, round 1, move, load ballista


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Retcon per GMDQ

Lark moves to assist Alba with Angry Molly.

Lark, round 1, move, load ballista (Angry Molly)

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Wahhe yells "No, Lee, stay off that boat!"


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Does having really good, sound advice yelled at Lee trigger a 2nd saving throw to shake off the effects of the Siren?


Forces of Nature Battlemap

No, advice does not allow a reroll but there might be events that do. Party support is a good thing.

BTW the "waffles" are the hatches that can open to let cargo down into the hold. I wouldn't count it as difficult terrain for most people but cats might have trouble traversing it, sure.

ROUND TWO
Alba | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 |
Horemheb | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 | compelled by siren song
Iulia | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 | compelled by siren song
Jane | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 |
Luisa (and Rose) | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 | compelled by siren song (Rose is not compelled)
Michael | 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 | compelled by siren song
Rafael | 9/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 | compelled by siren song
Xiomara| 16/16 hp | AC 14 T 12 FF 12 | CMD 16 | F+3 R+3 W+0 |
Threnody | hp 45/45 | AC 20 T 13 FF 17 | CMD 17 | Fort +3, Ref +7, Will +4 |
Wahhe | hp 32/32 | AC 16 T 13 FF 13 | CMD 15 |Fort +4, Ref +4, Will +8 | grappled/grappler
Siren | hp 52/52 | AC 18 T 14 FF 14 | CMD 22 | Fort +7 Ref +11 Will +6
Lee (and Muffin) - hp 25/25 AC 17 T 13 FF 11 | CMD 14 | Fort +3, Ref +4 Will +6 | both compelled by Siren Song, Lee staggered by Evil Eye, Lee is grappled/grapplee
Lark - hp 20/43 | AC 19 T 14 FF 14 | CMD 20 | Fort +2, Ref +7, Will +4 |

Horemheb and Iulia work to ready the ship's boat for launch. Michael runs for the boat and climbs in it. Rafael picks himself up and wobbles toward the boat.

Threnody has the option of swiping at either Rafael or Michael as they move. Or both if she has Combat Reflexes, but I don't believe she does.

Luisa tries to climb the rail, with her snake trying to nip at her to stop her. She pauses to try to cast a spell on Rose. The viper takes advantage of her distraction to try to bite her again.

Rose bite attack: 1d20 + 5 ⇒ (13) + 5 = 18
Does 1 damage + poison

Luisa Fort save DC 9: 1d20 + 1 ⇒ (3) + 1 = 4
Con Damage: 1d2 ⇒ 1

Luisa tries to continue casting in spite of being bitten.

Concentration, injured while casting, DC 12: 1d20 + 4 ⇒ (9) + 4 = 13

And does so.

Rose Will save DC 13: 1d20 + 4 ⇒ (5) + 4 = 9

And the viper falls asleep, flopping onto the deck.

Luisa frowns, woozy from snakebite and watching her familiar fall due to her own actions.

"Wait a minute..."

Luisa Will save: 1d20 + 4 ⇒ (3) + 4 = 7

She shakes her head. "No, that's right. I'm coming my love!" She resumes trying to climb over the rail.

As for the non-enthralled crew, Alba helps Lark finish loading Angry Molly, Jane tries to wrestle Horemheb to the ground, and Xiomara runs forward and shoots her crossbow at the siren.

Jane grapple: 1d20 + 4 ⇒ (18) + 4 = 22

Jane successfully wraps herself around the enchanted master-at-arms. "I am SO SORRY about this!" she yells as she tries to pin the man's arms behind his back.

Horemheb can't attack her in response because he is unarmed (and focusing on untying the boat.

Xiomara ranged: 1d20 + 5 ⇒ (9) + 5 = 14

The siren dodges the bolt.

I may try to find a way to streamline the crew's actions in future but it's kind of too specific to mechanize easily at the moment... thanks for keeping things overly complicated for the GM, module writer!

Wahhe and Threnody are up! Reminder Wahhe you're grappling Lee and Threnody you can AOO either Michael or Raf

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