WR 5E Skulls and Shackles

Game Master wicked_raygun

Riptide Cove Battle Map.


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Male Half-Elf Bard 2 | AC 12 | HP 15/15 | Perc. +1 | Insight +1 | S-1/D+4/Cn+1/I+3/W+1/Ch+6 | Spells: 1st (2/3) | HD 2/2 | Bardic Insp (d6) 3/4 | Insp [-] |

Gah, sorry, I didn't realize I was up.

Alfonso stays back, and attacks the nearest pirate with a spell.

On the one engaging Mad Jack.

Vicious Mockery, DC 14 Will.
Psychic damage: 1d4 ⇒ 2

-Posted with Wayfinder


WIS save DC 14: 1d20 + 0 ⇒ (13) + 0 = 13

Alfonso's spell causes one of the sailor to shriek in pain. Mad Jack moves in and stabs that same sailor in the stomach, but doesn't quite finish him.

Seeing how the battle is turning, Dieredon fires an arrow and finishes off the sailor.

The sailor that had been thrown down the stairs, slowly stands up and gets to the top.

Sailor vs. Shikyomaru: 1d20 + 3 ⇒ (1) + 3 = 4

Another sailor moves to Shikyomaru and tries to cut him open with his cutlass. But the nimble monk makes the tiniest of movements, sending the blade harmlessly past.

Round 2, cont.

Alfonso: 1d20 + 2 ⇒ (19) + 2 = 21
Mad Jack: 1d20 + 3 ⇒ (15) + 3 = 18
Dieredon: 1d20 + 3 ⇒ (14) + 3 = 17
Sailors: 1d20 + 1 ⇒ (12) + 1 = 13
Shikyomaru: 1d20 + 4 ⇒ (6) + 4 = 10
Treggor: 1d20 + 4 ⇒ (5) + 4 = 9
Grizzle: 1d20 + 1 ⇒ (7) + 1 = 8

Bold are up.

GM Only:

A HP 6/11, AC 12
B HP 11/11, AC 12; Sleeping
C HP 11/11, AC 12
D HP 11/11, AC 12; Sleeping


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

Grizzle's axe slides into his other hand as he throws himself at his next opponent, both weapons hacking.

Cutlass: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Axe: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


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 has a job to do, and he decides to do it. He disengages with the sailor and moves to the Wheel of the ship.

Arrows drawn for movement


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]

Treggor draws his second blade and looks the sailor dead in the eye as he starts to come back up the stairs.
"Ye'd be wise ta go 'n hide yerself. Ye might just live another day!"
intimidate: 1d20 + 5 ⇒ (13) + 5 = 18

-Posted with Wayfinder


Treggor's opponent shakes his head in fear and runs away from the battle. I should probably have done an opposed check, but this was too amusing not to let pay off.

Meanwhile, Shikyomaru disengages from his opponent to head to the back of the ship, his orders ringing in his ears.

Grizzle then steps to a sailor, and slices the man deep in the shoulder with his cutlass. He makes a second strike with his axe, but can't get a solid hit. The sailor is still on his feet.

***

GM Only:

Sailor vs. Grizzle: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 1 ⇒ (4) + 1 = 5; Take 2 damage

The wounded sailor swings his blade at Grizzle and lands a hit on him. The raging dwarf hardly notices.

For some reason I thought the sailors were up again. Please ignore.

Round 3

Alfonso: 1d20 + 2 ⇒ (19) + 2 = 21
Mad Jack: 1d20 + 3 ⇒ (15) + 3 = 18
Dieredon: 1d20 + 3 ⇒ (14) + 3 = 17

Sailors: 1d20 + 1 ⇒ (12) + 1 = 13
Shikyomaru: 1d20 + 4 ⇒ (6) + 4 = 10
Treggor: 1d20 + 4 ⇒ (5) + 4 = 9
Grizzle: 1d20 + 1 ⇒ (7) + 1 = 8

Bold are up.

GM Only:

B HP 11/11, AC 12; Sleeping
C HP 6/11, AC 12
D HP 11/11, AC 12; Sleeping


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)

Round 3

Dieredon fires at the wounded enemy engaged with Grizzle, in an attempt to finish him.

LB Att: 1d20 + 7 ⇒ (20) + 7 = 27
LB Dam: 2d8 + 3 ⇒ (7, 6) + 3 = 16


Dieredon's arrow lands in the sailor's throat. The dying man falls to the deck and gasps his last.

The battle is still ongoing.


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

"Ah ha!" Jack laughed like a loon as he skipped towards the final Sailor. He did a completely unnecessary twirl getting his feet tangled in some rigging. "Whoops!" he said as he overbalanced and flailing about plunged his sword into the unfortunate man's torso.

Rapier: 1d20 + 5 ⇒ (16) + 5 = 21Damage: 1d8 + 5 ⇒ (5) + 5 = 10


Jack's rapier pierces the prone man's sleeping form, and kills him in a single fell.


Male Half-Elf Bard 2 | AC 12 | HP 15/15 | Perc. +1 | Insight +1 | S-1/D+4/Cn+1/I+3/W+1/Ch+6 | Spells: 1st (2/3) | HD 2/2 | Bardic Insp (d6) 3/4 | Insp [-] |

Alfonso crosses onto the enemy ship to take a position by the wheel.

On mobile. Can someone please move me?

-Posted with Wayfinder


To hurry things along a bit, I'll assume the rest of the Press Ganged move across now, and ignore the sleeping sailors.

The Press-ganged make their way into the Sterncastle amidst the clang of steel, the stench of blood, and the sounds of dying men and women all around them.

At this point the fog parts, allowing the Press-ganged to see Captain Harrigan and two officers rushing madly for the doors to the captain’s cabin below the aft deck, slashing and hacking as they move.

Perception DC 10:

You notice a Rahadoumi sailor sneaking up behind Captain Harrigan. Will you warn him? Or will you let Mr. Plugg become the new captain?


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

Perception: 1d20 + 1 ⇒ (1) + 1 = 2


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

Perception: 1d20 + 2 ⇒ (20) + 2 = 22

Jack watches the Rahadoumi sneak close to Harrigan, and he thinks to himself, Mr Plugg doesn't deserve a stroke of luck. Mr Plugg should be swimming with the fishes... So at the top of his voice, Jack bellows, "Ho there Capn'! Sneaky one, behind ye!"


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]

Treggor glances around at Mad Jack's alert. He squints at his companion, but decides to trust the mad pirate as what he lacks in judgment he makes up for in luck.

-Posted with Wayfinder


Captain Harrigan hears the warning and turns just in time to evade the attack from the sailor. A single slice of his sword, takes the man's head. He glances up at Mad Jack and nods in recognition.

A few moments later, an explosion rocks the Man’s Promise from somewhere belowdecks. The Captain laughs. Clearly everything is going according to his plan.


Suddenly a Rahadoumi woman rushes out from belowdecks with two sailors behind her.

"Make for the boats, boys!"

"Aye, Cap'n," they reply.

Remember that on top of holding the wheel, you're also supposed to not let anyone escape. Plus capturing the captain could go along way toward pissing off Plugg and Scourge.

Round 1

Initiatives:

Alfonso: 1d20 + 2 ⇒ (3) + 2 = 5
Dieredon: 1d20 + 3 ⇒ (18) + 3 = 21
Grizzle: 1d20 + 1 ⇒ (7) + 1 = 8
Mad Jack: 1d20 + 3 ⇒ (10) + 3 = 13
Shikyomaru: 1d20 + 4 ⇒ (7) + 4 = 11
Treggor: 1d20 + 4 ⇒ (13) + 4 = 17
Captain: 1d20 + 2 ⇒ (8) + 2 = 10
Sailors: 1d20 + 1 ⇒ (16) + 1 = 17

Dieredon: 1d20 + 3 ⇒ (18) + 3 = 21
Treggor: 1d20 + 4 ⇒ (13) + 4 = 17

Sailors: 1d20 + 1 ⇒ (16) + 1 = 17
Mad Jack: 1d20 + 3 ⇒ (10) + 3 = 13
Shikyomaru: 1d20 + 4 ⇒ (7) + 4 = 11
Captain: 1d20 + 2 ⇒ (8) + 2 = 10
Grizzle: 1d20 + 1 ⇒ (7) + 1 = 8
Alfonso: 1d20 + 2 ⇒ (3) + 2 = 5

Bold are up.


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)

Round 3

Dieredon fires at the female Captain escaping.

LB Att: 1d20 + 7 ⇒ (11) + 7 = 18
LB Dam: 1d8 + 3 ⇒ (6) + 3 = 9


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]

You and I must have different ideas about "capturing", sir.

I'll make sure Dier didn't kill her before taking my turn.


The captain grunts in annoyance when she's hit with an arrow. She stares hatefully at Dieredon.

Treggor is still up. Capturing isn't the only option. You could just straight up kill her.


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]

Treggor leaps off the deck, leaving his swords clattering behind him. He dashes towards the woman and grabs her, attempting to hoist her over his shoulder. "Ey men, look! A wench!" He laughs madly as he struggles with the woman.
Entering Rage in anticipation of being seriously attacked.
Athletics: 1d20 + 7 ⇒ (8) + 7 = 15
Athletics (advantage): 1d20 + 7 ⇒ (7) + 7 = 14
Hmph


Gonna need a DC 10 athletics to clear the railing. Should be no big deal for you since you're raging.

STR (athletics): 1d20 + 7 ⇒ (8) + 7 = 15
STR (athletics): 1d20 + 7 ⇒ (16) + 7 = 23 <--

The Captain grunts in annoyance as Treggor bear hugs her.

Opposed STR (athletics): 1d20 + 4 ⇒ (7) + 4 = 11

"Get your damned hands off our Cap'n!" one of the men yell.

And they move into flanking positions and attack with their swords.

Bandit vs Grizzle ADV: 1d20 + 3 ⇒ (9) + 3 = 12
Bandit vs Grizzle ADV: 1d20 + 3 ⇒ (15) + 3 = 18 <-- Hit!
Damage: 1d6 + 1 ⇒ (4) + 1 = 5; 2 damage

Bandit vs Grizzle ADV: 1d20 + 3 ⇒ (9) + 3 = 12 <-- Miss
Bandit vs Grizzle ADV: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Round 1, cont.

Dieredon: 1d20 + 3 ⇒ (18) + 3 = 21
Treggor: 1d20 + 4 ⇒ (13) + 4 = 17
Sailors: 1d20 + 1 ⇒ (16) + 1 = 17
Mad Jack: 1d20 + 3 ⇒ (10) + 3 = 13
Shikyomaru: 1d20 + 4 ⇒ (7) + 4 = 11

Captain: 1d20 + 2 ⇒ (8) + 2 = 10
Grizzle: 1d20 + 1 ⇒ (7) + 1 = 8
Alfonso: 1d20 + 2 ⇒ (3) + 2 = 5

Treggor HP 13/23. Bold are up.

GM Only:

Sailor A; HP 11/11, AC 12
Sailor B; HP 11/11, AC 12
Captain; HP 36/45, AC 14


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 darts forward, he lashes out at the nearest sailor with foot, fist and blade.
Wakizashi: 1d20 + 6 ⇒ (8) + 6 = 14 Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Martial Arts: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d4 + 4 ⇒ (4) + 4 = 8


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

Delighted by Treggor's spirit, Jack shouts "AHA!" as he sprints to his aid. Attacking the same target as Shikyo, jack takes advantage of the confusion to thrust with his blade - aiming to run the man through!

Rapier: 1d20 + 5 ⇒ (15) + 5 = 20Damage: 1d8 + 5 ⇒ (3) + 5 = 8


Mad Jack and Shikyomaru utterly decimate the sailor.

Meanwhile, the Ship's Captain growls and shouts, "Get off of me!" She then uses her spear one handed and attacks Treggor, not even bothering to break the grapple.

And, yes, grappled creatures can attack. They just can't move.

Spear vs. Treggor: 1d20 + 6 ⇒ (17) + 6 = 23; hit!
Damage: 1d6 + 3 ⇒ (3) + 3 = 6; 3 damage

Spear vs. Treggor: 1d20 + 6 ⇒ (12) + 6 = 18; hit!
Damage: 1d6 + 3 ⇒ (1) + 3 = 4; 2 damage

Dagger vs. Treggor: 1d20 + 4 ⇒ (14) + 4 = 18; hit!
Damage: 1d4 + 2 ⇒ (4) + 2 = 6; 3 damage

The captain stabs twice with her spear into Treggor's sides.

Round 1, cont.

Dieredon: 1d20 + 3 ⇒ (18) + 3 = 21
Treggor: 1d20 + 4 ⇒ (13) + 4 = 17
Sailors: 1d20 + 1 ⇒ (16) + 1 = 17
Mad Jack: 1d20 + 3 ⇒ (10) + 3 = 13
Shikyomaru: 1d20 + 4 ⇒ (7) + 4 = 11
Captain: 1d20 + 2 ⇒ (8) + 2 = 10
Grizzle: 1d20 + 1 ⇒ (7) + 1 = 8
Alfonso: 1d20 + 2 ⇒ (3) + 2 = 5

Treggor HP 16/23. Bold are up.


Male Half-Elf Bard 2 | AC 12 | HP 15/15 | Perc. +1 | Insight +1 | S-1/D+4/Cn+1/I+3/W+1/Ch+6 | Spells: 1st (2/3) | HD 2/2 | Bardic Insp (d6) 3/4 | Insp [-] |

Alfonso rushes to Treggor's side to heal him.

Cure Wounds: 1d8 + 4 ⇒ (6) + 4 = 10

On mobile. Can someone move me please?

-Posted with Wayfinder


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

Grizzle charges down the stairs, and hacks at the captain with his axe and scimitar.

Scimitar: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Handaxe: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


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]

Really? While I'm holding her?
That's not even safe.

-Posted with Wayfinder


Alfonso, you can only make it if you leap over the railing. So I'll do an athletics check for you. Grizzle, same for you.

Alfonso STR (atheletics) DC 10: 1d20 - 1 ⇒ (13) - 1 = 12

Grizzle STR (atheletics) DC 10: 1d20 + 5 ⇒ (2) + 5 = 7
Grizzle STR (atheletics) DC 10: 1d20 + 5 ⇒ (15) + 5 = 20 <--

Alfonso leaps over the railing and heads to Treggor's side, where he casts a healing spell. IN contrast, Grizzle leaps over and delivers some brutal damage.

Round 2

Dieredon: 1d20 + 3 ⇒ (18) + 3 = 21
Treggor: 1d20 + 4 ⇒ (13) + 4 = 17

Sailors: 1d20 + 1 ⇒ (16) + 1 = 17
Mad Jack: 1d20 + 3 ⇒ (10) + 3 = 13
Shikyomaru: 1d20 + 4 ⇒ (7) + 4 = 11
Captain: 1d20 + 2 ⇒ (8) + 2 = 10
Grizzle: 1d20 + 1 ⇒ (7) + 1 = 8
Alfonso: 1d20 + 2 ⇒ (3) + 2 = 5

GM Only:

Sailor B; HP 11/11, AC 12
Captain; HP 23/45, AC 14

Treggor HP 23/23.


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)

Round 4

Dieredon fires again at the female Captain.

LB Att: 1d20 + 7 ⇒ (14) + 7 = 21
LB Dam: 1d8 + 3 ⇒ (1) + 3 = 4


It's been nearly a week, so I'm just going to go ahead and bot Treggor.

Treggor holds onto the grapple and smashes his head into the captain with the hope of knocking her out.

Unarmed vs. Captain: 1d20 + 5 ⇒ (19) + 5 = 24; hit
Damage = 4

The Captain keeps to her feet.

The last sailor shouts and attacks Treggor.

Sailor vs. Treggor: 1d20 + 3 ⇒ (13) + 3 = 16; hit!
Damage: 1d6 + 1 ⇒ (1) + 1 = 2; 1 damage

Round 2, cont.

Dieredon: 1d20 + 3 ⇒ (18) + 3 = 21
Treggor: 1d20 + 4 ⇒ (13) + 4 = 17
Sailors: 1d20 + 1 ⇒ (16) + 1 = 17
Mad Jack: 1d20 + 3 ⇒ (10) + 3 = 13
Shikyomaru: 1d20 + 4 ⇒ (7) + 4 = 11

Captain: 1d20 + 2 ⇒ (8) + 2 = 10
Grizzle: 1d20 + 1 ⇒ (7) + 1 = 8
Alfonso: 1d20 + 2 ⇒ (3) + 2 = 5

Bold are up. Treggor HP 22/23.

GM Only:

Sailor B; HP 11/11, AC 12
Captain; HP 19/45, AC 14


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]

Apologies. Must've lost my post.
+2 damage for rage.

-Posted with Wayfinder


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 darts forward and attempts to pummel the captain into unconsciousness.

Martial ARTS1: 1d20 + 6 ⇒ (18) + 6 = 24 Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Martial ARTS2: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d4 + 4 ⇒ (1) + 4 = 5


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

Laughing maniacally, Jack prances past Treggor and shouts at the sailor next to the enemy captain, "Arr! Have at ye!" He twirls his rapier this way and that before suddenly lunging.

Rapier: 1d20 + 5 ⇒ (15) + 5 = 20Damage: 1d8 + 5 ⇒ (2) + 5 = 7


Mad Jack delivers a heavy blow, but doesn't kill the sailor. Shikyo pummels the Captain, but can't quite bring her unconscious. But she looks very shaky.

The Captain cries out in anger and desperation and tries to skewer Shikyo.

Captain vs. Shikyo: 1d20 + 5 ⇒ (8) + 5 = 13; miss

Captain vs. Shikyo: 1d20 + 5 ⇒ (1) + 5 = 6; miss

But her attacks are wild and unfocused. Shikyomaru bats them away with hardly an effort.

Round 2, cont.

Dieredon: 1d20 + 3 ⇒ (18) + 3 = 21
Treggor: 1d20 + 4 ⇒ (13) + 4 = 17
Sailors: 1d20 + 1 ⇒ (16) + 1 = 17
Mad Jack: 1d20 + 3 ⇒ (10) + 3 = 13
Shikyomaru: 1d20 + 4 ⇒ (7) + 4 = 11
Captain: 1d20 + 2 ⇒ (8) + 2 = 10
Grizzle: 1d20 + 1 ⇒ (7) + 1 = 8
Alfonso: 1d20 + 2 ⇒ (3) + 2 = 5

Bold are up.

GM Only:

Sailor B; HP 4/11, AC 12
Captain; HP 6/45, AC 14


Male Half-Elf Bard 2 | AC 12 | HP 15/15 | Perc. +1 | Insight +1 | S-1/D+4/Cn+1/I+3/W+1/Ch+6 | Spells: 1st (2/3) | HD 2/2 | Bardic Insp (d6) 3/4 | Insp [-] |

"Nice hit, No-Hit!"

Vicious Mockery on the captain.

Psychic damage: 1d4 ⇒ 4

-Posted with Wayfinder


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

Grizzle hacks at the captain!

Scimitar: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Handaxe: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Resist Vicious Mockery DC 14: 1d20 + 2 ⇒ (5) + 2 = 7; fail

Grizzle's strikes are blocked by the desperate Captain. She looks as if she's about to rally, when Alfonso's cruel words make her falter. A lone drop of blood spills from her nose.

Round 3

Dieredon: 1d20 + 3 ⇒ (18) + 3 = 21
Treggor: 1d20 + 4 ⇒ (13) + 4 = 17
Sailors: 1d20 + 1 ⇒ (16) + 1 = 17
Mad Jack: 1d20 + 3 ⇒ (10) + 3 = 13
Shikyomaru: 1d20 + 4 ⇒ (7) + 4 = 11

Captain: 1d20 + 2 ⇒ (8) + 2 = 10
Grizzle: 1d20 + 1 ⇒ (7) + 1 = 8
Alfonso: 1d20 + 2 ⇒ (3) + 2 = 5

Bold are up.

GM Only:

Sailor B; HP 4/11, AC 12
Captain; HP 2/45, AC 14


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 darts around the Captain and bashes her in the head

Fist of the North Star!: 1d20 + 6 ⇒ (3) + 6 = 9
Fist of the North Star v.2: 1d20 + 6 ⇒ (1) + 6 = 7

Wow. Apparently Shikyo cannot hit a bound woman.


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)

Is everyone noticeably pulling their punches on the Captain. If so, I will attack a guard, if not, then I may kill her this round with a successful hit. I just need to know what I am seeing.


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]

Treggor tries to wrestle the captain to the ground and disarm her. "That'll be enough outta you!"
I'm not really sure the mechanics of doing either, especially whilst grappling, but the basic idea is to restrain her/make her combat-incapable.
Athletics: 1d20 + 7 ⇒ (19) + 7 = 26 <--
Athletics (adv): 1d20 + 7 ⇒ (8) + 7 = 15


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)

Round 5

Dieredon fires at the guard next to the Captain.

LB Att: 1d20 + 7 ⇒ (15) + 7 = 22
LB Dam: 1d8 + 3 ⇒ (4) + 3 = 7


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

With more enthusiasm than accuracy, Jack lunges once more at the last sailor standing!

Rapier: 1d20 + 5 ⇒ (7) + 5 = 12Damage: 1d8 + 5 ⇒ (7) + 5 = 12


The guard is felled by Dieredon, as the Captain is wrestled to the ground. She is defiant for a moment, until she sees Captain Harrigan
appear, gripping what appears to be a still beating human heart in his hands.

Harrigan leers down at her.

"I'm afraid your first mate and I had a bit of a disagreement. Now, do you yield?"

Looking defeated, the Captain lowers her head shamefully. "Yes, I yield."

There are a few stragglers left, but the day has been won.

Combat over.


Later, the fog dissipates, and a line of prisoners from the Man’s Promise is paraded before Captain Harrigan and the cheering crew of the Wormwood. They are secured on their own ship with a skeleton crew to guard it.

Mast Scourge initially tried to get the Pressganged assigned to this joyless duty, but Captain Harrigan will have none of it.

"Bah! These boys helped win the day! Let's get 'em something stiff to drink!"

***

Aboard the Wormwood, a party begins as the pirates celebrate their victory with fine food and drink from the Man’s Promise’s hold. Captain Harrigan holds a meeting with his top officers and divvies up the plunder from the Man’s Promise among the crew in the early evening.

"Man's Promise" is the name of the conquered ship.

#Loot

• Each PC gets 334 gp

And now the loot you can divvy up as a group:

• Potions of Healing x3
• Potion of Invisibility

***

For warning him during the fight, Captain Harrigan takes Mad Jack aside and rewards him from his personal coffer. By giving him a beautiful short sword.

Mad Jack receives a +1 Shortsword.


It's a party. Tell me what you guys want to do.


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 busies himself drinking some strong drink and sticking close to his comrades. He is sure not to drink to excess.


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 knows that not drinking will earn him enmity, but he also wants to keep his wits about him.

Essentially Slight of Hand to "fake" drinking
Stealth Drinking!: 1d20 + 6 ⇒ (18) + 6 = 24


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

"Ha ha!", crowed Jack jubilant when the battle was won. He didn't really care that they had won so much, but he reveled in the chaos of it all and the fact they had survived. When Harrigan presents Jack with the sword, accepted the sword and marveled at it saying, "Thankee Captain, if tha fates be kind, I'll be putin' this ta good use plunderin' us a merchantman."

Later when the casks of rum were broached, Jack took a swig. H e still didn't like it much but Badger was giving him a look so it would be rude to say no.


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]

Treggor engages in unbridled revelry and generally raucous behavior, drinking and wrestling as is his recreational custom. But he doesn't drink perhaps as much as he'd like others to believe.
Deception: 1d20 + 3 ⇒ (18) + 3 = 21
He also stops around to see Rosie and bother her for some magic. "Say lass, have ye any remedy fer me wounds? I be a bit more 'n sore." He says with a rum-heavy chortle.

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Okay, welcome to the game, kids. If you haven't already, please dot the Gameplay thread. For now we'll continue here. I want everyone to introduce themselves and their PC as they put the finishing touches on their profiles.

Also, please state some goals for your character. This can be mechanics, story ideas, a particular kind of magic item you'd like to get your hands on - whatever comes to mind.


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

"Goals? Whot I want, s' a legendary thin'. Everlastin' beer mug! I'd trade me left arm fer that mug! Afteer all, need me right one ta drink it!"

I would like to request that we use the "Climbing onto bigger creatures" variant rule from the DMG if it becomes relevant. Seems like it would make sense.

I'll finish up my profile and story ideas in the morning. I'm just going to sleep right now. Thanks for selecting yet another drunken dwarf!

I am Belac93. I've played 5e since it came out, and also played older editions for several years. I live in Canada (eh), and find it a little too cold for my tastes. I enjoy playing a wide variety of characters, and enjoy a healthy mix of fun roleplaying and mythic or swashbucking combat.

Expect me to make dumb decisions and statements during play. About half of them will be roleplaying, and the other half will just be me making bad decisions and dumb statements.


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]

"Aye, I be skilled with a sword. I've cut down soldier, assassin, and scoundrel alike, and I've got me the scars to prove it. And 'atwixt me and the men that have crossed me, I be the only one this side of the grave. So if ye be makin' any plans fer yer dagger whilst striding behind me, I must warn ye to reconsider."

I'm D-Kal, and that's an excerpt from Treggor himself in the game for which he was first made. Treggor is a hardened pirate that causes trouble for his own amusement. Not like murder, but petty theft and vandalism. You can expect him to make a lot of otherwise friendly, legal affairs a bit more complicated, but I won't go over the top with it.

Treggor's primary goals are to captain his own pirate ship and seek out revenge on his former crew. He'd also love to have a magic cutlass or some jumping boots that could let him board other ships with naught but a running start. And If I could push people as a bonus action that would be fun.

As for me, I've played some 5e, a little 4e, lots of Pathfinder, and a few other RPGs here and there. I created the (now unsupported) Wayfinder app, I took part in the first PbP game day, and although I've played some games locally, I've done many more games here on the boards over the past several years.


I don't know the "climbing onto bigger creatures" optional rule, but it sounds sexy. I'll break out my DMG when I get home and look it up. If you could tell me the page number or chapter that would be a super help.

I should mention that I will be using Flanking rules, and I won't be using Encumbrance - just keep things within the realm of believability when it comes to weight and we're golden.


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 can put an arrow through the eye of a flying gull at 100 paces. There are few who can match my skill with a longbow. However, do not be mistaken, as that is not all I am about. My arcane abilities are beginning to surface. I live to serve the Order of the Knights of Kyonin, and my skill set sends me on many a mission far and wide from my homeland.

Dieredon, while not a pirate, seeks to infiltrate to further the goals of the Order of Kyonin - to ferret out the increased pirate threats to the merchants of the north. A magical longbow is the weapon I seek.

I have been gaming since the 2nd Edition in the 1980's. I still host a weekly tabletop game (currently the Curse of Strahd). I left the D&D system for a bit to use Pathfinder when 4.0 came about. Since the advent of 5th Edition, I am all in! It is a welcome throwback to the simplistic older editions so near and dear to my heart.


Male Half-Elf Bard 2 | AC 12 | HP 15/15 | Perc. +1 | Insight +1 | S-1/D+4/Cn+1/I+3/W+1/Ch+6 | Spells: 1st (2/3) | HD 2/2 | Bardic Insp (d6) 3/4 | Insp [-] |

"Ah, such fantastic personalities! Such robust language! I promise that if you put down that knife, I'll gladly share tales of your exploits back home."

Alfonso is a foppish aristocrat from Taldor, out to see the world and find a way to make his family proud. He'd be happy to do so as a scourge of the seas, even if it wasn't his original plan, and perhaps he can bring a little class to this whole piracy business.

I'm a Venture-Agent and 3-star GM for Pathfinder Society, and I've played a couple of other 5e games.


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

Wiiipasssh! Jack's whip snaked out and wrapped round the chandelier followed shortly by jack, flagon in hand, as he swung out from the balcony! He landed with a crash on the tavern bench and whooped from the joy of the thing, "Arr I be Mad Jack McGinty! One day I'll be a dread pirate, jus like ma grand pappy! Leaning into tha spray at tha head o' tha fleet, with ma crew ready and raring ta go as we overhaul fat merchant galleons! T'will be glorious!"

Jack is a flamboyant larger than life third generation pirate. He's not overly bloodthirsty, but as befits a Callistrian he sure knows how to keep a grudge!

I've never played 5e but have loads of Pathfinder and 2e & 3e experience. I bought a copy of the 5e PHB but it's not arrived yet. So I'll be relying on the http://www.5esrd.com/ until it arrives.


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

Page 271, under the 'Action Options' section. It pretty much adapts the grapple rules to let you climb onto larger creatures (since normally you can't grapple them).


Thanks, Grizz.

For those who are a bit newer to 5e, I’ll say that if you’ve played a d20 game before you’ll feel mostly at home, once we start playing. Here are some things to keep in mind:

• You roll Ability checks, not Skill checks. This is important because if I call for a INT (history) check, you can still roll your intelligence even if you’re not proficient in history.

• Spellcasters can have only one “concentration” spell up at a time. But while concentrating on this spell, they can still cast non-concentration spells. This sounds like not a big deal, but for support characters who like to pour on the spells, it changes everything.

• There are very few additional modifiers to add to ability checks. Generally speaking degree of difficulty will fall under the advantage / disadvantage mechanic. In short, if you have advantage, roll 2d20 and take the higher result. If you have disadvantage, roll 2d20 and take the lower result. Multiple advantages or disadvantages do not stack – it will always be just 2d20. And if you have an advantage for one reason, and a disadvantage for another, then they cancel out and you just roll normally.

• Inspiration points allow you to roll with advantage, or remove a disadvantage. They are gained for good roleplaying. You can do this by playing to a flaw, taking a sub-optimal option for purposes of character, or maybe you just did something really cool that I like. You can’t have more than one inspiration point, but if I reward you one and you have one already, you can give it to another player. Keep in mind that you can spend your inspiration point after you make your first roll. So let’s say you roll a natural 1 on a crucial ability check. You could spend your inspiration and roll a second time to take the higher of the two results. You can also do this for another player. So if your party’s fighter fails that wisdom saving throw that would spell doom for your puny wizard, you can spend your own inspiration so the fighter can roll again.

• 5e will favor GM interpretation over rules as written. Now I fully intend to follow the written rules where possible, so we have a common ground to work from. If and when I deviate from that, it will mostly be for one of two reasons. For the sake of expediency. Or for rule of cool. And I’ll usually point it out when that occurs. That being said, I am human and I can and will get something wrong, I’m sure. If I make a bad call, feel free to call me out on it in the discussion tab. I have zero ego when it comes to gaming, so as long as you’re respectful it won’t be a problem.


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

Sorry for my tardiness!!!

Goals: Mechanically Monk2/Rogue2 will be when this guy can do all the neat stuff I've intended him to do!

RP wise: At some point Shikyo is gonna realize there is no returning home to Tien Min, and he'll have to deal with that. In the short term, he'll be sullen and angry at being press ganged and looking for some subtle revenge.


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

Does anyone want to know Jack from before we got press-ganged? Or shall we just see what happens when we're thrown together?


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 would say anyone who has spent a reasonable amount of time at the tavern knows who Grizzle is.


I took a look at the "climbing onto creatures" rule. I like it. I think I'll use it for my home game, too. Reminds me of Shadow of the Colossus.


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 that case I'm pretty sure Mad Jack would be egging you on when it comes to getting wrecked at the tavern. It's not a good night if you remember it and especially not if there wasn't a fight of some sort (think punches and flying tankards rather than blades).


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
Mad Jack McGinty wrote:
It's not a good night if you remember it and especially not if there wasn't a fight of some sort.

"Ah, please don't make me go home now lad! I'll remember everything!"


If you prefer to have a complete memory blackout about last night, that's certainly a way to go.


Since you're not wearing armor, right now, I'd appreciate it if you could please add a note in your tags that lists your unarmored AC.

Something like AC 12/16 should be fine. Obviously this is less of a deal for the barbarian and monk.


Just added this link of NPCs on the Wormwood on the Campaign page.


Okay, children, it's time for--

Daytime Ship Actions

These are things you can do while on ship. You generally get two ship actions. One in the daytime, and one at night. Here are the daytime ship actions. I'll repost these on the Campaign Info tab later for future reference.

Work Diligently: Gain advantage on any one check for a job’s daily task.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one area of the ship (the PC can make a single INT (investigation) check or other skill check with no chance of detection).
Shop: Take disadvantage on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take disadvantage on all checks for a job’s daily task and take time exploring one area of the ship. The PC can make an INT (investigation) or another with advantage, but must also make a DEX (stealth) check to avoid being discovered.


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)

If I Work Diligently during the day and Shirk at night, does this mean my day check is without advantage because of the disadvantage imposed for Shirking the daily task?


Male Half-Elf Bard 2 | AC 12 | HP 15/15 | Perc. +1 | Insight +1 | S-1/D+4/Cn+1/I+3/W+1/Ch+6 | Spells: 1st (2/3) | HD 2/2 | Bardic Insp (d6) 3/4 | Insp [-] |

Does it still count as shirking if I'm using Unseen Servant to take over the mopping?

I'd like to take the chance to look for where my gear is stowed. So Stealth, and Investigation with advantage?

-Posted with Wayfinder


Actually, nighttime ship actions are a bit different. Here they are, but we'll get to them soon enough.

Nighttime Ship Actions

Sleep: Go to bed early and sleep through the night (automatically recover from fatigue).
Gamble: Play or gamble on a game of chance or pirate entertainment.
Entertain: Make one CHA (performance) check to entertain the crew.
Influence: Attempt to influence a single NPC.
Sneak: Take time exploring one area of the ship. The PC
can make a INT (investigation) check with advantage or other skill, but must make a DEX (stealth) check to avoid being discovered.
Steal: Attempt to open a locked door or locker. The PC must make a DEX (stealth) check to avoid being discovered.


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)

Ahhh...I see. I will retcon my evening action to Sneak, then. Thanks!


Alfonso F. E. J. C. d'Arrabio wrote:

Does it still count as shirking if I'm using Unseen Servant to take over the mopping?

I'd like to take the chance to look for where my gear is stowed. So Stealth, and Investigation with advantage?

-Posted with Wayfinder

Yep. And, yep.


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]

What happens if we fail our daily task check? Also, are the 3 NPCs in the google doc the only ones we can influence? What does "influence" entail exactly?


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

@Treggor just post some actions, use if/then statements for different answers to your questions. Otherwise we all wait on one person, lets keep things moving.


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]

Well most importantly I wanted to know what NPCs I could influence, but I guess I'll just do a thing.


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 suppose for my nighttime action I'd like to gamble, but m not sure how that works since I don't have any money.

-Posted with Wayfinder


Sorry for the delay, guys. Had some bad Chinese takeout that basically ruined my day. And today my company let me know about some "positive changes" to our healthcare benefits that - well, best not to dwell.


Treggor Mynth wrote:
What happens if we fail our daily task check? Also, are the 3 NPCs in the google doc the only ones we can influence? What does "influence" entail exactly?

If you fail your checks, you basically did a bad job for the day. The consequences of which will be forthcoming. ::insert evil grin::

And right now, you haven't met that many NPCs. I'll introduce more of them as we go along. So far it's really just been Scourge, Plugg and the Captain. Well, and Fishguts, but Treggor hasn't met him yet.

Catching up now. Posting shortly.


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 hope I don't get myself killed before things get rolling.

-Posted with Wayfinder


If it happens, I'm sure it'll be a funny death. ;-)


Mad Jack - When you bunk later it'll actually be in the same hold where you woke up. Only you would get your own hammocks.


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)

Did I get resolution on my Sneak search of the cargo for my night time duty?


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
wicked_raygun wrote:
Mad Jack - When you bunk later it'll actually be in the same hold where you woke up. Only you would get your own hammocks.

Right, makes sense.


We haven't gotten to night time duties yet. Getting there.


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)

Sorry...were we supposed to post both. day and night together? If not, my bad.


No worries. A little confusion is bound to happen. I'm prepping a post for the next part. Should be up soonish, unless my job interferes. :-)


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 how does gambling work when I'm broke?

-Posted with Wayfinder


Male Half-Elf Bard 2 | AC 12 | HP 15/15 | Perc. +1 | Insight +1 | S-1/D+4/Cn+1/I+3/W+1/Ch+6 | Spells: 1st (2/3) | HD 2/2 | Bardic Insp (d6) 3/4 | Insp [-] |
Treggor Mynth wrote:

So how does gambling work when I'm broke?

-Posted with Wayfinder

I assume you could wager chores, or... "favors"


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, it's settled. I'll bet the bard.

-Posted with Wayfinder


Alfonso F. E. J. C. d'Arrabio wrote:
Treggor Mynth wrote:

So how does gambling work when I'm broke?

-Posted with Wayfinder

I assume you could wager chores, or... "favors"

Since you have no money, roll a WIS check with disadvantage. If you have a gaming set proficiency add your proficiency bonus.

Of course, if you would like to try something a little more unique, feel free to give it a shot, and roll what you think would be appropriate. I'll retcon or tell you to try something else if it's needed.


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]

Well, I thought I might be able to roll deception to bluff my way through.


Treggor Mynth wrote:
Well, I thought I might be able to roll deception to bluff my way through.

I always felt that gambling is really more of an issue of knowing when to hold 'em, knowing when to fold ' em, etc. But if you can explain it with CHA (deception), I'm willing to hear it.


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

In 5E there's an actual proficiency at Gambling (its a Tool proficiency iirc) and it would use whatever stat the GM decides....so it could be CHA.


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]

Hm, good call. I forgot about that. In that case, since I'm not a proficient gambler, maybe I'll do something else.

-Posted with Wayfinder


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

Eh, you don't have to be proficient to do it....you just use your CHA mod.


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]

But if I'm not proficient I probably wouldn't try.

-Posted with Wayfinder


Grizzle, I might have allowed someone to use a STR roll with intimidation, depending on how it was roleplayed. I'm hesitant to say that would always be the case though.


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

That's what I assumed. If I was trying to convince someone with my words, I know it would be Charisma. However, if I grabbed them, lifted them off the ground, and then yelled in their face, telling them what I want them to do, and then maybe heaving them at a wall? I feel like that would probably be strength.

Most of the time intimidation would fall under charisma, its just that strength will sometimes make sense.

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