The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


701 to 750 of 2,242 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Acrobatics (Romello is definitely helping!): 1d20 + 4 ⇒ (11) + 4 = 15

Constitution: 1d20 ⇒ 7

Did I say FML yet today? LOL

Baltzar does her job as runner, Romello staying on her shoulder screeching at anyone and everyone (except Scourge or Plugg... they scare him... as for the rest, should be simple for them to tell if it's a 'hello' to a friend or a 'get out of our way' to someone unfriendly hehe)


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

DC10 acrobatics: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15
DC10 Con: 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11

Rillum dedicates himself to his job during the day, carefully measuring out his energy to make it through the shift. He sees the fish lady fall. More importantly he sees the appraising look on Scourge's face as she does. He plants himself near her form and hisses toward Sandman, Rhemus, Rosie, Baltzar or Syl, whoever comes close first.

"She is too big, I cannot help. You are big too. Help her to bed, to hold." He whispers the next, "See she does not find her way to officer, to serve in other ways. She must be watched, stood over. She would not want to be helped, comforted by them." The last few words drip with sarcasm.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman nodded to Rillum and moved to pick up Nivian. "I will watch over her." he said simply.

He sent his whisper out to Rhemus. I am with Nivian in the crew quarters. She has collapsed from exhaustion. If you could bring us our meal here, I would appreciate it.

The big man hefted her easily and took her down to her bunk. He painted symbols of damp blue sand over her heart and eyes, enacting a small ritual to draw out the spirits of pain and fatigue that the long day had invited into her body. He hung his mask over her and it grinned as it drank in her exhaustion and pain.

While he watched over her he cared for his own battered body, driving the spirit of pain from himself with soothing nearly inaudible words spoken in a language only spoken in forgotten recesses of the world.

Take 10 on Treat Deadly Wounds, expending two uses of my healer's kit. With Guidance and Aid from my mask, the total is 21.

Healer's kit at 8/10


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

Taking the hour to rest on the deck, Aerel climbs back up to his feet and works the ropes for the rest of the day, his sore muscles and fatigue working against him. He manages to keep going, one hand in front of the next until they call the halt for the night.

Sailor: 1d20 + 6 + 4 - 2 ⇒ (10) + 6 + 4 - 2 = 18

Fortitude: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19


Curse of the Crimson Throne Roll20
--Sandman-- wrote:

Sandman nodded to Rillum and moved to pick up Nivian. "I will watch over her." he said simply.

He sent his whisper out to Rhemus. I am with Nivian in the crew quarters. She has collapsed from exhaustion. If you could bring us our meal here, I would appreciate it.

The big man hefted her easily and took her down to her bunk. He painted symbols of damp blue sand over her heart and eyes, enacting a small ritual to draw out the spirits of pain and fatigue that the long day had invited into her body. He hung his mask over her and it grinned as it drank in her exhaustion and pain.

While he watched over her he cared for his own battered body, driving the spirit of pain from himself with soothing nearly inaudible words spoken in a language only spoken in forgotten recesses of the world.

Take 10 on Treat Deadly Wounds, expending two uses of my healer's kit. With Guidance and Aid from my mask, the total is 21.

Healer's kit at 8/10

Treating Deadly Wounds won't have any affect on Nivian since she doesn't have any hit point damage. Save your healer's kit uses. I believe Sandman is the only one with actual hit point damage. Even Rillum's nonlethal damage should heal mostly over night. One hour of rest will lessen Exhaustion to Fatigue, and 8 hours of rest will remove Fatigue.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
--Sandman-- wrote:


He sent his whisper out to Rhemus. I am with Nivian in the crew quarters. She has collapsed from exhaustion. If you could bring us our meal here, I would appreciate it.

Rhemus hears the whispers from Sandman just as his weary body is about to hit the deck in the galley. He summons the little strength he has left and serves a couple of bowls of soup and hard bread. He brings them down to Sandman and Nivian then collapses in his hammock and sleeps for an hour.

Once he is able to sleep off the exhaustion, Rhemus gets back up and heads up to the galley to cook the meal for the day:

Profession Cook + Guidance + Fatigue: 1d20 + 6 + 1 - 2 ⇒ (13) + 6 + 1 - 2 = 18


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Im treating my own wounds while I watch her. Read the last paragraph again


Curse of the Crimson Throne Roll20

Doh, gotcha.


Curse of the Crimson Throne Roll20

The day shift drags on and never seems to end. Most can barely stay on their feet, and those that do can barely keep their eyes open. Finally the late bell rings signaling the end of the day work shift.

Scrimshaw thanks Sandman for his help during the storm, "I don't know if I would have made it without you. I owe ya one."

Crimson Cogward approaches Sandman as he practices his medicine on Nivian and himself. "She risked her life for mine. I will stand watch while you work."

Players are free to perform Nighttime Ship Activities, which includes the ever popular, sleep.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Night action, Influence Cog, Diplomacy: 1d20 + 3 ⇒ (17) + 3 = 20

"Thank you. I know she will appreciate that. Mister Scourge has had his eye on her lately in ways that make her very uncomfortable. We would welcome any help in making sure he cannot catch her alone."

Sandman, still unflagging after weathering the storm and two solid days of work without rest, waited until the exhausted crew began to filter in to the bunks, then nodded to his friends, pulled his mask on and walked out to the prow.


Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1

You did well. This was a worthy test.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

It was. Now though, I am looking forward to walking the dreamtime. Thank you for your aid, and for watching over my rest.


Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1

It is a fair trade. I enjoy the feel of having a physical form. Rest. You still have much to learn.

As the ship slept, the ever present masked figure at the prow stood silently in vigil watching the black between the stars and beneath the waves.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Since Baltzar is fatigued, she takes the ever popular SLEEP as her night time action.


1 person marked this as a favorite.
Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum tumbles to his bunk and sleeps the sleep of the just, er . . . um . . sleep of the didn't kill anyone today.


Curse of the Crimson Throne Roll20

Rhemus and Aerel can retcon their nighttime activities for day nine.

As the sun rises on the 10th day, life aboard the Wormwood has returned to normal. Most of the officers are once again in dour moods, except for Fishguts, who is surprisingly sober and busy in the galley. Most of the crew is rejuvenated after a good night's sleep and several go about their duties with a smile. As Nivian awakens, Cogward is still standing guard before her, although he is struggling to stay awake. About an hour after sunrise, the morning bell rings and the workday begins.

DC 15 Knowledge (geography) or Profession (sailor):

The Wormwood is currently sailing the open waters of the Fever Sea.

Rhemus (Cook) Cooking Fishguts is sober so no checks required.
Aerel (Rigger) Rigging Repair DC 10 Climb checks for 30 feet and a DC 10 Profession (sailor) check or Dexterity check.
Nivian (Swab) Rat Catcher DC 10 Stealth check, DC 10 Survival check, or a DC 10 Dexterity check.
Sandman (Swab) RepairsDC 10 Profession (sailor) or Dexterity check.
Baltzar (Swab) Man the Bilges DC 12 Strength check and a DC 10 Constitution check to avoid fatigue.
Rillum (Swab) Rat Catcher DC 10 Stealth check, DC 10 Survival check, or a DC 10 Dexterity check.

Day Job Rolls:

Fishguts Sober 1 = No: 1d2 ⇒ 2
Rhemus (Cook): 1d6 ⇒ 1
Aerel (Rigger): 1d6 ⇒ 1
Nivian (Swab): 1d6 ⇒ 2
Sandman (Swab): 1d6 ⇒ 6
Baltzar (Swab): 1d6 ⇒ 1
Rillum (Swab): 1d6 ⇒ 2


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Sailor: 1d20 + 5 ⇒ (4) + 5 = 9

Strength, Working Diligently for +2: 1d20 + 2 ⇒ (4) + 2 = 6

Fatigue: 1d20 ⇒ 4

I swear this site hates me.

Baltzar works extra hard, but still fails to do a proper job, and is exhausted to boot.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Profession Sailor, Guidance: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13

Sandman was a wizard with a needle and got through his duties quickly. Once finished he went to help Crimson Cog with his duties.

Influence Cog, Diplomacy, Guidance: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18

"I appriciate your help keeping an eye on Nivian last night. The more of us there are, the easier it is for us to keep an eye out for each other. Today, it looks like its your turn."


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

During the night, Cog will likely make Carths aquaintance, who will be worried about my state and emerge from hiding within the folds of my clothing.
Upon waking, Nivian sees Cogward standing guard about her, and realizes it is in the early hours of moning. At a loss of words, she simply utters :"Thanks...!"
He's exhausted...likely, his performance will be lacking... "Try and find some sleep before the morning bell!"
Expecting Cog to get lashed for his performance, wether the work one or the standing guard, Nivian prepares Cure Light Wounds today, in case it will be necessary later.

Knowledge(Geography): 1d20 + 9 ⇒ (15) + 9 = 24
Despite her time-out, and the storm, Nivian has a pretty accurate idea of where they are.

Dexterity DC 10: 1d20 + 3 ⇒ (13) + 3 = 16
Having had a good night of sleep, and a job she is already used to, Nivian does a good job at her job. Where ARE all these rats and vermin coming from? Do they breed them to keep us busy?
Realizing she's working with Rillum, but not remembering anything after passing out, she still smiles at him...his action with the rope and bucket spoke for him and his intentions no matter what he had said with words. Not trying to go there again, just trying to overcome that in-character

Influence Cogward: 1d20 + 2 + 1 + 1 ⇒ (19) + 2 + 1 + 1 = 23
Having had some time to think, and wanting to try and help Cog not fail at his task, Nivian tries to find him wherever he works, while hunting vermin near him. She finds some proper words of thanks, inquires about what happened yesterday and in the night, and generally tries to help him stay awake.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus crashes early after eating his dinner and wakes up in the morning refreshed.

Since Fishguts is sober and handling most of the cooking duties, Rhemus will take it easy and just helps around the galley as needed.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum awakes with no time to slip off to prepare his extracts and dashes to his new duties.

Ratting for the rat man, someone thinks is funny, is trying joke . . . "They fail," he mutters to himself.

Stealth: 1d20 + 8 ⇒ (19) + 8 = 27
Survival: 1d20 + 6 ⇒ (5) + 6 = 11

Rillum disappears into the hold, almost by magic. The only sign of his presence is a growing pile of dead rodents.

He uses some of his hidden time dashing through the holds angering a small hole near the outside of the ship through the floor of the ship's wizard. He goes slow and carefully to avoid any noise.


Curse of the Crimson Throne Roll20

Rillum:

Are you attempting to drill into the wizard's lab or just drill a hole in the ship's hull?

Cogward is starting to warm up to Sandman. He offers his hand to shake and agrees to help keep an eye on Nivian. Throughout his work shift, he drags but he's never very far away from Nivian. He recounts the previous days events after she passed out, how the ratman protected her until her friends could look after her, and how the big one worked his healing magics on her (mostly his perspective of events).

As the 2nd bell tolls signaling the end of the day work shift, Cogward heads straight to bed without even waiting for dinner. Master Scourge takes Baltzar aside to warn her that the next time her duties are not completed, she will be made an example of during the Bloody Hour.

PC's can now take nighttime activities.

Aerel can retcon his actions as needed.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

The lab, as close to the hull as I can with the goal of coming under a table or dresser.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

In the evening this day, Nivian entertains the crew again, reassuring friends that she's fine and just had a bad case of exhaustion yesterday. She also finds Rillum, and thanks him for what he did, and gives an appreciating nod to Sandman, too.
Evening, Performance: 1d20 + 7 ⇒ (14) + 7 = 21

Later, after sundown, Nivian picks up her talks with Shivikah where they left off before the storm, trying to learn more about her.
Night 1, Influence Shivikah: 1d20 + 2 + 2 + 1 + 1 ⇒ (16) + 2 + 2 + 1 + 1 = 22

Later yet, as usual, she will meet with Syl, and try to get her to open up to her other friends.(If this does just count as an assist, I may break with tradition and try and get Sandara to help out here, granting a +4 bonus to one person...the other non-scary one is probably Rhemus, so would pick him this time. Also, the food improved, so maybe that helps him as additional circumstance modifier ;) )
Night 2, Indirect Influence Syl: 1d20 + 2 + 2 + 1 + 1 ⇒ (9) + 2 + 2 + 1 + 1 = 15

While usually Nivian was able to do with little sleep, she found that she felt more tired than normally when she went to bed that day. The storm had upset her whole day-night-rhythm. What a newbie mistake...but things will be better again, soon-
Fortitude DC 18: 1d20 + 1 ⇒ (4) + 1 = 5


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus seems distracted that night as he helps serve the evening meal. He chats with a few sailors, but does not seek anyone in particular. Later as Nivian is looking to introduce Syl to Rhemus he will turn on the charm and tries to impress the pirate:

Diplomacy - Aiding Nivian: 1d20 + 6 ⇒ (11) + 6 = 17

He will not spend too much time talking with the ladies, and turns down to the crew quarters early to sleep.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar resists the urge to make a snarky comment to Scourge, and just nods. She then goes straight to bed after the evening meal.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Assuming the auguring goes quietly, Rillum tries to make out where in the room the hole might appear.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

then stuff the gap with cork and a touch of pitch.

The night leads Rillum back to the bilge, where he prepares his extracts for the next day, then returns to sleep the night.


Curse of the Crimson Throne Roll20

Rillum:

A successful DC 15 Profession (sailor) check will be needed to ensure you are successful. Since you don't have ranks in the skill, you'll need to find someone who does.

Aerel and Sandman can retcon activities as needed.

The following day begins to a great morning. The water is calm, the weather is perfect, and the crew seems happy. It's early in the afternoon when Mr. Plugg has the six of you called off your duties and assembled on the main deck. At his feet are four crab pots. "The Captain wants crab for dinner" he says as he points to a reef some 200 feet in the distance. As Mr. Plugg turns to walk away, Cogward walks up and says "I go with you."

DC 10 Swim checks are needed in the calm water. The sea is clear and visibility is 100 feet. PC's must first successfully swim to the reef. The depth is 30 feet where the ship is anchored and lessens to 5 feet close to the reef. The distance is 200 ft.

Cog's Swim:

Cogward's Swim: 1d20 + 7 ⇒ (1) + 7 = 8
Cogward's Swim: 1d20 + 7 ⇒ (15) + 7 = 22
Cogward's Swim: 1d20 + 7 ⇒ (7) + 7 = 14
Cogward's Swim: 1d20 + 7 ⇒ (19) + 7 = 26
Cogward's Swim: 1d20 + 7 ⇒ (10) + 7 = 17
Cogward's Swim: 1d20 + 7 ⇒ (16) + 7 = 23
Cogward's Swim: 1d20 + 7 ⇒ (16) + 7 = 23
Cogward's Swim: 1d20 + 7 ⇒ (2) + 7 = 9
Cogward's Swim: 1d20 + 7 ⇒ (15) + 7 = 22
Cogward's Swim: 1d20 + 7 ⇒ (16) + 7 = 23
Cogward's Swim: 1d20 + 7 ⇒ (4) + 7 = 11
Cogward's Swim: 1d20 + 7 ⇒ (2) + 7 = 9
Cogward's Swim: 1d20 + 7 ⇒ (2) + 7 = 9
Cogward's Swim: 1d20 + 7 ⇒ (9) + 7 = 16
Cogward's Swim: 1d20 + 7 ⇒ (4) + 7 = 11
Cogward's Swim: 1d20 + 7 ⇒ (18) + 7 = 25
Cogward's Swim: 1d20 + 7 ⇒ (20) + 7 = 27
Cogward's Swim: 1d20 + 7 ⇒ (1) + 7 = 8
Cogward's Swim: 1d20 + 7 ⇒ (11) + 7 = 18

It takes Cog about 2 minutes to swim to the reef.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I'm sticking with the others, swimming circles around them. (would take me 2 rounds to get there -_-) All the while, I'm looking out for any trouble(sharks and co), or assisting people who fall behind.
In the water, I'll draw my crossbow(just to be ready...that Plugg gives us such an easy task seems suspicious).

Perception: 1d20 + 8 ⇒ (1) + 8 = 9 Looks I'm a bit too happy to be back in water.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar easily swims to the reef, taking 14 rounds (11 check if I take 10.) If it's calm water we can take 10 right? Just double checked the Swim skill rules and all it says is we can't in stormy water...


Curse of the Crimson Throne Roll20

Yes, you can take 10 on the swim check. I forgot about that with Cog, but yes, the weather and water calm enough to take 10 on the swim check.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum looks for a board to throw overboard to help him float. Otherwise, even using his Monkyfish extract, he is sure to drown. With Rillum less than three feet tall, at its shallowest, the water is two feet over his head.

The extract will get him halfway to the reef, before ending its duration.

He speaks to the assembled at the edge of the ship, "I need cork, wood, something to float. I cannot swim." He looks dejected and mumbles the next, "Without help, I will drown."


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Earlier:

Sandman spent the evening among the crew saying little, but smiling often.
No real inspiration for night time activities.

That night he sent more whispers into Fipps' dreams. Two more castings of Sow Thought. Both of them are severe paranoia about Tate conspiring against him and trying to figure out how to kill him.

"You may ride on my back." Sandman rumbles to Rillum. "Just hold on."

Take 10 on Swim for 16

Sandman can hold his breath for about four minutes before he needs to start worrying, so even if he just needs to walk along the bottom holding Rillum over his head, this shouldn't be that big a deal.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Remus makes it to shore with little difficulty. He carries one of the nets he uses during turtle fishing with him.

Will take 10 for total of 14.

Once on the shore he spreads out the net and starts looking for crab holes.

Perception + Guidance: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Embarrassed, Rillum grips Sandman's shirt and allows himself to be carried to the reef.

Any floating wood?


Curse of the Crimson Throne Roll20

You can easily find a piece of wood on the ship, but I don't really see that as being any less embarrassing to be honest.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Heh, but at least he wouldn't be completely dependent on another person. It makes him nervous.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman's pretty dependable. He doesn't wear a shirt though.


Curse of the Crimson Throne Roll20

Once at the reef, it's a DC 10 Perception or Survival check to spot a crab followed by a DC 10 Swim check to swim down and grab the crab. Four crabs are needed for each of the four crab pots, so 16 total crabs. There is no land to stand on, PC's are pretty much swimming the whole time. Each PC gets one attempt a turn, at most. Other than that, you can work out the details however you like, as long as the crab pots are full when you return to the ship.

DM Rolls:

Random: 1d4 ⇒ 1


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Perception: 1d20 ⇒ 19
Swim: 1d20 + 6 ⇒ (19) + 6 = 25

One crab down.

Should we roll for multiple rounds at a time, or just one at a time?


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I don't roll.
1 crab/round autofetch.

(Water Sense+Racial Swim Speed)

If I can assist others(point out crabs, cut off crabs escape path) then I do so.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Perception: 1d20 + 1 ⇒ (4) + 1 = 5

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

Perception: 1d20 + 1 ⇒ (18) + 1 = 19

Swim: 1d20 + 1 ⇒ (20) + 1 = 21

Baltzar spends three rounds looking for crabs before she finally snags one!


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus hunts crabs with gusto. I will make a number of rounds of rolls here. If anything fun happens in the middle we can disregard the extra rolls.

Crab Hunting:

Crab Hunting, Round 1:
Perception DC 10: 1d20 + 7 ⇒ (20) + 7 = 27
Swim DC 10: 1d20 + 4 ⇒ (17) + 4 = 21

1 crab caught

Crab Hunting, Round 2:
Perception DC 10: 1d20 + 7 ⇒ (5) + 7 = 12
Swim DC 10: 1d20 + 4 ⇒ (19) + 4 = 23

2 crab caught

Crab Hunting, Round 3:
Perception DC 10: 1d20 + 7 ⇒ (12) + 7 = 19
Swim DC 10: 1d20 + 4 ⇒ (5) + 4 = 9
Missed
2 crab caught

Crab Hunting, Round 4:
Perception DC 10: 1d20 + 7 ⇒ (12) + 7 = 19
Swim DC 10: 1d20 + 4 ⇒ (3) + 4 = 7
Missed
2 crab caught

Crab Hunting, Round 5:
Perception DC 10: 1d20 + 7 ⇒ (15) + 7 = 22
Swim DC 10: 1d20 + 4 ⇒ (15) + 4 = 19

3 crab caught

Crab Hunting, Round 6:
Perception DC 10: 1d20 + 7 ⇒ (4) + 7 = 11
Swim DC 10: 1d20 + 4 ⇒ (5) + 4 = 9
Missed
3 crab caught

Crab Hunting, Round 7:
Perception DC 10: 1d20 + 7 ⇒ (16) + 7 = 23
Swim DC 10: 1d20 + 4 ⇒ (18) + 4 = 22

4 crab caught

Rhemus splashes around the water for 7 rounds before he fills his pot with 4 crabs.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum clings to his shard of wood and points out crabs to those who miss them.

perception: 1d20 + 8 ⇒ (4) + 8 = 12


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Rolls to catch 3 more crabs:
Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Swim: 1d20 + 1 ⇒ (19) + 1 = 20

2 crabs total in 4 rounds

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

5 rounds

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

6 rounds

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

7 rounds

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

8 rounds

Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Swim: 1d20 + 1 ⇒ (6) + 1 = 7

9 rounds

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

10 rounds

Perception: 1d20 + 1 ⇒ (1) + 1 = 2

11 rounds

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

12 rounds

Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Swim: 1d20 + 1 ⇒ (16) + 1 = 17

13 rounds, 3 crabs!

Perception: 1d20 + 1 ⇒ (11) + 1 = 12

14 rounds

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

15 rounds

Perception: 1d20 + 1 ⇒ (12) + 1 = 13

16 rounds

Perception: 1d20 + 1 ⇒ (1) + 1 = 2

17 rounds

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

18 rounds

Perception: 1d20 + 1 ⇒ (15) + 1 = 16

19 rounds

Perception: 1d20 + 1 ⇒ (6) + 1 = 7

20 rounds

Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Swim: 1d20 + 1 ⇒ (19) + 1 = 20

21 rounds, 4 crabs! Assuming nobody else is able to help (I know others tried, but don't know how you want to use their rolls... and assuming I can't take 10? If I can take 10 then this was a lot easier haha!


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Rolls got changed between previewing and posting. Never seen that before. Let me try that again.

Turn 2
Perception: 1d20 ⇒ 20
Swim: 1d20 + 6 ⇒ (19) + 6 = 25 2 crabs

Turn 3
Perception: 1d20 ⇒ 3

Turn 4
Perception: 1d20 ⇒ 10
Swim: 1d20 + 6 ⇒ (11) + 6 = 17 3 crabs

Turn 5
Perception: 1d20 ⇒ 1

Turn 6
Perception: 1d20 ⇒ 6

Turn 7
Perception: 1d20 ⇒ 1

Turn 8
Perception: 1d20 ⇒ 18
Swim: 1d20 + 6 ⇒ (17) + 6 = 23 4 crabs


Curse of the Crimson Throne Roll20

Nivian:

As Nivian grabs the crab, she begins to sense them. Their movements as they exit their underwater coral lair send ripples through the water alerting her almost immediately. Two small creatures are stirring and moving towards the group of people in the water.

Once you surface with the crab, you can take communicate to the others if you wish to. Doing so buys the group a surprise round on the critters. Otherwise only you get a surprise round.

Sandman: 1d20 ⇒ 9
Rhemus: 1d20 + 5 ⇒ (9) + 5 = 14
Nivian: 1d20 + 3 ⇒ (8) + 3 = 11
Rillum: 1d20 + 3 ⇒ (7) + 3 = 10
Baltzar: 1d20 + 2 ⇒ (17) + 2 = 19

Beasties: 1d20 + 5 ⇒ (9) + 5 = 14

No Taking 10 on this one, now that you know there are predators in the waters.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Upon surfacing with a fresh crab ,a fat one , Nivian can feel the ripples in the water...she and her crewmates were not the only ones on the hunt...2 other creatures were moving towards them...
"Careful everybody! Some local predators are coming for us! Plugg be cursed, prepare to defend yourselves!"
Nivian does her best to point out the general direction of the 2 creatures, so others know where the attack is coming from.


Curse of the Crimson Throne Roll20

With Nivian's warning, everyone gets a surprise round. It is a knowledge (dungeoneering) check to identify the 3 and a 1/2 feet long lobster-like creatures with eel tails. Two of them are swimming towards you and are 30 feet away at the moment.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Are they on the surface or underwater?

1 to 50 of 2,242 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Welcome aboard the Wormwood. All Messageboards

Want to post a reply? Sign in.