Yohoho and a bottle of Rep! (subSPUF Skull and Shackles)

Game Master Rynjin

Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.

Impositions:

Disgraceful Impositions:

Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Costs 2 Disrepute.

Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level. Costs 5 Disrepute.

Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. Costs 5 Disrepute.

Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week. Costs 10 Disrepute.

Despicable Impositions:

5: Lashings!: Your ship's speed doubles for 1 day.

5: Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.

10: Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.

10: Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.


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Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

There is certainly something magical ahead.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

Focus on it. What can I tell?

Know psionics: 1d20 + 10 ⇒ (2) + 10 = 12
Spellcraft: 1d20 + 11 ⇒ (11) + 11 = 22


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk keeps the ship in place until Odan is done detecting.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Jrahk, just try to fall back.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

Only takes 18 seconds or 3 rounds to fully detect


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk wants to know what we're up against.

Jrahk readies an action to turn the ship around once Odan finishes detecting.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace gets up, and runs near the handrails of the ship, screaming obscenities at the top of his lungs at the innocuous looking vessel.

how far away is it?


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Yes, but it takes time to get the ship moving. Plus, the spell has a decent range.

Calm down, Ace.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

It's not Odan's turn.

Ace and Lucy still have actions before round 2 (Ixrul and Jrahk fell back, Odan cast Detect magic), and Jrahk needs to quit being sneaky and roll an actual Reflex save to see if he fell over.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Check the previous page, nerd.

Jrahk Razortusk wrote:

[dice=Don't hit the deck!]20+6

Jrahk manages to stay on his feet.

Ixrul, what happened? Did we hit something invisible?

I rolled a nat 20 + 6, so I'm good.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace sets up his magic shield, after catching his breath, and falls back with the others.

or just fall back if that is 2 actions


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

That's not a Nat 20 mate, that's you just putting 20+6.

Vorpal Scythe attack roll: 20 + 14 = 34

Welp, looks like you're dead. =p

@Ace: you'd need to spend a Move to get up from Prone.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Wait, what? Sorry, I didn't notice I did that.

The d is for deck: 1d20 + 6 ⇒ (16) + 6 = 22


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I DID. Maybe you should take a closer look.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

I was hoping you wouldn't see that post before I deleted it...I've rectified the situation.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |
Rynjin wrote:


@Ace: you'd need to spend a Move to get up from Prone.

TheGuyKnownAsAce wrote:
Ace gets up]

unless a roll is needed for it, Ace had his turn already

Rynjin wrote:
I DID. Maybe you should take a closer look.

the irony


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
TheGuyKnownAsAce wrote:


Rynjin wrote:


@Ace: you'd need to spend a Move to get up from Prone.

TheGuyKnownAsAce wrote:
Ace gets up]

unless a roll is needed for it, Ace had his turn already

Rynjin wrote:
I DID. Maybe you should take a closer look.
the irony

Then why did you post a second round's worth of actions? Anyway, I assume Lucy fell back as well...to where, exactly?


Female Tiefling Barbarian (Invulnerable Rager) 7 [rage] | HP 55/69 [76/90] | DR 3/- | AC 22 [-2], FF 19 [-2], Touch 13 [-2] | Fort 7 [10] Ref 5 Will 4 | Init 6 | CMD 25 [27] | Perception 12 Sense Motive 2

I'm confused as to where "back" is as well. I know Jrahk's waiting to turn the ship around, but considering everyone else also fell back I'm not really sure what that means.

Lucy springs back up to her feet, grumbling.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

Well, you've got my actions for the next two rounds.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

Im fairy certain that when Ixrul said to fall back, he meant pull the ship back and away from whatever we hit; he did not mean for people to simply move from one side of the ship to another.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

That is correct, Odan. Falling back on this ship itself is fairly pointless.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Putting a warship in reverse is more difficult than you're making it out to be.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

So what's Odan's diagnosis?

Also, is there any indication that the Shining Star has noticed us?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Okie dokie, as a Full-Round action you can move backwards 30 feet with a successful Profession: Sailing check (no Take 10).

Edit: Scratch that, it's an Intimidate check, you'd be using the oars.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

do eet


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

"GET ON THOSE OARS, YOU USELESS RATS! BACK THE SHIP UP OR JRAHK'LL GIVE YOU SOMETHING TO BE REALLY SCARED OF!"

Intimidate: 1d20 + 15 ⇒ (10) + 15 = 25


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The ship shifts...slightly, but does not actually move backwards. You seem to be caught on something.

So round 1 breakdown: Ixrul tries to move the ship back, Ace casts Shield and stands up, Ixrul stands up and does ???, Odan casts Detect Magic, and Lucy does ???. can we fill in those ???'s before the end of the day? I need to know where everyone is and what they're doing there.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

dont we have a telescope/sextant of true sight or something? I think alex had it last


Infamy: 34| Disrepute: 15| Plunder: 0| Ship HP: 57/1200| AC 12| Hardness 5| Race Score +9

Hmm, I vaguely remember something like that. The Eye of something or other. I think Slickjaw had it, but I can't look at his sheet any more (need permission). Can you check, Dual? If nobody has it, then you sold it I believe.

Edit: Svingli's Eye was the name IIRC.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I'm just going to assume you sold it. SOmebody tell me if you find out you didn't.

Round 2: Odan detects three magical auras ahead of the ship. The strongest aura is Moderate.

Everyone else?


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Did some digging - went ~10 pages from where it was mentioned - and seems it was never sold or claimed by a particular party member from what I saw. Probably just in the party fund. Also, it was post-death of Slickjaw.

Ixrul will whip Svingli's Eye (I guess assume Ixrul carries it from now on - he's rarely in melee and is often flying) out and inspect the area Odan points out.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Svingli's Eye Details:

Svingli’s Eye

Aura moderate divination; CL 10th

Slot none; Price 28,800 gp; Weight 6 lbs.

DESCRIPTION

Unlike the heavy cast-brass mariner’s astrolabes normally used
at sea, this astrolabe is of the more common type found on land
(Pathfinder RPG Advanced Player’s Guide 185), made of flat discs
of brass. The famed navigator-astrologer Svingli of Morm, a
drowned settlement of old Lirgen, was said to have sacrificed
her eye to the instrument to grant her knowledge of things
beyond mortal sight, thus giving the astrolabe its name.

In addition to an astrolabe’s normal +2 circumstance
bonus, Svingli’s Eye grants a further +2 competence bonus
on Knowledge (geography), Profession (sailor), and Survival
checks when used to navigate on land or sea. Once per day,
the user can make a DC 20 Perception check while using
Svingli’s Eye as a move action to catch a glimpse of how things really are for 1 round, as if with a true seeing spell. While using the astrolabe’s true seeing ability, the user can also see through concealment caused by smoke or fog and gains a +10 competence bonus on Perception checks to spot hidden or disguised creatures or objects.

Gimme a Perception check Ixrul, to see if it works.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Perc: 1d20 + 13 ⇒ (15) + 13 = 28

Do I make a second one at +10 now?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Nope, no need.

Ixrul sees a small island. Which the Pallor has run aground on. He also sees a small ship, with a conspicuous rope hanging in the air.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

KnArcana: 1d20 + 16 ⇒ (13) + 16 = 29

What spell? To hide the island, not for the rope. I have that one in my spellbook so I'd imagine auto-ID.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Unless you have Arcane Sight up, you can't identify the spell.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

Odan will move along the ship as necessary to keep his detect magic on the same spot, so he can identify whatever it is they hit or whatever the magic is.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.
Knowledge wrote:
Identify a spell effect that is in place --- Arcana 20 + spell level

Nothing about needing Arcane Sight.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

You need to be able to see the spell effect to identify it. With Arcane Sight you'd be able to see the magical aura, if nothing else, but with True Seeing up all you see is land. When that wears off you can identify it (since you'd automatically disbelieve it)...but Odan is about to beat you to it.

1d20 + 11 ⇒ (20) + 11 = 31

Odan recognizes this as a Mirage Arcana, a powerful Illusion spell that changes every aspect (visual, audible, tactile, etc.) of the area covered.

Ixrul, meanwhile, sees a bunch of people piling out of that "mysterious" rope and begin flying toward the boat, slowly and quietly.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

How many? Any half-orcs?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

8 total. They're ALL Half-Orcs.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Any of them look like wizards?


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

are they in a single file?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Much like geese, they fly in a V formation. The one in the lead is unarmored.

Ace, Jrahk, and Lucy still have actions this round. Actually, Ixrul has an action too, but on his turn the True Seeing effect ends.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Keep pulling back. There's a few flight spells that are faster than a ship, but if they've got anyone who can cast those we're dead anyways.

Also, is the Shining Star real? It's in that same direction so I'd have seen if it was or not.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Is there enough room on the ship to move so Ace can aim lighting at a line of them?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The Shining Star has mysteriously disappeared.

Ace can move wherever he wants.

The ship cannot.

Maybe I wasn't clear when I said your ship had run aground.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

CL Check: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Ixrul will dispel magic on the lead half-orc.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ixrul removes the sextant from his eye the magic fades, and all of the half-orcs disappear from view.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Activating the sextant is a move. I have a standard to dispel.

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