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


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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)

Nivian had her Underwater-Crossbow at the ready, having feared trouble of SOME kind. As she pinpoints the creatures, she loses a bolt at one of them, then reloads.

Attack Underwater Crossbow: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13 20 feet range increment, already deducted the -2 Damage: 1d8 ⇒ 6


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 casts a protective incantation.

Mage Armor and Scar Shield as a swift action. AC currently 15


Curse of the Crimson Throne Roll20

They are underwater.


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

With Nivian's warning Rhemus activates a spell-like ability and prepares to face the sea predators.

Touch of the Sea activated for 1 minute duration.


Curse of the Crimson Throne Roll20

Baltzar and Rhemus can take a normal turn before the creatures close in. Then the creatures go and then it's you vs. them in initiative. Rillum can retcon his surprise round action. During the surprise round, Cog draws his dagger out at Nivian's warning. On his turn, he keeps his head above water and readies an attack once they close.

Round 1
19 Baltzar
19 Cog
14 Rhemus

14 Beasties

11 Nivian
10 Rillum
9 Sandman

DM Rolls:

Cog's Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Swim: 1d20 + 6 ⇒ (2) + 6 = 8


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)

Dungeoneering (untrained): 1d20 + 4 ⇒ (10) + 4 = 14

Does it help these things are on my Besmara alternate summoning list, haha. Half kidding. Since I am pretty sure they are over DC 10 to recognize, eek giant lobsters!

"Besmara, those are huge lobsters!"

Surprise Round: Baltzar adjusts her blouse and casts Mage Armor... those claws look nasty.

1st Round:Baltzar readies her action until one is within 15 feet to cast Burning Hands.

Burning Hands Cone Damage. Reflex 15 for half, SR Yes: 1d4 ⇒ 2


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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 readies an action to throw a bomb as soon as one of them breaks the surface. He will overshoot to get them with splash damage, but avoid hitting anyone they close with in combat. He holds tight to his board so Sandman can move freely.

hit intersection of squares: 1d20 + 6 ⇒ (2) + 6 = 8 plus any penalties for his floating position. Damage is 5


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)

Well, I guess I was assuming though they are underwater now they would pop up out of the water to fight, kind of like it looks like Rillum assumed too... if not I fail the caster level check :( Don't really have any spells memorized for fighting underwater :(

Caster Level Check DC 21: 1d20 + 5 ⇒ (10) + 5 = 15


Curse of the Crimson Throne Roll20

One reefclaw speeds up towards Rillum from the depths below. It tries to snap a claw onto his leg but misses. The injured reefclaw charges at Cog. Cog manages to stab the reefclaw with his dagger. The reefclaw, surprised at getting nicked by its prey, misses with its attack.

Players Turn!

Aquatic Combat

The reefclaws have not surfaced. They are attacking from below. One is adjacent to Cog, one is adjacent to Rillum. All other characters are within 15 feet of each other and the reefclaws.

Dice Rolls:

Random: 1d6 ⇒ 5
Reefclaw Claw (charge) on Rillum: 1d20 + 4 ⇒ (8) + 4 = 12
Cog Dagger attack: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Dagger Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Reefclaw Claw (charge) on Cog: 1d20 + 4 ⇒ (4) + 4 = 8


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

I have so little to contribute in this fight...

Sandman treads water to get a little closer, draws his dagger and awkwardly tries to stab the creature closest to him.

Swim check to move closer to reefclaw: 1d20 + 6 ⇒ (10) + 6 = 16

Swim check to Attack without penalty: 1d20 + 6 ⇒ (8) + 6 = 14

Stab!: 1d20 + 2 ⇒ (2) + 2 = 4

He manages to close the distance and keep himself controlled in the water while he attacks, but he still misses badly.


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)

Yeah, same here... no spells that really work UNDERWATER and um well, i do have claws to use next round... about the same as your dagger.


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)

Did I hit the one reefclaw while it was flat-footed? If so, I shoot at it again. Otherwise, I'll shoot at the one Cog damaged

Shoot into Melee: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 Damage: 1d8 ⇒ 4
Crit?: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13 Extra Damage: 1d8 ⇒ 1

Nivian reloads, repositions herself so that none of her shipmates provide cover to the reefclaws, then shots at the (more seriously) wounded one.


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 5 ft paddles away from the beast, then carefully swallows his adhesive spittle extract, gathers a mouthful of magically enhanced phlem in both cheeks And spews it at the beast.

As tanglefoot bag DC15 reflex save for partial.


Curse of the Crimson Throne Roll20

@Nivian, yes, your bolt struck the first creature damaging it significantly while it was flat-footed.

@Rillum, you'll need to make a swim check (DC 10) to move. Your plank will give you a +2 bonus. Also, make a Spellcraft check, DC 16.

@Baltzar, what are your actions for this turn?


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

Having trouble posting to the site

Rhemus pulls out his rapier and stabs at the reefclaw that is attacking Rillum.

Attack: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d4 ⇒ 1


Curse of the Crimson Throne Roll20
The Many-Faced GM wrote:

@Nivian, yes, your bolt struck the first creature damaging it significantly while it was flat-footed.

@Rillum, you'll need to make a swim check (DC 10) to move. Your plank will give you a +2 bonus. Also, make a Spellcraft check, DC 16.

@Baltzar, what are your actions for this turn?

@Rillum, make a Craft (alchemy) check DC 16 instead of the Spellcraft 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

Swim: 1d20 + 2 - 3 ⇒ (15) + 2 - 3 = 14

Alchemy: 1d20 + 13 ⇒ (3) + 13 = 16

Wow, that was close.


Curse of the Crimson Throne Roll20

The tanglefoot effect won't work underwater and the reefclaws as not surfacing above water. They are trying to grapple your legs from below. You can change your action since you made the check successfully.

"the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air." It's not going to harden under water.

Also, never underestimate fighting defensively, total defense, or the aid another options.

DM Notes:

Reefclaw #1: 12/13
Reefclaw #2: 0/13


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Dotting...


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

New Round? If so Round 2 Attacks for Rhemus:

Attack with Rapier: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d4 ⇒ 1


Rillum readies an action to grab the reefclaw if it attacks again. He still drinks the extract (swift). The goal will be to pull the thing out of the water and spit in its face.

Readied Grab: 1d20 - 3 ⇒ (4) - 3 = 1

Fumble, fumble, splish splash! Anyone every see a rat in a toilet bowl. It looks a little like that . . .


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 tries again...

Swim to Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Dagger: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d4 + 2 ⇒ (3) + 2 = 5


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)

Nivian will swim behind(or below...yay 3D-combat) the Reefclaws, and casts Color Spray on them.(DC 14 Will)

She attempts to not affect any of her companions with it if at all possible.


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)

Well, surprise round I cast mage armor and round 1 I held until I could use burning hands on one of them... I said that above...


Curse of the Crimson Throne Roll20

The reefclaw on Cog reels from the blinding flash of light and its senses are overwhelmed. It becomes suddenly still and begins to sink. The other reefclaw seems unaffected. Cog takes advantage of the opportunity to finish off the sinking reefclaw.

The other reefclaw snaps both claws at Rillum, scoring hits with each and grappling the small rodent-man and poisoning him in the process.

@Rillum - DC 13 Fortitude save to avoid the 2 points of Strength damage. Attempting to grab or grapple the reefclaw without the appropriate feat or similar ability will provoke an attack of opportunity.

DM Rolls:

Reefclaw #1 Will save: 1d20 + 4 ⇒ (7) + 4 = 11
Reefclaw #2 Will save: 1d20 + 4 ⇒ (20) + 4 = 24
Unconscious, Blinded, and Stunned: 2d4 ⇒ (3, 1) = 4
Blinded and Stunned: 1d4 ⇒ 3
Cog Swim: 1d20 + 7 ⇒ (8) + 7 = 15
Cog Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Cog Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Reefclaw #2 Claw Attack #1 on Rillum: 1d20 + 2 ⇒ (18) + 2 = 20
Reefclaw #2 Claw Attack #2 on Rillum: 1d20 + 2 ⇒ (17) + 2 = 19
Reefclaw #2 Claw Damage on Rillum: 1d4 ⇒ 3
Reefclaw #2 Claw Damage on Rillum: 1d4 ⇒ 3
Reefclaw Grab: 1d20 + 8 ⇒ (11) + 8 = 19
Reefclaw Poison: 1d2 ⇒ 2 Strength damage

DM Notes:

Reefclaw #1 14/13 (-1)
Reefclaw #2 0/13

Players 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)

Not being very good at shooting into melee, Nivian decides not to take her chances when a crewmates life is at stake and instead try to save the Ratman, changing position to be behind Rillum, then curing him.
Cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4

"Finish off sinking reefclaw" I take it he Couped it? as in, its dying?


Curse of the Crimson Throne Roll20

Cog cannot coup de grace while swimming since it's a full round action. He just stabbed it and it's currently bleeding to death. It may stabilize, but it's out of this fight."


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 continues to try and stab the reefclaw with his rapier:

Attack: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d4 ⇒ 1

OMG! I have not rolled above a 3!!!


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 attempted another stab.

Swim: 1d20 + 6 ⇒ (20) + 6 = 26
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 2 ⇒ (3) + 2 = 5


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 she's now out of spells, Baltzar attempts to attack the reefclaw with her claws.

Claw Attack #1: 1d20 ⇒ 16
Claw Attack #1 Damage: 1d4 ⇒ 4

Claw Attack #2: 1d20 ⇒ 18
Claw Attack #2 Damage: 1d4 ⇒ 4


Curse of the Crimson Throne Roll20

Both Sandman and Baltzar score hits and draw blood on the remaining reefclaw, but it's not done squirming yet.

Baltzar, please make a swim check, DC 10.


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)

Swim: 1d20 + 1 ⇒ (19) + 1 = 20


Curse of the Crimson Throne Roll20

Sandman's dagger pierces the shell of the reefclaw while Baltzer rips chunks of it off. The reefclaw is floundering but has not released it's grasp on Rillum yet.

A little retcon
Cog stabs the first reefclaw, which lashes out violently and nips the man's forearm before sinking to the depths. Cog shrugs off the poison for no ill effects and swims closer to Rillum. (Death Throws)

DM Botting Rillum Rillum struggles to escape the clutches of the reefclaw, but the wet rat is unable to escape.
Rillum Escape Artist: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10

The reefclaw attempts to pull Rillum under the water. Fearing a cold death in the dark waters below, Rillum struggles even more so, but is still unable to escape.

Rillum Free Grapple Attempt: 1d20 - 4 + 4 ⇒ (18) - 4 + 4 = 18

The reefclaw is attempting to move 15 feet below the surface with Rillum in its claw. It provokes an attack of opportunity from everyone except Rillum (who received a free grapple attempt to escape) and Nivian (who has a ranged weapon and I believe no natural attacks).

DM Rolls:

Reefclaw Death Throws
Reefclaw Claw #1 vs. Cog: 1d20 + 2 ⇒ (19) + 2 = 21
Reefclaw Claw #2 vs. Cog: 1d20 + 2 ⇒ (9) + 2 = 11
Reefclaw Damage vs. Cog: 1d4 ⇒ 3
Cog Fortitude save vs. DC 13 Poison: 1d20 + 4 ⇒ (17) + 4 = 21
Reefclaw Grapple: 1d20 + 8 + 5 ⇒ (7) + 8 + 5 = 20

DM Notes:

Reefclaw #1 14/13 (-1) Stabilized, Unconscious, Blinded, Stunned
Reefclaw #2 12/13 (1)
Cog 3/19
Reefclaw #1 Stabilize: 1d20 + 2 - 1 ⇒ (16) + 2 - 1 = 17


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)

IF the attacks of opportunity are enough to finish the reefclaw who holds Rillum:

Nivian will swim down to the Reefclaw that was affected by the color spray and attacks it again. Attack: 1d20 + 3 ⇒ (10) + 3 = 13 forDamage: 1d8 ⇒ 5

IF the attacks of opportunity are NOT enough to finish the reefclaw who holds Rillum:

"Sandman, it should be vulnerable to your Sleep Hex, try it now!"
With that, Nivian swims down, and attempts to place her misfortune-hex on the Reefclaw. DC 14 Will


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 attacks the reefclaw:

Attack of Opportunity: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d4 ⇒ 2


Curse of the Crimson Throne Roll20

Well...at least you broke three. You're probably saving all your good rolls for the big bad end guy.


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)

Claw Attack of Opportunity: 1d20 ⇒ 2
wow a 2... Rhemus rolled better than I did


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

AoO: 1d20 + 2 ⇒ (8) + 2 = 10 Wiff

Sandman tried to stab at the creature as it dragged Rillum down, but he wasn't able to make contact. He seemed a bit surprised when Nivian recommended putting the creature to sleep, but he did as he was bid.

With a gesture and a look, he pushed the dreamtime into the creature's mind.

Slumber Hex DC 15 will save


Curse of the Crimson Throne Roll20

The reefclaw drags Rillum below the surface to about 15 feet deep before it suddenly releases him and falls asleep. It slowly sinks deeper into the water. Rillum struggles to swim and manages to get closer to the surface, but does not breach it.

DM Rolls:

Reefclaw Will save: 1d20 + 4 ⇒ (3) + 4 = 7
Rillum Swim: 1d20 - 3 ⇒ (18) - 3 = 15

Everyone but Sandman and Rillum get actions, then the reefclaw sinks, and then everyone gets a turn again before the reefclaw awakens.


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 would think I should not get an action as I wrote one further up, but you only had it save against Sandman's Sleep Hex, so thats fine with me...in that case, I'll retcon

Nivian will swim down near the reefclaws and
Attack: 1d20 + 3 ⇒ (5) + 3 = 8 for Damage: 1d8 ⇒ 4
the one unconscious from the color spray and sunken earlier, but placing herself 10 feet away from the second one in the movement.

Next round, she will Coup-de-Grace the sleeping one with her Crossbow.
Coup: 1d8 ⇒ 5 x2 = 10 damage. DC 20 Fortitude or Die.


Curse of the Crimson Throne Roll20

Doh. Yes, I did overlook your action Nivian. Apologies.

Both reefclaws are unconscious and can be finished off easily. Reefclaw #1 is at -5 out of -13, the other is at -9 out of -13.

The reefclaw barely survives the coup-de-grace, but is nearly dead regardless. Each reefclaw can be used to fill a crab pot.

Baltzar's untrained Knowledge (dungeoneering) check from earlier is enough to know that the reefclaws are a delicacy.

The rest of the crabbing trip is uneventful. After the fight, it takes less than a minute to finish filling the crab pots. Everyone keeps their eyes open and people are a little antsy, but no other predators come out to play. The swim back is uneventful and once the adrenaline stops pumping, you are reminded of the serene beauty of the reef. The water is calm again, the weather is perfect, and dinner looks like it will be delicious.

As you climb back on board, you notice a somewhat new face. While you've seen the dwarf on board before, this is the first time you have seen him up and awake during the day. He normally works the night shift. Once back on board, you return the crab pots and Mr. Plugg actually smiles for a moment before his scowl returns. You are excused for the remainder of the work day from your duties.

You can still take Daytime Ship Activities.

A few hours later, you begin to notice that Aerel is no where to be found. You also notice that his bunk is empty and so is his foot locker. When the Bloody Hour rolls around, Mr. Plugg announces that Aerel is unaccounted for, and is believed to have fled the ship and abandon his duties. He casts dirty looks in your direction, but takes no other actions. Afterwards the Captain comes out and addresses the crew momentarily.

"You're mates have done you well this day and tonight we'll eat like kings. Grok, give them each a gift, they've earned it."

Everyone can pick one item from the quartermaster, a piece of your starting equipment or any other item that may be in inventory. Ask if you have a specific request.

DM Rolls:

Reefclaw Fortitude save: 1d20 + 2 ⇒ (18) + 2 = 20


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

"I have everything I need." Sandman says to the others. "Grok gave me my things back a few days ago."

"Do any of you have things of significant importance you have not retrieved? I could ask for something belonging to one of you."


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)

Nivian will walk to the store with Detect Magic active. If there is anything magical, she will pick that(if multiple things, I would like a list before picking).
Otherwise, she will retrieve her writing utensils that she asked Sandman for a while ago.(waterproof ink+seafoam inkpen)

While on topic, I am lacking a belt pouch, chalk (10), a flint and steel, ink, an inkpen, a mess kit, soap... Can I expect to find any of that "freely" on the ship? Such as a mess kit or a pouch?....come to think of it, it would be fun to ask for Flint&Steel+Lots of Lamp Oil...

During the day, Nivian will find Shivikah and continue their chatting from the night(day?) before.
Diplomacy to Influence Person: 1d20 + 2 + 2 + 1 + 1 ⇒ (12) + 2 + 2 + 1 + 1 = 18

All the same, if she has no other duties to attend to, she will keep an eye on the dwarf that got moved to day shift as replacement for Aerel. Who he hangs out with, how the officers seem to treat him...basically a Friend-or-Foe categorization process...if he does seem unaligned with our enemies, she will invite him to sit with the group during Dinner: "Here, come sit with us. That place was the elfs that went missing and who you replaced in day-shift. So it makes sense you take his place at dinner too. The names Nivian, and these are Sandman, Rillum, and Baltzar...Rhemus works in the kitchen and will come momentarily with the food...one more reason to choose this table" *Nivian winks at him as she says the last part*
No one will stay alone on a ship. Everybody belongs to a group...it's safer. Well, here's a chance to claim him for ours rather than wait and see which affiliation he'd prefer-


Curse of the Crimson Throne Roll20
Nivian Mazu wrote:

Nivian will walk to the store with Detect Magic active. If there is anything magical, she will pick that(if multiple things, I would like a list before picking).

Otherwise, she will retrieve her writing utensils that she asked Sandman for a while ago.(waterproof ink+seafoam inkpen)

While on topic, I am lacking a belt pouch, chalk (10), a flint and steel, ink, an inkpen, a mess kit, soap... Can I expect to find any of that "freely" on the ship? Such as a mess kit or a pouch?....come to think of it, it would be fun to ask for Flint&Steel+Lots of Lamp Oil...

During the day, Nivian will find Shivikah and continue their chatting from the night(day?) before.
[dice=Diplomacy to Influence Person]1d20+2+2+1+1

All the same, if she has no other duties to attend to, she will keep an eye on the dwarf that got moved to day shift as replacement for Aerel. Who he hangs out with, how the officers seem to treat him...basically a Friend-or-Foe categorization process...if he does seem unaligned with our enemies, she will invite him to sit with the group during Dinner: "Here, come sit with us. That place was the elfs that went missing and who you replaced in day-shift. So it makes sense you take his place at dinner too. The names Nivian, and these are Sandman, Rillum, and Baltzar...Rhemus works in the kitchen and will come momentarily with the food...one more reason to choose this table" *Nivian winks at him as she says the last part*
No one will stay alone on a ship. Everybody belongs to a group...it's safer. Well, here's a chance to claim him for ours rather than wait and see which affiliation he'd prefer-

Looking around the quartermaster's store, there are numerous items that glow; a candle, a handful of arrows, three potions, a dagger, a shortsword, a few scrolls, and a wand. As your attention is drawn to the magical items, make a stealth check. Grok does not allow you free roam of the store, but she does open most of the chests and allow you to look from the door way. The door is open but she physically blocks your entry.

Soap, chalk, and a mess kit can be found pretty easily, or scrounged together for the latter. The writing supplies are only stored in one place; the wizard's room. Belt pouches and flint and steel are secured in the quartermaster's store. Access to fire and fire starters on the ship is rather restricted. Belt pouches are either used or kept in storage much like clothing.

Shivikah continues to warm up to you and thanks you for helping acquire the crabs.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

I'm thinking Fargrim would not have taken being gang-pressed lightly. He would have probably received a few lashing for trying to fight back against the officers the first few days. After watching the rest of the crew during the night he will have come to the conclusion that openly fighting now will only end in being keel-hauled. This "epiphany" would have caused him to start working with the crew and the officers to plan his next move.

Fargrim looks at the blue-skinned woman with suspicion for a few moment for her, relatively, pleasant offer. A yellowish tinge around the dwarf's left eye account for the healing black eye he once had and a fairly fresh purplish bruise highlights his right cheekbone. He finally nods at the mention of a cook sitting with them. "I thank you for the invite, lass." His speech seems less laden with the common dwarven accent than most. "First time I've received any real curtesy since I have been aboard. Most times I just get punched in the face." He grins and points at his face. He takes a seat in the open spot. "I hear right that you all were the ones who caught our dinner for tonight? Never had reefclaw before... Had crabs and they were mighty tasty."


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)

Hm, considering the items...=> Candle: No, fire, won't work in water. Arrows: No, would need bolts, plus consumables are too hit/miss. Same with the potions, they could be good, but it's a gamble. The scrolls could be interesting if we knew the contents, same with the wand. The one's most interesting, then, are the dagger and the shortsword. Both can be piercing, but the shortsword is martial, which I can't use. So, I will pick the Dagger. (which probably is the dud, but in-character, the reasoning makes sense. If it is magical, even if its not good, it could be worth quite a bit to someone. If it is useful, it will make a grand backup-weapon. Fargrim, I'll let the others say hello before answering, don't want to hog spotlight :)

"I think I would want the Dagger, Grok. I do have my crossbow, but I have no means to defend myself in situations where I can't use it. If someone were to, say, grapple me, I would be defenseless. So it makes the most sense!"


Curse of the Crimson Throne Roll20

"A dagger, huh? No problem." Grok heads back in the stores and comes back with an ordinary, non-magical, non-masterwork dagger. "Here ya go."


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)

Nivian will not touch it, instead addressing her: "Not a Dagger. THE Dagger, Grok. That one. You let me take a look so I could pick, and I much appreciate that. But what I picked is that one! I am aware it is much more finely crafted even from here!" If it glows magical, I assume it has to be Masterwork...
Nivian will point towards and describe the dagger that glows for her.
"We did risk our lives fetching that dinner, you know...", she will poutingly add if Grok does not seem to be willing to hand over the other dagger.

Diplomacy towards Grok: 1d20 + 2 + 2 + 1 + 1 ⇒ (16) + 2 + 2 + 1 + 1 = 22


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 laughed, leaning against the wall behind them and watching the byplay.


Curse of the Crimson Throne Roll20

"Look here blue eyes, Captain said to give you a gift, not play the part of a fool. You think I'm stupid? You think I don't know a quality dagger from a piece of crap? Yeah, you went an' got dinner, good for you. Fishguts been getting dinner for a lot longer than you have been around and he ain't gettin no fancy present. Now you want this dagger or not pretty lips? If you don't want it, then stop wasting my time and get outta my face. I got better things to do than take insults from the likes of you."

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