WR 5E Skulls and Shackles

Game Master wicked_raygun

Riptide Cove Battle Map.


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Still waiting on Alfonso and Grizzle. I'll respond to everyone tonight and nudge us forward even if they can't respond by then.


Sorry for the delay. I got caught up with some stuff. I'll post tomorrow.


Treggor Mynth wrote:
12? But I killed Narwhal...

He's going to take few of the Man's Promise sailors as well. Post coming soon.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

Is it appropriate to do a little group discussion here for what our plan should be?

-Posted with Wayfinder


Absolutely.


2 people marked this as a favorite.

For all our sakes, I'm now going to refer to the "Vehicles (water)" proficiency as simply "Sailing". It's just less of a hassle to type.


Male Passive perception 11. AC 14. Hp 35/35. HD 2d12. Rage 0/3. STR +5, DEX +1, CON +5, INT +0, WIS -1, CHA +1 Inspiration [x] Mountain Dwarf Barbarian 3

Sorry! I totally forgot to check, I've been working on a book, and it kinda eclipsed everything else.

I'll post once I'm home.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

Okay, strategic questions:
If nobody is allowed above deck after dark, who's checking on that? Is there a night watch of some kind?
Where is the crew at night? Do we all just sit around in a big common room or something?


There are always people posted at night to steer the ship and watch out for ships or storms or land.

You guys are belowdeckd, Plugg and his closest allies use the Captain's quarters. Sandara and Badger sleep there as well. Presumably so Plugg can keep an eye on them.


Human M Human Monk 2 Rogue 1 | HP 24/24| AC 16 | +3STR,+6DEX,+2CON,+1INT,+2WIS,-1CHA | +4 init ,14 PP, +8 stealth KI 2/2

You know what would make our mutiny much easier...Level 3 (Hint:Hint)


You guys are very far from level 3. Nice try, though. :-)


Male Moon Elf Fighter (Arcane Archer of Kyonin) 3; HP: 28/28; AC:14; Initiative: +3; Passive Perception: 12; Second Wind 0/1 (SR or LR); Action Surge 0/1 (SR or L); Arcane Arrow 1/2 (SR or L)

Just position me somewhere where I can snipe away. Crow's nest?


M Human (Variant) Paladin 3 | AC 17 | HP 21 / 28 | S+1 D+3 Con+4 I-1 W+2 Cha+4 | Init +3 | Perc +2 | Resource Tracker

Is it possible to put something in their food / drink to sicken them? I'm assuming we'd want to pile on some debuffs or they're going to steamroller us.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

Now that Fishguts isn't around, that could be an option. But I think our most important strategy will be to divide and conquer. I think we make up a story to provoke Scourge and/or Plugg's ire. Then, when they go to confront the alleged troublemaker, we jump them. But if they take too many of their toadies, we figure out how to ambush them all.

For instance:
"(to Scourge) Treggor is shirking off in the bilges!" - better if we can get the message delivered by one of their own.
Scourge goes to give me a lashing.
Shiko, Mad Jack, and Grizzle jump out from behind boxes. Dieredon shuts us in so there's no calls for help. We murder Scourge and hide or dispose of him.
That night, when he comes up missing, so do I. Someone brings up our fight in the bilges, but nobody's seen me since. A search begins. When they all spread out, we ambush them one by one. Or, if they all stick together and head to the bilges, we lock them down there and seal the hatch. They only need to keep for a couple of days while we find the closest port.

Thoughts?


Human M Human Monk 2 Rogue 1 | HP 24/24| AC 16 | +3STR,+6DEX,+2CON,+1INT,+2WIS,-1CHA | +4 init ,14 PP, +8 stealth KI 2/2

A good plan. Shikyo will agree to it, provided it's his knife that ends the man Scourge.


M Human (Variant) Paladin 3 | AC 17 | HP 21 / 28 | S+1 D+3 Con+4 I-1 W+2 Cha+4 | Init +3 | Perc +2 | Resource Tracker

Yeah that's a decent plan. I think fighting them one at a time is the only way we're going to be able to do this at level 2.


Male Moon Elf Fighter (Arcane Archer of Kyonin) 3; HP: 28/28; AC:14; Initiative: +3; Passive Perception: 12; Second Wind 0/1 (SR or LR); Action Surge 0/1 (SR or L); Arcane Arrow 1/2 (SR or L)

I am in.


I should point out the Fishguts is still around. He's on the boat with you.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

Oh that's right, it was Grok we left behind.
My mistake.

-Posted with Wayfinder


Sorry. Gonna have to post tomorrow. Had a very busy day, and I need to get some rest.


Sorry for my delay. But I'ts been a brutal few days. I sort of need to be blunt. On Friday, June 9th, my father tried to kill himself. I'm the only close relative to him and so I've been dealing with that. It's been difficult to say the least.

I'm going to be getting back to my games a little slowly. But I do plan on coming back. Because frankly I need RPGs, especially now. I beg your forgiveness and ask for a little patience as I settle back in.


Male Moon Elf Fighter (Arcane Archer of Kyonin) 3; HP: 28/28; AC:14; Initiative: +3; Passive Perception: 12; Second Wind 0/1 (SR or LR); Action Surge 0/1 (SR or L); Arcane Arrow 1/2 (SR or L)

Take whatever time you need...


M Human (Variant) Paladin 3 | AC 17 | HP 21 / 28 | S+1 D+3 Con+4 I-1 W+2 Cha+4 | Init +3 | Perc +2 | Resource Tracker

:< There's no rush, we'll be here when you're ready.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

Certainly​ understand. Take all the time you need. We'll be ready for pirating when you are.

-Posted with Wayfinder


Anyone know what's up with Alfonso? He hasn't posted since March. I sent him a PM. I'll just go ahead an DMPC him for now.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

I texted him about it and he just ignored me.
I say we lose him in the swamp.


Human M Human Monk 2 Rogue 1 | HP 24/24| AC 16 | +3STR,+6DEX,+2CON,+1INT,+2WIS,-1CHA | +4 init ,14 PP, +8 stealth KI 2/2

Hey, We are having some weather related issues here (I have satellite internet so...) and I'm taking my family on a mini vacation from Thursday-Sunday. The Hotel should have WiFi so I'll try to post daily, but if I don't you know why. If this is a game I'm GMing, I'll be back on Monday for sure. If this is a game I'm playing feel free to bot away.


Enjoy the vacation, Shikyo.


Mad Jack, it was actually a +1 Shortsword.


Mad Jack has the dueling fighting style which adds +2 to his damage so long as he doesn't have a weapon in his offhand. And it's a +1 shortsword. So added with his DEX modifier his damage is (3 +2 +1 = 6). So his damage modifier is correct.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

Ah. I thought that might've been it, but I didn't see it in his profile.


Yeah, the Hero Lab stat block output for 5e leaves something to be desired.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

So... Shikyo?

-Posted with Wayfinder


M Human (Variant) Paladin 3 | AC 17 | HP 21 / 28 | S+1 D+3 Con+4 I-1 W+2 Cha+4 | Init +3 | Perc +2 | Resource Tracker

He's on holiday and will be back by monday. TBH I think I'll just remove the stat block from the profile - it's terrible. The PDF is much better.


It seems pretty clear that Alfonso isn't going to respond again. So it looks like we're down to 5. Personally, I think 5 is a good number for a party, so I don't think we need to recruit. But I'd like to hear everybody's thoughts.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

It would be, I agree, but I think Alfonso was our resident healer. Without him I'm concerned we may have some difficulty. That said, it seems a shame to just shove someone else into the campaign to be a healbot.

What do you guys think?


Given the way healing with hit dice work, I personally find that it's less important to have a dedicated healer, unless you're consistently throwing yourself at monsters that are far above your pay grade.

Looking at you Curse of Strahd.

If you really want a healer, you can also recruit an NPC. Sandara is a Cleric of Besmara. And once you guys are running the ship, you can literally do whatever you want.


Male Moon Elf Fighter (Arcane Archer of Kyonin) 3; HP: 28/28; AC:14; Initiative: +3; Passive Perception: 12; Second Wind 0/1 (SR or LR); Action Surge 0/1 (SR or L); Arcane Arrow 1/2 (SR or L)

Right, so long as we receive the opportunity to obtain alternate healing, then I am good with our current 5.


In a Pathfinder game I was in we were playing pirate hunters. We didn't have a dedicated healer either. Instead we hired a ship alchemist.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

Uh oh. Pirate hunters eh? Let's hope there's no crossover episodes.

-Posted with Wayfinder


Alas, no. It was a fun campaign though. We started off at level 5, and we made it all the way to 13. I played a sword swinging inquisitor to Cayden Cailean. We even got to kill the Sharktopus.

We later did a sequel using D&D 5e where I played a halfling monk that was just awesome as hell. That game is the reason I decided to run Skulls & Shackles in 5e.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

That sounds pretty cool.
For my part, I'm really enjoying Treggor in this campaign.

-Posted with Wayfinder


Don't forget to take the average HP for your class (half +1).


Human M Human Monk 2 Rogue 1 | HP 24/24| AC 16 | +3STR,+6DEX,+2CON,+1INT,+2WIS,-1CHA | +4 init ,14 PP, +8 stealth KI 2/2

Woo! Time to get my Rogue level!


I should point out that since Detect Magic isn't a cantrip in D&D 5e, and I don't think any of you currently have the spell anyway, I'm not going to automatically tell you when you find a magic item.

Detect Magic can be used as a ritual though. You can also spend time trying to attune to an item to figure out if something is magical, which can bite you in the ass if you find something cursed.

Identify is also a good spell to eventually pick up.

You don't need to have spells to identify potions, just an INT (arcana) check.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

I would hate to spend time attuning to something that wanted me dead.

That reminds me of the time my GM was "feeling generous" and gave us a "Ring of Regeneration". There was much in-fighting over that ring, until one guy finally claimed it as his own and put it on.
Man, that was sweet justice.
...I mean unfortunate.


Rogue 1/Barb 2 | AC 14 | HP 29/34 | Perc +2 | S+3/D+4/C+2/I+1/W+0/C+1 | HD d8[0]/d12[0] | Insp: [x]

This level was in barbarian. It gave me a good chunk of HP, advantage on most Dex saves, and something I plan to use basically full-time: Reckless Attack!
I'm so happy.


Male Moon Elf Fighter (Arcane Archer of Kyonin) 3; HP: 28/28; AC:14; Initiative: +3; Passive Perception: 12; Second Wind 0/1 (SR or LR); Action Surge 0/1 (SR or L); Arcane Arrow 1/2 (SR or L)

Are Unearthed Arcana Fighter Martial Archetypes in play? If so, I will be going Arcane Archer.


Dieredon D'atarisian wrote:
Are Unearthed Arcana Fighter Martial Archetypes in play? If so, I will be going Arcane Archer.

Let me take a look at the latest version, first. But probably yes.


M Human (Variant) Paladin 3 | AC 17 | HP 21 / 28 | S+1 D+3 Con+4 I-1 W+2 Cha+4 | Init +3 | Perc +2 | Resource Tracker

In no surprise to anyone, the paladin of Calistria takes an Oath of Vengeance.

+6+2 HP

Channel Divinity: Abjure Enemy:
As an action, you show your holy symbol and utter a prayer of
condemnation, using Channel Divinity. Choose one creature within
60 feet of you that you can see. That creature must make a
Wisdom saving throw, unless it is immune to being frightened.
Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it
takes any damage. While frightened, the creature’s speed is 0, and
it can’t benefit from any bonus to its speed.
On a successful save, the creature’s speed is halved for 1 minute
or until the creature takes any damage.
Channel Divinity: A

Channel Divinity: Vow of Enmity:
As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

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