Skull and Shackles: How to drown a Kobold

Game Master Hokina

The Ship
Crew, Ships, and Towns data
loot sheet
Old recruitment topic
Sea Map

Battle Map

Infamy: 10
Disrepute: 10
Ships:
Dragons' Kin | 1620/1620 HP | 20/20 Crew


151 to 200 of 2,104 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

GM rolls:

Sassarra fort: 1d20 + 4 ⇒ (2) + 4 = 6
dmg: 1d4 ⇒ 3

Like Sarag, the heat is to much for Sassarra.
She takes 3 nonlethal damage. She is now suffering heatstroke and is fatigued. The fatigued goes away when the damage is healed. Nonlethal goes away level/hour. So She will no long be fatigued for her night actions.

She find a Tangleburn Bag.


Male Kobold Oracle/1

Syrrex's little gibbering spirits rush back under his cloak as he inhales a little. "...show me your wounds. I will fix them as best as I can." he stated, tapping Sassarra's bite marks. "Let us see what we can scavenge and hide it for when necessary. They should prove useful..."

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9


Anyone else going to stay below for the hour?


Everyone passed their job checks. So after you are done in the waters below, I need your actions for the day.

Sassarra:

While working Sasarra overhears that the captain is asking a few of the officers to keep a look out for Reefclaw. As he has not had any for dinner in a while.

After the fight in reply to what you said to Jack:
"It is something to do other then work on this ship." Jack looks over at Sassarra. "That was good work on the rats. Nasty things took a bite out of me."

still have your day and night actions. If you want influencing Jack to be one of your actions, then roll a check to influence him.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Do I recognize what reefclaws are?
Prof: sailor: 1d20 + 8 ⇒ (7) + 8 = 15

"One of them got me, too. But we worked together to take them down. And they fixed me up. It's good to have friends looking out for you."

diplomacy: 1d20 + 3 ⇒ (16) + 3 = 19


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag reappears from the depths of the ship a little while later panting as he gets to the open air feeling better already. He goes to find himself a nice cool spot to hide away and sleep off the exhaustion from the fight.

After a few hours he got up and skittered about and made his way over to the quartermaster to show him what he found and see if he had something a bit more useful for him in return.

Diplomacy with Grok: 1d20 + 10 ⇒ (20) + 10 = 30


Sassarra recognizes reeflaws. They look a lot like large lobsters; but a lot smarter.
Jake looks to get along with Sassarra and as they talk become fast friends. "Friends are always useful on a ship. Makes a long days not as long. Jack smiles at her.

I added the ship store to the Campaign Info tab.
Srag: Do you want to use that check to get better deals, effect her attitude, or something else?

Grok lets Sarag in and smiles at him.


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Moreso then anything effect her attitude. He's looking to try and get someone who makes sure he isn't abused and the like and possible gear when he needs it.

Sarag comes in and screeches a bit as he sits down. "Sarag did not do so well in the boat....no no, Sarag is not so good at combat yet. Rats bit poor Sarag and he tried to hide while inspiring the others in battle but the rats, they think they aren't food but Sarag was food. Sarag had a bow before the ship, but it was lost when he woke up. No no no...Sarag likes to relax and cook and drink and talk over fighting, Grok too?" he said as he got kinda comfy and picked at one of the wounds.


Mopank, Meerko, Syrrex? Any of you taking actions?
I will roll day 5 in a hour or so. You can put in your action for day 4 still with your day 5 actions.

Grok turns her head a little to the side before take up her cup. "They all sound good to me; fight, drink, sing, fight, drink, talk, fight, and more drinking. But less fighting gives more time for drinking. So not a lot worse. You should try fighting more." She pulls out a clipboard and look it over before looking back at Sarag and smiling. opening a locker, she pulls out Sarag's old longbow, quiver of arrows, and any of items (not money) that Sarag came to the ship with. Don't let the cap know that I gave any of this back. I don't feel like covering the loss," she says putting down the stuff.


GM rolls:

1d6 ⇒ 4
1d6 ⇒ 1
1d6 ⇒ 6
1d6 ⇒ 1
1d6 ⇒ 2
1d100 ⇒ 17

Day 4:
The weather is warm and cloudy. Captain is throwing a celebrating with his officers.

DC 20 Knowledge (geography) or Profession (sailor):

The ship just passed Dahak's Teeth. A collection of islands named after the Draconic deity of destruction, and ruled over by a old and powerful Red dragon.

The Captain is likely celebrating as the red dragon has a habit of randomly burning ships and towns; even the towns on the islands that worship him.

Swabs get a +2 bonus on their job check as Friendly and helpful Swabs aid them.
Cook's mate gets +2 bonus on job check if not drunk as the Cook aids him.
Everyone gets +2 bonus to influence other NPC.

Riggers:

Mopsank:

Rope Work:
DC 10 Profession (sailor) or Dexterity check.

Meerko:

Fix Rigging:
DC 10 Climb heck (30 ft)
DC 10 Profession (sailor) or Dexterity check.

Cook's mate:

Sarag:

Captain Harrigan is celebrating, and needs one of the ship's pigs killed and cooked.
DC10 Profession (cook) or Survival to slaughter the animal, and help the preparing.
Kroop is drunk: Sarag will have to do the cooking also.
DC 15 profession (cook) intelligence check.

Swabs:

Sassarra:

Manning the bilges. Pumping water out.
DC 12 Strength check.
DC 10 Constitution check to avoid being fatigued.

Syrrex:

Happy about your work from day 4, you are been sent to keep hunt rats below decks.
DC 10 Stealth, Survival, or Dexterity check to catch and kill a good number of rats.

After Evening meal, you see Plugg and a few of his cronies leading Owlbear Hartshorn on deck. Owlbear is a simpleminded hulk of a man that Mr Plugg's keeps belowdeck unless he is looking for 'fun'. The crew likes to at his expense and he plays up to it. There is still signs on his body from when the crew tarred and feathered him as a joke.

DC 10 Perception or Sense Motive:

Owlbear is blind in his left eye. An Acrobatics or Bluff check could allow a person to avoid Owlbear's fist buy moving in and out of his blind spot.

Mr Plugg looks to the five of you. "How about some one-on-one bare-knuckle and wrestling? One of you vs my pet. But no magic. I will even put down a wager of 100 gp on my pet winning. Winner takes or splits the pot.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

She doesn't have time to divert her attention. She needs to focus on work.

Strength, working diligently, friends: 1d20 + 2 ⇒ (11) + 2 = 13
Con check: 1d20 + 2 ⇒ (13) + 2 = 15

She looks over Owlbear, seeing him as a victim like themselves.

perception: 1d20 + 8 ⇒ (11) + 8 = 19


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag seems all to giddy when his bow and such is presented to him and he nods eagerly before going off to hide them when they are done talking.

He arrives down in the cook's nest and sees poor Kroop drunk as can be and shudders a bit at the thought of things not getting done. He sings to himself as he starts to go about his work.

Profession cook DC 10: 1d20 + 3 ⇒ (18) + 3 = 21

He eagerly jumps on the pig and quickly makes work of getting it bleeding quite well before going about to try and work on getting it properly prepared for the feast for the evening.

Profession cook DC 15: 1d20 + 3 ⇒ (19) + 3 = 22

His singing inspires him so as he goes about the kitchen grabbing this and that and making the pig ready for the dinner. He would have to try to remember how he cooked this sometime later in case he had reason to celebrate.


Male Kobold Unchained Rogue 3

Mopsank remains eager to prove himself useful, and spends the day working hard.

1d20 + 6 ⇒ (10) + 6 = 16


Male Kobold Oracle/1

Syrrex works hard at his task for the day, hunting down rats and keeping his eye out for anything potentially useful.

Stealth: 1d20 + 7 ⇒ (17) + 7 = 24

As the day drags out, Syrrex quirks a brow at Owlbear. He certainly earned his name... but he looked worse for wear. Perhaps... he could be swayed to their side? Having some muscle like him would definitely make things easier.

"...I will take that bet!" Syrrex piped up, stepping up to the big hulk and hunching over. "(Psst! Owlbear! It's clear they don't treat you well. You don't have to put up with this! Help me win and I will share the gold with you. A dragon rewards loyalty handsomely.)"

Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23


GM roll:

1d20 - 1 ⇒ (17) - 1 = 16
1d20 + 3 ⇒ (7) + 3 = 10

1d20 + 2 ⇒ (10) + 2 = 12

1d25 ⇒ 10
1d25 ⇒ 16
1d25 ⇒ 21
1d25 ⇒ 4
1d25 ⇒ 4
1d25 ⇒ 5
1d25 ⇒ 21
1d25 ⇒ 6
1d25 ⇒ 14
1d25 ⇒ 6


Only person who has not posted is Meerko. So we will start the combat of Syrrex vs Owlbear (the human).
Don't forget you have friends among the crew that you can add to lend you some gold to place a bet. Without a bet you are not making any money off this fight.

INIT:
Owlbear
Syrrex

Owlbear whispers back to Syrrex. "(Master would be angry if he thinks me throw fight. But I hold back little.)"

As the fight starts Owlbear swings wide over Syrrex's head.
Attack: 1d20 ⇒ 6
DMG: 1d3 - 1 ⇒ (3) - 1 = 2 nonlethal

To save time as most of the PC's are not taking part in the fight (other than bets), I would like to just rolling your attacks till something happens. So tell me if there is anything else you would like to do other then punch him.


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag goes over to Grok and quietly hands him a note.

Stealth: 1d20 + 10 ⇒ (17) + 10 = 27

"Put the price of my axe to win on Syrrex and we'll split the pot. If we lose you can have the axe." the note read.


Anyone else? If I don't get an reply in in about 20 hours, I will just roll all the attacks and see who wins.


Grok nods to Sarag. Others can be seen putting in money.

GM rolls:

1d20 + 3 ⇒ (7) + 3 = 10

1d20 ⇒ 1
1d20 + 3 ⇒ (4) + 3 = 7

1d20 ⇒ 5
1d20 + 3 ⇒ (6) + 3 = 9

1d20 ⇒ 8
1d20 + 3 ⇒ (14) + 3 = 17

1d20 ⇒ 6
1d20 + 3 ⇒ (4) + 3 = 7

1d20 ⇒ 10
1d20 + 3 ⇒ (17) + 3 = 20

1d20 ⇒ 13
1d20 + 3 ⇒ (1) + 3 = 4

1d20 ⇒ 9
1d20 + 3 ⇒ (2) + 3 = 5

1d20 ⇒ 5
1d20 + 3 ⇒ (17) + 3 = 20

1d20 ⇒ 5
1d20 + 3 ⇒ (4) + 3 = 7

1d20 ⇒ 12
1d20 + 3 ⇒ (7) + 3 = 10

1d20 ⇒ 5
1d20 + 3 ⇒ (19) + 3 = 22

1d20 ⇒ 11
1d20 + 3 ⇒ (11) + 3 = 14

1d20 ⇒ 17
1d20 + 3 ⇒ (8) + 3 = 11

1d20 ⇒ 19
1d20 + 3 ⇒ (10) + 3 = 13

1d20 ⇒ 7
1d20 + 3 ⇒ (2) + 3 = 5

1d20 ⇒ 2
1d20 + 3 ⇒ (17) + 3 = 20

1d20 ⇒ 8
1d20 + 3 ⇒ (16) + 3 = 19

1d20 ⇒ 11
1d20 + 3 ⇒ (16) + 3 = 19

1d20 ⇒ 3
1d20 + 3 ⇒ (15) + 3 = 18

1d20 ⇒ 20
1d20 + 3 ⇒ (18) + 3 = 21

1d20 ⇒ 10
1d20 + 3 ⇒ (4) + 3 = 7

1d20 ⇒ 10
1d20 + 3 ⇒ (7) + 3 = 10

1d20 ⇒ 9
1d20 + 3 ⇒ (19) + 3 = 22

1d20 ⇒ 18
1d20 + 3 ⇒ (1) + 3 = 4

1d20 ⇒ 7
1d20 + 3 ⇒ (2) + 3 = 5

1d20 ⇒ 6
1d20 + 3 ⇒ (8) + 3 = 11

1d3 - 1 ⇒ (3) - 1 = 2

1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 2 ⇒ (3) + 2 = 5

1d20 ⇒ 2
1d6 - 1 ⇒ (4) - 1 = 3

1d3 ⇒ 3
1d3 ⇒ 2


All stand in awe as Syrrex ducks and doges each blow and reply's with his own. But owlbear does not even flinch while Syrrex lands blow after blow. But as the fight goes on they both start to wear. After a minute and a half of taking blows, Owlbear slams his fist into Syrrex's face. Nonetheless, Syrrex shakes it off.

After recovering Syrrex sees Plugg throw a club over to Owlbear. "I am tired of this. I make the rules," Plugg says. "He gets a club, but you still need to use your fist rat."

Owlbear picks up the club and rejoins the fight. Slowly small bruises on Owlbear grow larger under Syrrex' related assault. Owlbear starts to hold his side more as she swings.
another half a minute passes before Owlbear's club connects with Syrrex. However, as Owlbear's blow lands, so does Syrrex's; knocking the wind out of Owlbear. Owlbear drops his club and starts to back away. But Plugg and some of Plugg's followers keep pushing him back in; trying to force him to stay in the fight.

On round 21 of combat. Owlbear does not look like he wants to keep fighting.

As a side thing I looked at the attacks and there damage if Owlbear did not hold back. Syrrex would had falling the same round that Owlbear was giving the club; Round 15. david vs goliath


Male Kobold Oracle/1

...holy crap, did that just happen? Screw halfling luck, I'll take kobold luck any day with results like those!

Syrrex tries hard not to hurt Owlbear too much, but as the nature of the fight grows, he finds himself pulling his punches less and less. Even so, Syrrex is silently shocked at how well he himself is doing.

When Owlbear looks like he's done fighting, however, Syrrex relaxes a bit and frowns. "He's tired, let him rest! He doesn't want to fight anymore! Even tried to tip the scales in your favor, I've managed to best him!" Stepping back, the kobold nods up at the brute. "If it's any consolation, my ancestors are impressed and speak highly of you..."


Syrrex took 2 nonlethal, and 3 lethal (club).

Plugg with a frown, waves the others pushing on Owlbear off. "You won this time." He turns to Owlbear. "Get back below desks. The fun is over."

After seeing that fight, many around look in awe at Syrex.
Syrrex has a +2 circumstance bonus on all future checks (Bluff, Diplomacy, Intimidate, or Perform) to influence the NPCs on the ship for the remainder of the book.

GM rolls:

1d7 ⇒ 4

1d25 ⇒ 12
1d25 ⇒ 22
1d25 ⇒ 13
1d25 ⇒ 15
1d25 ⇒ 19
1d25 ⇒ 24

Sarag:

After the pot of 465 GP was split between the different people betting on Syrrex to win;
Sarag split was 97.89 GP (97 GP, 8 silver, 9 copper).

Grok put in the sell value of the axe into the pot. That sell value ended up being ~75% of the pot betting on Syrrex winning. So she got back 75% of the whole pot. She then took out the sell value from the winnings she got and split what was left. Sarag still has his axe.

Anyone taking night actions?


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Once Plugg stalks off she'll nudge Giffer Tibbs. "That'll teach 'em to never underestimate us short folk, eh? Especially when we watch each other's backs."

diplomacy: 1d20 + 3 ⇒ (15) + 3 = 18


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13

Sarag was quite happy with his purse and chuckled to himself. He bounced around a bit too happily before going and chatting with Quinn for a bit.

Endurance: 1d20 + 2 ⇒ (12) + 2 = 14

Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19

He goes again to go visit Turlach in an attempt to try and befriend the surly kobold. He brings with him a bit of rations he saved from the day and some grog he purchased from Grok with some of his spoils If I can


Giffer pats Sassarra on the back and looks to her with her good eye. "Plugg is a right ass. The only short folk he cares for is Scurge; who is even more of a ass on top of being a cowered."
She is now friendly.
-----
"That was a good fight, and Syrrex made a friend today. Not many would back off when they have someone like Owlbear at their mercy," Quinn smiles while tapping her own purse. "And I even made a little coin off the fight. Plugg is going to be pissed that he lost so much gold on the fight. He was really targeting you and your little group."

Grok is happy to give Sarag more grog. After a little talk and grog, Turlach starts to act less surly. He is now indifferent.


Male Kobold Oracle/1

Syrrex is going to snag some extra food at dinner if he can and sneak down below decks to share some with Owlbear. And also heal him of his injuries from the fight as well as clean him of those tar and feathers.

Because that is just mean.

Also, if he has any questions he want an answer to, I can consult my ancestors and give him an answer (hopefully a correct one). If he doesn't have any, I'll ask later if Owlbear can be trusted to help in their eventual takeover.

Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17
CLW: 1d8 + 1 ⇒ (7) + 1 = 8


Syrrex sees Owlbear down in the hold eating live crabs, shell and all, by biting down on them. I will post a img of him on the ship map in a little while.
"thank you," he says after Syrrex heals him. When asked about questions Owlbear replies, "Will you be Owlbear's friend?".
-------

I will move on and post the next two days as they have not events outside of the weather.

GM rolls:

1d6 ⇒ 5
1d6 ⇒ 1
1d6 ⇒ 3
1d6 ⇒ 3
1d6 ⇒ 1
1d100 ⇒ 56

1d6 ⇒ 3
1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 5
1d6 ⇒ 1
1d100 ⇒ 60


Day 6:
The weather is Heavy rain. –4 penalty on Perception checks.

Swabs get a +2 bonus on their job check as Friendly and helpful Swabs aid them.
Cook's mate gets +2 bonus on job check if not drunk as the Cook aids him.
Everyone gets +2 bonus to influence other NPC.

Riggers:

Mopsank:

On lookout in the crow's nest.
DC 10 Climb.
DC 10 Perception. Don't forget the Heavy rain penalty from above.

Meerko:

Back to repairing the rigging.
DC 10 Climb.
DC 10 Profession (sailor) or Dexterity check.

Cook's mate:

Sarag:

Use the Ships nets to catch fish for tonight's supper.
DC 10 Profession (fisherman) or Survival.

The coo is sober. So you don't have to cook today.

Swabs:

Sassarra:

Swab the decks.
DC 10 Strength or constitution check.
Failing the check results in being fatigued.

Syrrex:

Plugg smiles as he orders you to man the bilges.
DC 12 Strength check.
DC 10 constitution check to avoid being fatigued.

-------------------------------------------------
Day 7:
A storm is building. –4 penalty on Perception checks. -2 on all other rigger work checks.

Swabs get a +2 bonus on their job check as Friendly and helpful Swabs aid them.
Cook's mate gets +2 bonus on job check if not drunk as the Cook aids him.
Everyone gets +2 bonus to influence other NPC.

Riggers:

Mopsank:

Upper rigging work to ready the ship for the storm.
DC 10 Climb.
DC 10 Profession (sailor) or Dexterity check.

Meerko:

Stow and secure ropes and line for the coming storm.
DC 10 Profession (sailor) or Dexterity check.

Cook's mate:

Sarag:

If you passed Day 6 fishing check:
Kroop is sober and does not need any help today.

If you failed Day 6 fishing check:
As punishment you been sent to work the bilges with Syrrex.
DC 12 Strength check.
DC 10 constitution check to avoid being fatigued.

Swabs:

Sassarra:

Runner messages today.
DC 10 Acrobatics check .
DC 10 Constitution check to not be fatigued.

If you have the Run feat, you automatically succeeds at this task.


Syrrex:

Plugg smiles as he orders you to man the bilges again.
DC 12 Strength check.
DC 10 constitution check to avoid being fatigued.


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag braves the weather and gets outside in the weather to work the nets.

Survival: 1d20 + 3 ⇒ (15) + 3 = 18

Perhaps it's the fear of reprisal as always that causes Sarag to do as well as he does but he happily does his work and hauls in the nets filled with fishes.

He takes to trying to find out more about the strange Purple scaled Kobold in the evening, sneaking an extra fish for him.

Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14

Endurance: 1d20 + 3 ⇒ (8) + 3 = 11

Sarag feeling in the mood to talk, moves on to find the officer that was in charge of the fighting crew. He hadn't met her yet and wanted to see if she was as nice as the quartermaster.

Diplomacy on Riaris the Master Gunner: 1d20 + 10 ⇒ (12) + 10 = 22


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag on the second day of bad weather sees that Kroop has things together and moves around below deck to see if he can find the Sailing Master.

He goes down to have a nice chat and see about the shop and talk about repairs to the ship. He has craft carpentry, so I think this is the right person to talk to about such things. If she finds it intriguing he even tells her about his little raft he built when he left his tribe.

Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

In the evening, he tries another officer. When he is delivering the meals to the officers he attempts to have a small conversation off to the side with Patch.

Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21

Endurance: 1d20 + 3 ⇒ (16) + 3 = 19

He can't help but be happy with how his chats have been today so he presses on into the night a bit to continue chatting with others. He goes back to chat once again Riasris.
Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28
Pressing his look on his ability to stay awake Endurance DC 14: 1d20 + 3 ⇒ (14) + 3 = 17 he goes to find Turlach and talks about what his life was like as a different scaled kobold compared to his own.
Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23


Sarag:

With some resistances, Turlach is slowly talking more with Sarag. On the 2nd day he even smiles at Sarag. "I uses to get in many fights over my scales. Soon I learned to love the fights, and the blood."

While not quite friendly, Riaris does look to enjoy the times that Sarag visits. "You look up to my training soon. I was going to wait another week. But next time Fishguts does not need you, grab one of your buddies and I will run you two by boarding training; I will get him or her out of their job that day."

If you mean Pepper (sailing master):
She does not look interested in what Sarag is saying; mostly ignoring Sarag.

If you mean Habbly Quarne (ship's carpenter and surgeon):
He mostly ignores Sarag. But after hearing Sarag talk about his own carpentry abilities, Habbly gives Sarag a set of Carpentry tools. "A big storm is coming. A few more heads that know how to keep this boat afloat is not a bad thing. So here just in case."

Patch does not look kindly on Sarag talking to her. "Plugg and Scourge told me to keep an eye out on you trash. And if they don't like you, than I don't like you."


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Honestly meaning the sailing master but was assuming the sailing master was in fact the carpenter...so take it how you wish on that one O.o


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Day 6
After all of the excitement last night, sleep didn't come easily. She works hard, but still does poorly.
Constitution: 1d20 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7

In the evening, she just rests.

Day 7

After resting well, she is fit to run the next day.

Acrobatics: 1d20 + 8 + 2 + 2 ⇒ (7) + 8 + 2 + 2 = 19
Constitution: 1d20 + 2 ⇒ (17) + 2 = 19

In the evening, she'll find Shikvah. "You've probably heard by now. A bunch of us are watching out for one another. Waiting for our chance. You in?"

Diplomacy: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24


Male Kobold Oracle/1

"...yes. Syrrex will be Owlbear's friend." The kobold declared after a moment of thought at Owlbear's question.

Day 6
Syrrex grumbles a little as he works, but does so diligently to avoid whippings.
Strength: 1d20 - 1 + 2 ⇒ (9) - 1 + 2 = 10
Fatigue: 1d20 ⇒ 13

Day 7
Syrrex scowls back at Plugg, knowing full well he was mad at showing up Owlbear in a straight up brawl. But he kept at it.
Strength: 1d20 - 1 + 2 ⇒ (7) - 1 + 2 = 8
Fatigue: 1d20 ⇒ 1


I pinged Mopsank today, and Meerko on Tuesday.


Male Kobold Unchained Rogue 3

Sorry! I've been a bit sick recently, and haven't been spending much time online.

Climb (With -2 Penalty): 1d20 + 1 ⇒ (2) + 1 = 3
Perception (With -4 Penalty): 1d20 ⇒ 19

Looks like I failed the climb check. Do I get multiple chances to climb, or do I just fail to do my job?


Truthfully, climb checks should be for the number needed to climb how far needed. Before day 6 I was giving how far the PC had to climb, but no one ever followed it. I think I said something about it day 1 or 2.
Just roll till you pass once. Tread the rest as if you fell 30 feet, but Quinn is around to heal you. If you get your butt kicked by the ground a lot; the crew gets a laugh.
Also don't forget that there was two days of task in that post. Day 6 and 7.

Rolls for Meerko for the last three days.
Meerko :
Day 5:
Climb: 1d20 + 3 ⇒ (12) + 3 = 15
Sailor: 1d20 + 6 ⇒ (2) + 6 = 8

Day 6:
Climb: 1d20 + 3 ⇒ (2) + 3 = 5
Fall: 3d6 ⇒ (3, 3, 1) = 7
Climb: 1d20 + 3 ⇒ (3) + 3 = 6(failed by less then 5, so did not fall or pass)
Climb: 1d20 + 3 ⇒ (12) + 3 = 15
Sailor: 1d20 + 6 ⇒ (17) + 6 = 23

Day 7:
Sailor: 1d20 + 6 ⇒ (20) + 6 = 26

---------------------------------------
Sarag got the kit from the ship's carpenter.


GM rolls:

1d6 ⇒ 6
1d6 ⇒ 5
1d6 ⇒ 5
1d6 ⇒ 5
1d6 ⇒ 2

1d6 ⇒ 2
1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 1
1d6 ⇒ 2
1d10 ⇒ 2


Day 8:
A storm is in full force. –4 penalty on Perception checks. -2 on all other rigger work checks.

Swabs get a +2 bonus on their job check as Friendly and helpful Swabs aid them. Everyone is working the rigging today. So everyone gets to +2 to the job checks (not the con checks).

Waking up, all hands are called to deck; even Sarag the cook's mate.
Even below decks you are getting soaked as the rain drips between the deck boards. Getting above decks you find the sky pitch back except for bolts of lightning crossing the clouds. The wind blows so loud that till you move closer you are unable to hear Master Scourge and Mr. Plugg yelling out orders.
..Cuss! Get those lines secured! Double shifts, no rest for anyone!" You hear Plugg yell out.
Scourge points to your group and hands out your work for the day with the full power of his voice. But you can hardly hear him over the storm.

There is no rest or spare time for other actions today. All the work you normally do over two short shifts will be done in a long shift. Then at night you have 2nd long shift. aka. you are working two 12 hour shifts in a roll.
If you are fatigued and fail an con check vs fatigued, you become exhausted and fall asleep at the job; failing the job.

Riggers:

Mopsank:

Mopsank working the mainsail. Raising and lowering so to both keep control of the ship while not allowing the mainsail to be ripped apart by the storm.
DC 10 Profession (sailor) or strength check.
DC 10 Constitution check to avoid being fatigued.

The speed of the work without rest puts more strain on Mopsank.
DC 14 Constitution check to avoid being fatigued. (If failed while fatigued you fail to show up at your next job as you pass out.)

Mopsank is moved to working the lines of the lesser sails into the night.
DC 10 Profession (sailor) or strength check.
DC 10 Constitution check to avoid being fatigued. (If failed while fatigued you fail this job as you pass out while working.)


Meerko:

On lookout in the crow's nest with Sarag, and Sassarra.
DC 10 Climb.
DC 10 Perception. Don't forget the Heavy rain penalty from above.

The speed of the work without rest puts more strain on Meerko.
DC 14 Constitution check to avoid being fatigued.

Lines are breaking left and right. Meerko needs to run Rope so the lines can be replaced.
DC 10 Profession (sailor) or Dexterity check.


Sarag:

On lookout in the crow's nest with Meerko, and Sassarra.
DC 10 Climb.
DC 10 Perception. Don't forget the Heavy rain penalty from above.

The speed of the work without rest puts more strain on Sarag.
DC 14 Constitution check to avoid being fatigued.

Sarag is moved to working the lines of the lesser sails into the night.
DC 10 Profession (sailor) or strength check.
DC 10 Constitution check to avoid being fatigued. (If failed while fatigued you fail this job as you pass out while working.)


Sassarra:

On lookout in the crow's nest with Meerko, and Sarag.
DC 10 Climb.
DC 10 Perception. Don't forget the Heavy rain penalty from above.

The speed of the work without rest puts more strain on Sassarra.
DC 14 Constitution check to avoid being fatigued.

Some of the rigging's were ripped apart by the storm and most be repaired.
DC 10 Climb check.
DC 10 Profession (sailor) or Dexterity check.


Syrrex:

Syrrex is working the lines of the lesser sails.
DC 10 Profession (sailor) or strength check.
DC 10 Constitution check to avoid being fatigued.

The speed of the work without rest puts more strain on Syrrex.
DC 14 Constitution check to avoid being fatigued. (If failed while fatigued you fail this job as you pass out while working.)

Syrrex is ordered to keep working the lines of the lesser sails into the night.
DC 10 Profession (sailor) or strength check.
DC 10 Constitution check to avoid being fatigued. (If failed while fatigued you fail this job as you pass out while working.)

In the middle of your 1st shift Cog goes overboard.
Round 1:
Swim: 1d20 + 7 ⇒ (2) + 7 = 9
Cog is 10 feet away from the ship, but the ship is pulling away.

If you want to try to help him:
you could jump in (could be very bad idea),
throw a rope (ranged touch attack with range increment of 10 feet) that would allow to add 2x the str mod of three people to Cog's Swim check,
or anything else you can think of.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Sassarra smiles through the day, not bothered by the wind or rain. She sings along with the howling winds. But her mood changes Wehn Cog goes over. Tying a line to her ankle, she dives over to try and catch him.

Wind penalties are reduced by a step
climb: 1d20 - 1 + 2 ⇒ (10) - 1 + 2 = 11
perception: 1d20 + 8 - 4 + 2 ⇒ (6) + 8 - 4 + 2 = 12
Con check: 1d20 + 2 ⇒ (17) + 2 = 19
climb: 1d20 - 1 + 2 ⇒ (20) - 1 + 2 = 21
Prof sailor: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14

Acrobatics to dive for Cog: 1d20 + 8 ⇒ (7) + 8 = 15


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag was most displeased, he thought he had done good to hide from such work. He did not like the rain pelting his scales, it made him itchy. But all the same he did his work with as must gusto as he had in the past attempting to make sure that he would not strike the ire of anyone.

Climb check: 1d20 + 4 - 2 + 2 ⇒ (20) + 4 - 2 + 2 = 24

He makes it up with gusto and peers out into the weather.

Perception: 1d20 + 7 - 4 + 2 ⇒ (20) + 7 - 4 + 2 = 25 Not sure if the +2 is on that or not with it being part of the job? Dear...sweet...lord.....I'm a gonna get killed, I know it.

DC 14 Con Check: 1d20 + 2 ⇒ (3) + 2 = 5

He did his work with pride and showed the true spirit of a sailor but exhausted himself trying to prove that he could do the hard work as well as being a cook.

Sarag runs for the line that was tied to Sassarra and starts running around with it in his hands yapping and yelping for help as he waits for the signal to pull.

Strength check to reel in the fishes: 1d20 - 3 ⇒ (14) - 3 = 11

Later that evening Sarag is pushed over to the lesser sails and begins his work again, very tired from the earlier work does his best even though night time is not as good for him. He works hard to try and make up for it all.

Sailor Check: 1d20 + 7 - 2 - 2 + 2 ⇒ (10) + 7 - 2 - 2 + 2 = 15

He is doing his best all the same and continues to strive not to be on the bad end of a whip.

Con check DC 10: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8

But eventually even the yapping hard worker falls asleep from exhaustion.


Computer just went down hard. Can still run. But post will be more plan looking till fixed.


Where is everyone?


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

California


When I said "where is everyone" I meant in the way of why is no one else posting in the last few days. :)
Out of 5 PC's only 2 have posted.


If I don't hear anything in the new few hours I will move to round two.


Male Kobold Unchained Rogue 3

Sailor: 1d20 + 4 ⇒ (17) + 4 = 21
Con: 1d20 + 1 ⇒ (7) + 1 = 8
Con: 1d20 + 1 ⇒ (3) + 1 = 4

Mopsank does his best, but collapses from the strain after his first shift.

Sorry! Been busy lately, hard to keep up.


I will have the two others help pull on the line.

GM rolls:

Meerko +3.
Syrrex str: 1d20 - 1 ⇒ (1) - 1 = 0

Swim Sassarra: 1d20 + 8 ⇒ (5) + 8 = 13
1d3 ⇒ 2

End of Round 1:
Sassarra jumps in and grabs hold of Cog. Even with the help of Sarag, Meerko, and Syrrex pulling on the line: Sassarra and Cog look to be moving away from the ship.
Sassarra and Cog are now 30 ft from the ship.
Sassarra can make her swim check. I will add any mods later.
Meerko auto adds +3 (his str mod) to Sassarra's and Cog's swim check from aiding has he as a positive str mod. Anyone else pulling on the line must make str check (DC 10) to add a +1.

Round 2:
Cog Swim: 1d20 + 7 ⇒ (20) + 7 = 27 Passed

Round 3:
Cog Swim: 1d20 + 7 ⇒ (17) + 7 = 24 Passed

Maybe it was the sight of someone willing to risk her life to save him and so many up on ship fighting the wind and rain to pull them in, may it was Sassarra's connecting to storms and the wind making an storm eye, or maybe both. But a with a great boost Cog and Sassarra swim up to the boat and are pulled up.

Back on the boat, he looks to Sassarra.
The darkness of the storm and his blue scales almost shining from the water flowing off them almost hides the changes. Normally aloof and crass, Cog looks flustered. Glancing to the sea that he just came out of, with his head as low as anyone has ever seen, he starts to speak.
"...Thank you. Few on this boat would care if I was lost at sea. But you jumped in. You do your dragon ancestors, and all kobolds, proud with your fearlessness." He looks to the others. "And all you pulled at the line. Never abandoning your kin in need. If any of you ever need anything; I am your's."
He smiles and holds his head back up.

I will send out pings to the people who have not posted lately. I will post the the next day roll in ~24 hours.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

swim: 1d20 + 7 ⇒ (15) + 7 = 22
swim: 1d20 + 7 ⇒ (16) + 7 = 23

While she may not have Cog's desperation, Sassarra is not holding back in the swim back to the boat. She seems to anticipate the swell and flow of the storm surge.

Sassara plays it off with a wink and a nudge, "We're already short handed. If we lost you, we'd just have to do more work." As she looks to the rigging, "Speaking of that, we'd better get back to it or lose everybody."


GM rolls:

1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 4
1d100 ⇒ 77

Sarag: what was the -2 to your last con check?

Sassarra: make a con check, DC 18, if passed you are fine as you worked all night but not fatigued. Fail: you are fatigued.

Sarag, Mopsank: make a con check, DC 18, to wake up Fatigued. Else you fail to wake up in time. You are still fatigued, but take -2 on your job checks today.

---------------------
Day 9:
The next day comes as the storm weakens. Sassarra is still working hard.

The storm is weakening. –4 penalty on Perception checks. -2 on all other rigger work checks.

Swabs and Riggers get a +2 bonus on their job check as Friendly and helpful shipmates aid them.
Cook's mate gets +2 bonus on job check if not drunk as the Cook aids him.
Everyone gets +2 bonus to influence other NPC.

Riggers:

Mopsank:

Mopsank is stowing all the spare rope that the ship used the day before.

DC 10 Profession (sailor) or Dexterity check.

Cook's mate:

Sarag:

The Captain is celebrating the ship making it thru the storm. The cook needs you to butcher one of the pigs. The cook is sober. So he won't need any help cooking.

DC 10 Profession (cook) or Survival check to slaughter the animal.

Swabs:

Sassarra:

ropes and lines used in the storm need to be taking down and replaced.

DC 10 Profession (sailor) or Strength check.

DC 10 Constitution check to avoid being fatigued.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Sassarra has been gathering power from the storm, and helping to rescue Cog has only helped this. She's almost vibrating as she goes about her work.

As she works, she looks to see if anything was "misplaced" in the storm.

In the evening, she can't help herself. She leaps up and begins singing out sea shanties in draconic.

con check: 1d20 + 2 ⇒ (20) + 2 = 22
Prof:sail: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
con check: 1d20 + 2 ⇒ (16) + 2 = 18
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Perform:sing: 1d20 + 3 ⇒ (20) + 3 = 23


DM rolls:

1d20 ⇒ 10
1d20 ⇒ 17
1d20 ⇒ 5

1d20 ⇒ 20
1d20 ⇒ 14
1d20 ⇒ 2

1d20 ⇒ 20
1d20 ⇒ 2
1d20 ⇒ 18

1d20 ⇒ 20
1d20 ⇒ 6
1d20 ⇒ 11

1d20 ⇒ 1
1d20 ⇒ 18
1d20 ⇒ 20

1d20 ⇒ 6
1d20 ⇒ 18
1d20 ⇒ 20

1d20 ⇒ 16
1d20 ⇒ 11
1d20 ⇒ 17

1d20 ⇒ 10
1d20 ⇒ 10
1d20 ⇒ 20

1d20 ⇒ 5
1d20 ⇒ 12
1d20 ⇒ 11

1d20 ⇒ 16
1d20 ⇒ 6
1d20 ⇒ 13

1d20 ⇒ 16
1d20 ⇒ 12
1d20 ⇒ 16
----

1d20 ⇒ 20
1d20 ⇒ 20
1d20 ⇒ 14

1d20 ⇒ 8
1d20 ⇒ 15
1d20 ⇒ 4

1d20 ⇒ 9
1d20 ⇒ 7
1d20 ⇒ 8

1d20 ⇒ 9
1d20 ⇒ 11
1d20 ⇒ 20

1d20 ⇒ 11
1d20 ⇒ 19
1d20 ⇒ 11

1d20 ⇒ 2
1d20 ⇒ 5
1d20 ⇒ 4
----
1d20 ⇒ 14
1d20 ⇒ 8
1d20 ⇒ 6

1d20 ⇒ 11
1d20 ⇒ 9
1d20 ⇒ 10

1d20 ⇒ 6
1d20 ⇒ 17
1d20 ⇒ 17

1d20 ⇒ 13
1d20 ⇒ 10
1d20 ⇒ 12

1d20 ⇒ 19
1d20 ⇒ 2
1d20 ⇒ 3

1d20 ⇒ 7
1d20 ⇒ 16
1d20 ⇒ 13

1d20 ⇒ 20
1d20 ⇒ 16
1d20 ⇒ 16

1d20 ⇒ 13
1d20 ⇒ 1
1d20 ⇒ 19

6d3 ⇒ (2, 1, 3, 3, 3, 2) = 14
6d3 ⇒ (1, 1, 1, 3, 3, 2) = 11
6d3 ⇒ (3, 1, 1, 1, 2, 3) = 11
6d3 ⇒ (2, 2, 1, 1, 1, 2) = 9
6d3 ⇒ (2, 2, 3, 1, 3, 3) = 14
6d3 ⇒ (1, 3, 2, 3, 1, 3) = 13
6d3 ⇒ (2, 3, 3, 2, 3, 3) = 16
6d3 ⇒ (2, 1, 3, 3, 3, 3) = 15
6d3 ⇒ (3, 1, 1, 3, 1, 2) = 11
6d3 ⇒ (3, 2, 3, 2, 2, 2) = 14
6d3 ⇒ (3, 2, 3, 2, 1, 2) = 13

6d3 ⇒ (3, 3, 1, 2, 1, 1) = 11
6d3 ⇒ (3, 1, 2, 3, 1, 3) = 13

1d100 ⇒ 4


Much of the crew is slogging away at there jobs; tired from having no sleep. But throughout the day crew look on in shock of how energetic Sassarra is.

By the time bloody hour comes around, she has been awake for over 36 hours. At bloody hour the ships doctor can be seen above desks with a big jar of something. While almost 1/3 of the crew is being called out for failing asleep at their jobs and each take 6 lashes.

Plugg looks to be in a good mood and is delivering the lashes with all his might. But even he looks more tired then Sassarra.
Habbly, the ships doctor, puts a handful of crud on their backs and sends them to their meals, or has them carried to bed for those that passed out.

Mr. Plugg smiles wide as Mopsank and Sarag come for their punishment. "Maybe I need to show you who is your betters," he says as he starts to whip them.
After they each fall unconscious from the beatings, he walks away to the officers quarters.
Mopsank takes 11 NL
Sarag takes 13 NL

As the crew clear the area Quinn puts her hands on the two. her hands glow and the two awake.
2d6 ⇒ (2, 5) = 7
2d6 ⇒ (5, 6) = 11

Mopsank, Sarag, and anyone who would be close to the two heal 18.


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag does little more then twitch as he is beaten. He has been here too many times in his life and takes it stoically before passing out and curling up into a ball on the ground.

DC 18 Con: 1d20 + 2 ⇒ (7) + 2 = 9 Ouch, failing this one too. The other time I forgot that Fatigue doesn't effect con checks and had the -2 to it. This does not bode well for poor Sarag, lest a friend covers for him


Male Kobold Unchained Rogue 3

Mopsank does his best not to show how much pain he's in, but the intense lashings eventually bring him to fall unconscious. He wakes up after being healed, but it's clear his pride has been wounded more than anything else.

He tries to think of something to say to defend himself, but all that comes out is a low, meek squeal.

151 to 200 of 2,104 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Skull and Shackles: How to drown a Kobold All Messageboards

Want to post a reply? Sign in.