TheRonin's Skull and Shackles

Game Master TheRonin

Be A Pirate, why not?


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Three days after the storm the crew is rested... well as rested as anyone can get on a pirate ship drinking the poison they call 'rum'. With Sandara's greatful help the crew manages to rest up and heal from any negative status effects. The next three days pass relatively easily. The crew's reaction to your group is mixed. Those who were already on your side seem to have a bit of respect for your group, while those who had a negative opinion of you felt you were stupid, risking several crew members for a drunk.

Plugg calls you on the deck early on the 11th day. Sandara is there as well, looking like she feels somewhat naked with out her hat. Her red hair cascades down her her shoulders as she stands impatiently waiting for Plugg's orders. She lights a small pipe and has a smoke while she waits for the crew to gather.

Land can be spotted from the deck.

DC15 Knowledge(Geography):

You are approaching the slithering coast. The water here is shallow and navigation is tricky.

Once everyone has gathered Plugg looks up and down the crew carefully, ”Seeing how you lot like to go swimmin' heh. I figured you would be perfect for this assignment. The Captain wants crabs for dinner. See that reef over there?” He points to a reef about 200 feet north of the ship. He motions to some pots on the deck.

”Feel these up and bring them back.” Plugg then adds, ”Well hurry up before I keel haul all of you!.” as he walks off .

Sandara grins, ”So... want to go for another swim?” Sandara strips off most of her clothes leaving a modest amount of material covering her waist and breasts, she removes her shoes and leaves behind everything except her rapier and holy symbol.

Swim Checks:

Waters are calm and clear, anyone with a 0 or higher in swim can take a 10 and make it to the reef safely. Anyone who needs assistance will need to make rolls and or get assist rolls enough to make it 200 feet.

Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

Catching the Crabs:

Once you get to the reef, the ocean floor lies on average 15 feet down. (please keep in mind how long you can hold your breath, and the action it takes to swim down and up), one there you need a
DC 10 Perception or Survival check to spot a crab, followed by a DC 10 Swim check to swim down and catch that crab. Four crabs are required to fill a pot.

Sandara smiles at the group and then dives into the water off the edge of the ship.


Elf Wizard

Well then, at least this time it is recreational, kind of...

Edeldhur strips down to... well, whatever underwear he is using, taking a dagger with him for safe measure.

After stripping, Edeldhur drops in the water and casually starts swimming towards the reef.

Take 10 ftw :D


I kind of want to make you guys not take 10s to torture you! Lugo's player may not be able to update for a few days, but I am assuming Lugo is going to take a 10 to get there too. Keep in mind you can wear your armor but if you got an ACP you have to apply it! Lucky for you guys Sandara doesn't wear much =P


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Henk goes and gets his harpoon and is wearing his chain shirt.

Swimming is what I am best at, hopefully this will go better than the last few days. Mmm...Sandara is looking mighty fine.

Henk jumps in and starts swimming. Take 10

Here crabby
Survival: 1d20 + 5 ⇒ (5) + 5 = 10
Swim: 1d20 + 8 ⇒ (10) + 8 = 18

Henk manages to spot a crab and zips down to snag it.

Grand Lodge

Male Human Cleric

Stripping off his armor, and clothes, Trax dives into the water.Take 10
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Trax quickly catches a crab and smiles in satisfaction.


Initiative:

Initiative Henk: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Trax: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Kyran: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Ornotck: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative Kilarra: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Lugo: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative Edeldhur: 1d20 + 6 ⇒ (5) + 6 = 11

Initiative Order

Kyran 21
Henk 19
Trax 18
Ornotck 15
Lugo 13
Edeldhur 11
Kilarra 4

The guys with good initiatives all rolled bad

Completely Innocent Roll: 1d4 ⇒ 1

Round 1 everyone is at the surface. the Distance to the sea floor is 1d3+1 times 5 feet. (that should randomize it a bit) Assume everyone is spread out over about 50 by 50 foot square.

distance down:

Distance to the sea floor for Kyran: 1d3 + 1 ⇒ (2) + 1 = 3 15 feet
Distance to the sea floor for Henk: 1d3 + 1 ⇒ (2) + 1 = 3 15 feet
Distance to the sea floor for Trax: 1d3 + 1 ⇒ (1) + 1 = 2 10 feet
Distance to the sea floor for Ornotck: 1d3 + 1 ⇒ (2) + 1 = 3 15 feet
Distance to the sea floor for Lugo: 1d3 + 1 ⇒ (1) + 1 = 2 10 feet
Distance to the sea floor for Edeldhur: 1d3 + 1 ⇒ (2) + 1 = 3 15 feet
Distance to the sea floor for Kilarra: 1d3 + 1 ⇒ (2) + 1 = 3 15 feet.

Details:
Remember you can spend a full round action to move half your speed while swimming (DC 10 swim check I think everyone can make this with a 10) or you can move 1/4th your speed with a move action and a successful dc 10 swim check.

it is a standard action (and also a dc10 swim check) to catch a crab once you are on the sea floor. (A DC10 perception or survival check to notice them) do the check as a move action. You will need to capture 4 crabs to fill your pot.

The book seems to generalize the swimming down aspect with a generic dc 10 swim check, but I am going to have you guys make the check once you are on the sea floor since we randomized how far down it was a bit. Plus 15 feet is 2 move actions for most of you guys anyways. Keep track of how long you can hold your breath.

Anyone who already made a few rolls can use those once they get to the sea floor, or reroll since I should of gotten this information to you first.


Lugo

Old Depth 0 ft.
Breath Remaining: 28

Lugo dives down spending two move actions to reach the ocean floor.

New Depth 10' (On the ocean floor)
Breath Remaining: 27


Sandara

Sandara approaches the area, treading water she says a softprayer and casts a spell on herself.

DC 17 Spellcraft:

The spell is slipstream, granting her a 20 ft swim speed for 10 minutes / level.

Sandara's rolls:

Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
depth: 1d3 + 1 ⇒ (3) + 1 = 4

Sandara's wet clothes stick tight against her body, her soaking wet hair in her face, she pushes her hair back behind her ears with her hand then suddenly she pushes herself underwater and in a single move action reaches the sea floor nearly 20 ft below.

Old Depth 0
Breath = 20

New Depth 20'
Breath = 19


Elf Wizard

So this means I need a full round action and a Swim DC of 10 to move half my speed + another Swim DC10 check to catch a crab - is this correct? Also, could you review the rules for the breath and confirm if coming back up top also requires a swim roll? :D


Yeah you'll need to reach the bottom first. so for you it'll be two move actions OR a full round action (either way) then next round you go crab grabbin' Let me double check the under water combat rolls about coming up to the surface. I think it ignores buoyancy but I could be wrong. Let me double check. You can however hold your breath for a number of rounds equal to twice your con score. However you use breath twice as fast if you do anything other than take move or free actions.


Reviewing the rules it does not assume you float back up on your own. So it would require the same check to get to the surface as it took to get down to the ocean floor.


Elf Wizard

Ok then, Edeldhur will try a full round action to get to the bottom

Swim: 1d20 + 3 ⇒ (10) + 3 = 13

Picking up a crab: 1d20 + 3 ⇒ (14) + 3 = 17
Can I roll or we shall all wait for the next round?


You can use that roll, but next time wait for the others, (its a huge pain trying to remember who already rolled wait and constantly digging back through the thread for me!)


Elf Wizard

I can roll again when time comes - no worries ;)


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Henk will full round action to get to the bottom.

Does Henk get crabs?
Swim: 1d20 + 8 ⇒ (12) + 8 = 20
Survivial: 1d20 + 5 ⇒ (11) + 5 = 16


Male Human Bladebound Kensai Magus/1 (HP 6/9, AC/F/T 17/10/17, F +3, R +2, W +3, Perception +1, Initiative +2)

I am sure Henk had crabs long before this outing.

Swim 1d20 + 5 ⇒ (20) + 5 = 25
Survival 1d20 ⇒ 20

NICE! two 20s in a row! taking a little liberty with this one.

Kyran strips down to everything but his breeches a rapier, and a dagger. And dives in without a splash. Along the way he easily swims along side Sandara gives her a wink and dives down in front of her. Along the way he stops for a mere moment only to steal another kiss from her beneath the waves before he backs away. Winks at here and proceeds to the bottom of the sandbar.

Breath 19/20


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12
Kyran Westley wrote:

I am sure Henk had crabs long before this outing.

Swim 1d20+5
Survival 1d20

NICE! two 20s in a row! taking a little liberty with this one.

Kyran strips down to everything but his breeches a rapier, and a dagger. And dives in without a splash. Along the way he easily swims along side Sandara gives her a wink and dives down in front of her. Along the way he stops for a mere moment only to steal another kiss from her beneath the waves before he backs away. Winks at here and proceeds to the bottom of the sandbar.

Breath 19/20

Looks like you are going to get crabs sooner than Henk.


lol


Male Half orc ranger 1 hp 12/12 ac12, touch 12, ff 10, fort 6, ref 5 ,will 4 ,init 2, perc 7

side note can we retro our actions for the last three days. or does it matter at this point?

Gets down to just pants, takes a harpoon, and a few daggers, if asked about it.
Who knows what else we might be finding in that water, might get some better things then just crabs

perception: 1d20 + 7 ⇒ (9) + 7 = 16
swim: 1d20 + 4 ⇒ (7) + 4 = 11


You guys have just about everyone on your side you are going to, but feel free to, ill get to them all before this is over!


Female Demon-Spawn Tiefling Barbarian 1 / HP: 14 / AC,T,FF: 15, 12, 13 / F+4, R+2, W-1 / Perception +5 / Init +2

Kilarra takes off her armor before diving in with the rest of the crabbing party and turns to Orntock, gnashing her teeth with a wink. "Bring em on, got all the weapons I need right here.

Swim: 1d20 + 9 ⇒ (2) + 9 = 11
Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Finally something besides drinking I can do with me eyes closed. Yeesh.

Thanks to the magic of Sandarras hat, Kilarra has full confidence she can swim about merrily in the easy waters.


Elf Wizard

TheRonin, let us know when we go for round 2


GM stuff:

4d8 ⇒ (4, 5, 1, 3) = 13
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (4) + 1 = 5

1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (12) + 1 = 13

ROUND 2

Kyran 21
Henk 19
Trax 18
Sandara 17
Ornotck 15
Lugo 13
Edeldhur 11
Kilarra 4

The crew reaches the bottom with out incident though right as Ornotck gets there he notices about 40 feet away shapes moving slowly along the ocean floor, hiding behind the coral and rocks.

DC 11 Perception Check:

You see a strange shape in the distance moving towards your direction

DC 13 Perception Check:

You realize there are actually TWO shapes near each other moving.

Please make a general perception check in addition to the perception or survival check to spot a crab to learn the information above.

Sandara's move:

General Perception: 1d20 + 2 ⇒ (9) + 2 = 11

Sandara notices something moving in the distance, unable to identify it she decides to keep one on eye it while trying to gather a crab.

Perception to Spot a Crab: 1d20 + 2 ⇒ (6) + 2 = 8 She is unable to find any
Perception to Spot a Crab: 1d20 + 2 ⇒ (4) + 2 = 6 She still can't find any.

New Depth 20'
Breath = 18


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Perception: 1d20 + 1 ⇒ (10) + 1 = 11

Henk waves to everyone and points in the direction of the moving shapes, even gripping the shoulder of anyone near him. He will then rocket back up tot he surface.


Henk manages to make it to Trax before heading to the surface.

Trax:

Trax can feel Henk touch his shoulder and see him point in the direction of one of the creatures.
You may take a +4 circumstance bonus to notice the DC 11 creature. and +2 on the DC 13 creature.

DC 11 Perception (for everyone except Kyran):

(DC 11, terrible conditions and distracted, about 10 feet away.)
Kyran acts before Henk and won't see this before his turn.
You see Henk motioning and pointing, then swimming to the surface.

Anyone who makes this may take a +2 on the perception checks to notice any of the creatures.


Male Human Bladebound Kensai Magus/1 (HP 6/9, AC/F/T 17/10/17, F +3, R +2, W +3, Perception +1, Initiative +2)

Perception 1d20 + 1 ⇒ (9) + 1 = 10

Kyran continues to gather the crabs.
Crabby Perception 1d20 + 1 ⇒ (11) + 1 = 12

Grand Lodge

Male Human Cleric

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

Do I get any extra details on them with that?

Trax turns and immediately recognizes two figures out in the depths. He resists the urge to let out a scream, but will alert any one who is close enough to him.


Trax:
They look like large shrimp creatures, nearly the size of a man. Trax gets a good enough look to attempt to identify them. Give me a Knowledge nature or knowledge dungeoneering Trax.


Elf Wizard

Already at the bottom of the ocean floor, Edeldhur searches for a crab.

Crab a huntin' 1d20 + 3 ⇒ (18) + 3 = 21

Crabs: 1 in the basket NHAM!
Breathing: 24-2 = 20

Noticing Henk's signals, he looks in the direction pointed.

Perception: 1d20 ⇒ 19

Hmmmm.... What the heck are those?

Ok if I roll knowledge also? Finnally I can get my Lore Wardeness to work? :D Lemme know TheRonin.


They are alittle hard to make out but yourolled well enough on perception, Give me either a knowledge dungeoneering or a knowledge nature. (feel free to roll both if you have 'em)


Elf Wizard

Only Knowledge (Nature) for the time being :D

Knowledge nature: 1d20 + 6 ⇒ (1) + 6 = 7

OH MY GOD!!!! SEA DRAGONS!!!! EVERYBODY RUUUUUUUN!!!


You aren't sure about this creature but you can make out very large claws and you get the feeling they don't use them on plants.


Male Half orc ranger 1 hp 12/12 ac12, touch 12, ff 10, fort 6, ref 5 ,will 4 ,init 2, perc 7

perception: 1d20 + 7 ⇒ (6) + 7 = 13
swim: 1d20 + 4 ⇒ (12) + 4 = 16

know nature: 1d20 + 5 ⇒ (20) + 5 = 25

standard action to get crab in pot

Grand Lodge

Male Human Cleric

Knowledge Nature!: 1d20 + 1 ⇒ (20) + 1 = 21

Besmara smiles on me today! what do I find out!


Female Demon-Spawn Tiefling Barbarian 1 / HP: 14 / AC,T,FF: 15, 12, 13 / F+4, R+2, W-1 / Perception +5 / Init +2


Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Keeps swimming happily!
Swim: 1d20 + 9 ⇒ (8) + 9 = 17
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Kilarra dives down to catch yet another crab, completely unaware of her party around her.


Knowledge(nature) 11 or Dungeoneering 11:

Blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back.

These are Reefclaws, resembling large shrimp monsters they are known for their large pinchers, they are quite aggressive

Reefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water.

In populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefclaws, baiting the creatures with fresh meat and then harvesting their powerful claws with axes.

Reefclaws cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefclaws keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold.

A typical reefclaw reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces.

They are also known for their Death Frenzy, a violent spasm they go into as they die.

Grand Lodge

Male Human Cleric

Trax's eyes go wide and he smiles a little in spite of the danger of the situation

Now those would be some good eats... then again we might be good eats for them!

Trax turns and swims towards the nearest ally and makes sure to point the creatures out to them.

He will then surface for air. If the ship is in range, he will yell to them about the danger,"Reefclaws in the water!" and then dive back down.


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Henk takes a breath when he reaches the surface and prepares to dive back down and combat the reefclaws.


Elf Wizard

I'm getting a little lost regarding the rounds - only 2 rounds have elapsed, so how can anyone be coming up already? One round down, one round to catch a crab, one round to come back up right?


We are on the second round (about to go forward) but Edeldhur is right, it's a round to the ocean floor, and a round back to the surface for all of you. I think Sandara can make it in a move action though because of the spell she cast. Remember swimming you move a quarter your move speed. I gave everyone random depths to the ocean floor but I think that still make it a full round or two move actions to reach the ocean floor for everyone. A few characters are electing to catch crabs instead of move to the surface because they are unconcerned with the threat or did not see it yet. But no one should be able to do both.


Male Human Bladebound Kensai Magus/1 (HP 6/9, AC/F/T 17/10/17, F +3, R +2, W +3, Perception +1, Initiative +2)

Breath 18/20


Elf Wizard

Breath: 22/24


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Henk will be all set to dive back down once he has his fresh breath and will combat the nasties.


Elf Wizard

Edeldhur is also pondering going back up for a breather


Lugo:

Trax and Henk get Lugo's attention, who feels its prudent to return to the surface. He uses his turn to do so.

Kyran, Sandara, Edeldhur, Ornotck and Kilarra stay on the ocean floor gathering their crabs

Henk and Trax and Lugo make it to the surface . Trax yells for the ship but its a bit to far for anyone to hear or respond.

Round 3 -

Spoiler:

Reefclaw 1 1d20 + 5 ⇒ (2) + 5 = 7
Reefclaw 2 1d20 + 5 ⇒ (12) + 5 = 17

Kyran 21
Henk 19
Trax 18
Sandara 17
Reefclaw2 17
Ornotck 15
Lugo 13
Edeldhur 11
Reefclaw1 7
Kilarra 4

The Reef claws seem to spot the characters on the ocean floor and they look like they are beginning to swim in the direction of the characters. Those on the surface won't be able to see this due to the glare.


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

When Henk's turn comes around, he will take a breath and dive down to engage the reefclaws with his harpoon.

Breath 28/28
Swim: 1d20 + 8 ⇒ (9) + 8 = 17
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


At the moment it will take at least two move actions for anyone to teach(sic) them (except Sandara) so keep that in mind Henk.

* Reach! not teach! Reach them!

Remember you can move half your land speed in the water as a full round action, or quarter as a move action. both creatures are about 20 feet away from the group and about 20 feet down on the surface. .


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Only two? That is quick! Used to take me an entire semester to be taught.


[ooc] lol REACH


M Human Fighter 1 HP 10/12 F5R2W1 Init+2 AC: 16 FF: 14 Touch: 12

Henk will then spend his actions zooming down to the others then.

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