WR 5E Skulls and Shackles

Game Master wicked_raygun

Riptide Cove Battle Map.


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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

Shikyo is on his way to becoming a Ninja!

Rogue Level 1: +5HP (+2Con) New HP = 24HP

New Skill Proficiency: Perception
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Stealth, Athletics)

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as show n in the Sneak Attack column of the Rogue table.


Appraise results for Shikyo...

• barrel of perfume (x2) -- worth 25 gp each
• wedding dress inlaid with pearls and rubies -- worth 400 gp
• whalebone corset set with mother-of-pearl inlays -- worth 5 gp
• silver hatpins set with tiny obsidians (x12) -- worth 5 gp each
• scattered gems -- worth 80 gp

If someone would like to challenge any of the results feel free to make your own INT (investigation) checks. All of these items are considered treasure so the results I gave are their sale value.


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

I went back and forth on this, D, but I'm going to allow the Unearthed Arcana version of the Arcane Archer with the caveat that if it feels over-powered in the game, then we'll try to make some adjustments. And when an official version is released, we'll use that.

To be fair, Archer Fighters are brutal damage dealing machines anyway, so we'll probably barely notice.


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)

Yeah...those were my thoughts. I just liked the options, and it is only 2x before short or long rest. It is not like every shot is a magic arrow. I will level accordingly. Thanks


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)

Dieredon is leveled to 3.


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]

Someone with more intelligence than me should appraise those things.

-Posted with Wayfinder


The smartest character you have is Dieredon. So if he wants to roll investigation checks later, he's more than welcome to.

Looks like the only one who still needs to level up is Grizzle. I want to move us forward, but it's probably a good idea to settle the loot. What are you taking? What are you leaving? Who's carrying what?

Someone should probably put together a loot list.


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]

The dress, hatpins, and gems look like the easiest hauls for transporting wealth. I could stuff those in my pack without adding much weight.
If Grizzle or somebody wants to take the other stuff, that's up to them.
I'll post as such in gameplay and give us a lead for moving forward.


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 will take all six alchemist fires, if no one else wants them.


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

Level of barbarian:

+10 hp
+1 rage/long rest
Path of the Totem warrior
Beast Sense+Speak with Animals as rituals
Wolf Spirit. While Grizzle is raging, he grants advantage on melee attack rolls for his allies against any enemy within 5 feet of him ('Tha'll 'elp tha poor sobs!')

I'll take a pair of those fire's, Dierdon. It'll give Grizzle a last-ditch range option.


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]

Wolf spirit should be fun. Save me the trouble of Reckless Attack from time to time.
Suddenly everyone in combat wants to be Grizzle's friend.


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

Yeah, 5E makes sneak attack almost too easy..


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)

Really awesome, if you enjoy playing rogues, like I normally do.


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

Well, Pathfinder cured me of any inkling to play a Rogue and I almost always asked my GM to play the Ninja class and just reskin it as a Rogue.

5E brought the Rogue back!


Shikyo -- You can hold an attack as a reaction, but then you can only make a single attack as that reaction.

Also, you can apply sneak attack only once per turn. Which funnily enough means a character can apply sneak attack as part of a Opportunity Attack. Just let me know if you want to hold on the attack, or have both of them. I'll math it out as necessary.

Waiting on Treggor. But it's a holiday. If he doesn't post tomorrow, I'll DMPC.


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]

Holidays with my toddler, yes. I'll try to post today.

-Posted with Wayfinder


No worries, Treg. Enjoy the holiday. The game can wait a bit.


Hey, you know, it didn't even occur to me until just a moment ago that we're well over 1000 posts, and I didn't even think to bring it up. Anyways, I just wanted to take this moment to thank you all for sticking with me when I had a rough few months. I've really enjoyed this game so far, and I hope you have as well.

And I can assure you that it only gets better from here on out. As I've pointed out before, the AP has a shockingly slow burn for what's supposed to be a swashbuckling adventure about pirates. But the adventure really does pick up steam now that we're on the island.

And thanks for sticking around for this little science experiment.


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

GM, in all future decisions re:Shikyo you can go ahead and adjudicate however you see fit. I'll probably never question any decision you make. It's both the nature of GMing and PBP for these things to happen. Personally, I'd rather you just decide and move us on than slow the whole game down because I didn't read the PHB well enough =)


Thanks for the vote of confidence, Shikyo. As it turned out though, I wasn't seeing the forest from the trees. It turns out you missed both attacks anyways. Probably should have started with that. :-)


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I finished book 2 of Giant Slayer, and so far there have been something like 7 character deaths. It's the World War I of adventure paths. After the first few, you just get desensitized, sigh and say, "Dibbs on the ring of protection."


#Loot

Shikyo thinks the items are worth the following.

• golden belt buckle (25 gp)
• dagger -- with a green snake for a hilt (50 gp)
• dagger scabbard inlaid with pearls and obsidians (75gp)

Shikyo is unsure what the potions do.


A note on two-weapon fighting

You can draw a weapon as part of an attack action. Then as a bonus action you can draw a light weapon in your off-hand. But you can't attack with that off-hand weapon that same round--unless you have the Dual Wielder feat.


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've been getting around this lately by keeping my swords (or at least sword) out, which makes sense for this island. The real problem is when you're not expecting a threat and thus have all your weapons sheathed, such as on your own ship, or your first time on a seemingly innocuous island.


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

I'm gonna be gone for a week starting tomorrow, should be back late the 27th or early the 28th.

Until then, Grizzle will spend his turns attacking with both his weapons. If there is a big danger (obvious boss monster or the party is in bad shape), he'll use his last rage (don't forget about advantage). He will only spend his inspiration to get advantage on a death saving throw.

If any opponents are out of range (flying or across a large cliff), he'll use his javelins. If he is out of javelins, he'll use up to 3 of his handaxes before using alchemist's fire. Against any encounter with demons or undead where the group needs a boost, he'll use his vial of holy water.

If an opponent is running around too much and he can get them, he'll grapple.

See you guys in a week!


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

Do we have any more rope? :)


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]

Literally everyone that I can tell, supposing they actually brought it from the boat. Those starting explorer's packs and such? They all have rope. You're the only one I'm not sure about, MJ, as your character sheet tends to confuse me and your play seems to indicate traveling light anyway.


I would say you got an extra rope from Alfonso when he died.


At your current level you could probably survive it if you made the check. And you have enough hit points where even the full 15d6 probably wouldn't kill you outright. You would definitely be unconscious and drown in a few rounds though.

That's probably something I should mention, going unconscious underwater--unless you have a way to breathe underwater--would mean you would die after a number of rounds equal to your Constitution modifier--minimum of 1. During this time you would still need to roll death saving throws.

So it's super not great to go unconscious underwater. I should point out that I'm being more generous than the Pathfinder rule, where you drown after a single round underwater. I considered using that, but decided to at least give you a few rounds.


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, re: gameplay, I'm pretty sure I can get down alright. I have really good athletics. Shiko can probably manage it too. But the others are pretty statistically likely to fall. And what's more concerning is getting back up. Plus we have all this loot we're hauling. Maybe the wisest course of action is to go back to the ship.

Or, we could do the really dumb thing and split the party. Shiko and I go down, the rest of you go get the boat and sail around to meet us. Or I suppose we could go "scout", but I'm guessing that would end in a fight and without my rage I don't love our odds.

EDIT: Or I could lower you all down one by one and then climb down myself. Same story for getting back up.


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

I kind of expect if we try the rope it'll backfire spectacularly. The dice roller has it in for me currently too (mostly in other games but I've has a lot of <5 d20 rolls recently).


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)

Yep, let's go back and sail around.


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

I'm taking the family off on holiday from Saturday till 29th August. We're going on a cruise so there'll be days where I don't have internet. I'll try to post when I can but it's probably best to bot me as needed.


Enjoy your trip, Jack.


Treggor, yes, you can 100% still drown. So try not to fall unconscious underwater. Oh, by the way--for no real reason at all, sure it won't come up or anything--here are the underwater combat rules.

When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.

A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

Creatures and objects that are fully immersed in water have resistance to fire damage.


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'm not sure we divvied up the potions we were awarded from capturing the other ship.
There were:
• Potions of Healing x3
• Potion of Invisibility
Did anyone claim those? If not, I'd suggest Mad Jack, Grizzle, and I take the potions of healing, and Shik take the potion of invisibility.


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]

We each got a healing potion earlier, fyi.
I don't think any of them have been used except for the late Alfonso's and perhaps one by Mad Jack (?).


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 do not have it on my sheet, but I will certainly quaff one now if available?


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]

See this post and this post for loot you may have missed.
Since nobody objected, I'm going to assume we divvied up the odd potions as I suggested above.
Please update your sheets accordingly.


Been busy prepping for Hurricane Irma which is hutting Puerto Rico today. Will likely be silent for a few days at least.


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

Take as much time as you need and stay safe!


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]

And dry if possible.


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)

Stay safe!


Just realized that I forgot to make the map last night. It was on my to-do list, but it slipped my mind. I'll put one up tonight. Unfortunately I can't use Google Draw from work. Apologies.


Mad Jack, you have a Dagger of Venom.

Dagger of Venom
Weapon (dagger), rare, DMG p.161
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.


Just wanted to say that I won't be able to post for at least a few days because as I've mentioned before I live in Puerto Rico and we're about to get slammed by Hurricane Maria. It's currently a category 5, which is nuts. This has been a pretty crappy month. I'm probably going to be without water and electricty for a good long while.


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]

Good luck. Take care.


Encounter Map

Wow. Stay safe man. We'll be here.


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)

Indeed...be safe!


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

Ouch category 5! Stay safe.

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