DM Fflash's Giantslayer

Game Master DM Fflash

Chapter 3: The Forge of the Giant God
Janderhoff


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M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5
Mokroka said wrote:
"Should look to retrain some tricks, not sure what the rules are"

Flavor, man! Everything doesn't need to be crunchy!

Her current tricks are:
Attack II
Come
Defend
Fetch
Heel
Seek
Track
& now Flank

They seem fine to me, but assuming we can retrain, what are your suggestions?


Male Horc 5th Level Bloodrager

Down and Rescue - I think were two that came up we wished we had when you were not on


Male Horc 5th Level Bloodrager

Loot Totals

18,000 Gold split 4 ways ie 4500 each

Magic Items & MW not included in this total for now

Lg broke +1 spear
Light Xbow +1
Greatsword +2
Ring of Spell Knowledge
Wand of Magic Missile
Heavy Steel Shield +1
Cloak, Cowardly Crouching

MW Cold Iron Falcion
MW Warhammer
masterwork flail
MW Splint Mail
MW Studded Leather x2
MW light steel shield
MW BP x2


Male Exiled Dwarf Barbarian (armored hulk) 6

Mo take the falchion?

Jugger will swap the mwk flail in and take the mwk warhammer.

If no one else claims the crossbow, he'll take it for emergencies.

Is there a list of available special goods in the town for shopping?


Posted already


Kam do you have a link to the loot spreadsheet you built?


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

I built it in excel, cause I am a relic of a bygone era...but I can convert it tonight and share a link when I am home.


Male Exiled Dwarf Barbarian (armored hulk) 6

Jugger will buy the +1 heavy steel shield and the fire resist potion. He'll also buy 2 potions of cure moderate, if available.

1d100 ⇒ 79
1d100 ⇒ 78

Nevermind.


Male Horc 5th Level Bloodrager

I don't think you need to buy anything that is loot, at least I don't expect you too


Roondar Turen* wrote:

Hit Points

[dice=HPs]1d5 + 3 + 1 Total = 32

Skills: Acrobatics -1 , Climb +0 , Escape Artist -1 , Fly -1 , Handle Animal +8 , Heal +12 , Knowledge (Nature) +10 , Perception +10 , Ride -1 , Spellcraft +8 , Stealth -1 , Survival +15 , Swim +0

He'd like to get the Masterwork Studded Leather, and 1 alchemist Fire, the one Venom, and a tanglewood bag. Everything else is sellable to me.

You are short a 4th level ability score increase.

You added one too many skill points.

Druids can't use studded leather (metal studs)


Roondar Turen* wrote:

Winter Level up

[dice=HP]1d5 + 3 + 3 total 39

+2 Perception

Feat: Weapon Focus: Bite
Trick: Flank

+1 Con

Evasion

I'm showing a total of 40 hps. She can only have 1 skill point increase.


Jugger Grimbeard wrote:

Level 4 - Barbarian

[dice=Hit Points]1d5+7

FCB: +1 rage round/day

Ability: +1 Str

Rage Power: Strength Surge

Skills: +1 to climb, craft (armor), survival

Does Jugger have armor crafting tools?

Still need the rerolled HPs.


totiyonce level up notes

hit points: 1d5 + 3 ⇒ (3) + 3 = 6

bab: 2 + 1 = 3

fort save: 1 + 0 = 1
ref save: 3 + 3 + 1 = 7
will save: 3 + 1 + 1 = 5

class features: none

Disable Device: 0 + 1 + 3 (dex) = 4
Linguistics: 0 + 1 + 3 (class) = 4
Spellcraft: 0 + 1 + 3 (class) = 4
Knowledge (engineering): 0 + 1 + 3 (class) = 4
Disguise: 8 + 1 = 9
Perception: 7 + 1 = 8
Stealth: 8 (+10 to feint in combat) + 1 = 9 (11)

feats: none

level 0 spells known: 8 + 0 = 8
level 1 spells known: 4 + 0 + 1 (favored class) = 5 (added: Unseen Servant)
level 2 spells known: 0 + 2 = 2 (added: Gallant Inspiration, Whip of Spiders)

level 1 spell slots: 3 + 0 + 1 (pearl) = 4
level 2 spell slots: 0 + 1 = 1

Charisma: 16 + 1 = 17
Dexterity: 16 + 1 = 17


Charisma or Dex. I think its later editions that allow multiple increases (D&D maybe?)


Also, Toti. Every rank in linguistics gives you another language. Pick one.


Male Exiled Dwarf Barbarian (armored hulk) 6
DM Fflash wrote:

Does Jugger have armor crafting tools?

Still need the rerolled HPs.

No, but I'll put that on my shopping list with the shield.

Hit Points: 1d7 + 5 ⇒ (4) + 5 = 9

@ALL: Is anyone claiming the magic crossbow?


There is no magic crossbow


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Ok,

+1 WIS

Swap out studded leather with Hide armor

Removed skill point

Fixed Winters HPs

Removed skill point


Male Horc 5th Level Bloodrager

ok we have 19,100 to split 4 ways (4,775) and that doesn't include selling any magic items

Magic items have a value of 21,364 50% of that is 10,682

Go to the sheet, write down what you claim and I will get a final total


no idea which tab to post this on, so i'm putting it here.

over the down days, toti will:

find a magic dude/chick, pay 90gp, and swap out 2 0-level spells:

  • drop scrivener's chant, add dancing lights.
  • drop lullaby, add spark.

    find as many healing pots as she can, and buy them all -- all of them.  hundreds.  thousands.  ALL of them.


  • actually, lemme chop this in half. put the singing / checks part into the gameplay thread. just mark it out of character.


    3,834gp each in the loot split

    Plus 3,836gp in party fund


    Each magic item has a likelihood of 75% of being available, reduce that by 1% for each additional item of the same type until you fail and then you're out of those items.

    Potions of CLW are 50gp each
    Potions of CMW are 300gp each
    Wands of CLW are 750gp each


    M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

    Lets see if I am lucky...

    Availableforsale: 1d100 ⇒ 62 +1 Med. Hide Armor (Available?) 1165gp (I think)
    Availableforsale: 1d100 ⇒ 97 +1 Light Wooden Shield - Damn!
    Availableforsale: 1d100 ⇒ 46 +1 Scimitar (Available?) 2315gp (I think)
    Availableforsale: 1d100 ⇒ 98 CLW Wand - Damn!
    Availableforsale: 1d100 ⇒ 70 CLW Potion - 50gp YAY!
    Availableforsale: 1d100 ⇒ 16 CLW Potion - 50gp YAY!
    Availableforsale: 1d100 ⇒ 85 CLW Potion - Damn!
    Availableforsale: 1d100 ⇒ 74 CLW Potion - Damn!

    Let me know if I didn't do that correctly. That leaves Roondar with 200gp


    You can trade in for the hide armor so you only have to pay half for it. Same for the scimitar. You guys had the 2000gp Large spear so that should be enough for the scimitar. You can cobble together enough other weapons and armor to pay for half the hide armor.

    Although your horrible dice rolling tapped the city out of CLW wands and CLW potions. After a week, those will reset and you can reroll. We will need to start the next chapter for that to happen

    CLW scrolls are 25 go each may be available. CMW scrolls at 150gp


    Male Horc 5th Level Bloodrager

    +1 Furious Greatsword - 1d100 ⇒ 76 (damn!)

    +1 BP - 1d100 ⇒ 52


    13,165 in weapons to trade equates to 6583 in savings. Roondar used some of that.

    New split is 3654 after fixing large equipment math.


    Male Horc 5th Level Bloodrager

    Scroll of Identify - 1d100 ⇒ 43


    so, toti's gold accounting:

    start balance: 3654gp

    up to 3 CLW Wands (2250gp)
    CLW Wand - Availability: 1d100 ⇒ 88
    CLW Wand - Availability: 1d100 ⇒ 69
    CLW Wand - Availability: 1d100 ⇒ 27

    up to 4 CMW Potions (1200gp)
    CMW Potion - Availability: 1d100 ⇒ 96
    CMW Potion - Availability: 1d100 ⇒ 27
    CMW Potion - Availability: 1d100 ⇒ 32
    CMW Potion - Availability: 1d100 ⇒ 35

    up to 10 CLW Potions (500gp)
    CLW Potion - Availability: 1d100 ⇒ 91
    CLW Potion - Availability: 1d100 ⇒ 11
    CLW Potion - Availability: 1d100 ⇒ 96
    CLW Potion - Availability: 1d100 ⇒ 87
    CLW Potion - Availability: 1d100 ⇒ 58
    CLW Potion - Availability: 1d100 ⇒ 80
    CLW Potion - Availability: 1d100 ⇒ 39
    CLW Potion - Availability: 1d100 ⇒ 29
    CLW Potion - Availability: 1d100 ⇒ 42
    CLW Potion - Availability: 1d100 ⇒ 39

    up to 10 CMW Scrolls (1500gp)
    CMW Scroll - Availability: 1d100 ⇒ 81
    CMW Scroll - Availability: 1d100 ⇒ 94
    CMW Scroll - Availability: 1d100 ⇒ 43
    CMW Scroll - Availability: 1d100 ⇒ 93
    CMW Scroll - Availability: 1d100 ⇒ 18
    CMW Scroll - Availability: 1d100 ⇒ 82
    CMW Scroll - Availability: 1d100 ⇒ 95
    CMW Scroll - Availability: 1d100 ⇒ 80
    CMW Scroll - Availability: 1d100 ⇒ 36
    CMW Scroll - Availability: 1d100 ⇒ 60

    45gp: drop scrivener's chant, add dancing lights.
    45gp: drop lullaby, add spark.

    final balance: 3564gp

    p.s. FOR F#%*'S SAKE.


    Just saw Mo's furious greatsword ask above. It wouldnt be available due to price limits in town (1000 for an item.), but you could ask for it to be crafted as your one request.

    If you do that, I'd recommend moving the hammer to someone else.


    Male Horc 5th Level Bloodrager

    No I am good, I didn't realize it was that much


    Male Horc 5th Level Bloodrager

    Mok checks for swarm scrolls - 1d100 ⇒ 94


    toti's going shopping for magic items!

    1800gp
    Efficient Quiver - Availability: 1d100 ⇒ 53
    https://www.d20pfsrd.com/magic-items/wondrous-items/e-g/efficient-quiver

    2000gp
    Corrosive Shortbow - Availability: 1d100 ⇒ 68
    https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abi lities/corrosive

    3000gp
    Bead of Force - Availability: 1d100 ⇒ 63
    https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/bead-of-force

    1000gp
    Pathfinder Pouch - Availability: 1d100 ⇒ 96
    https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/pathfinder-pouch

    1000gp
    Boots of the Cat - Availability: 1d100 ⇒ 76
    https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/boots-of-the-cat

    2000gp
    Manacles of Cooperation - Availability: 1d100 ⇒ 50
    https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/manacles-of-coopera tion

    2000gp
    Bladed Belt - Availability: 1d100 ⇒ 79
    https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/belt-bladed

    2000gp
    Buffering Cap - Availability: 1d100 ⇒ 47
    https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/cap-buffering

    1800gp
    Hat of Disguise - Availability: 1d100 ⇒ 7
    https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/hat-of-disguise

    gear i ended up getting:
    - Corrosive Shortbow (2000gp)
    - 4 Potions of CMW (1200gp, commissioned)

    starting gold: 3564gp
    ending gold: 364gp

    of course all the cheap stuff wasn't available. boo.


    I feel a bit like a broken record.

    Town item cap is 1000gp for what it can sell you, so anything above that is out unless specifically made available by the list provided ORRRRRR ....

    .... if you have Sara and Astrid craft you an item.

    So Toti could have her Corrosive shortbow crafted for 1/2 price, no limit, but way there's more, you say?!

    Corrosive weapons can only be applied to a base +1 weapon, making it a total +2 weapon which has a price of 8K + masterwork shortbow costs. Half that puts you around 4.2k, if you have Sara and Astrid craft it.


    to finish this out, toti will have the girls craft her an efficient quiver and boots of the cat for a grand total of 1400gp and a kiss for magic items.

    so, the revised summary of downtime acquisitions:
    - drop Scrivener's Chant, add Dancing Lights (45gp)
    - drop Lullaby, add Spark (45gp)
    - Efficient Quiver (900gp, commissioned)
    - Boots of the Cat (500gp, commissioned)
    - 4 Potions of CMW (1200gp, commissioned)

    starting gold: 3564gp
    ending gold: 874gp


    You stealing someone else's commission? 1 each. Is fine if no one else is using it. 4 total. Roondar wants his scimitar made ... that's one. If Mo and Jugger are OK with it, you can have these two.


    chapter two setup cliff notes

    the wrap-up from chapter one:

  • Twisted Hearts -- the badguys, orcs and giants, led by female hill giant named Grenseldek.
  • Twisted Hearts HQ is Redlake Fort.
  • badguys staged the raid to recover the artifacts from the Tomb below Trunau.
  • Rodrick was about to blow the whistle on the whole thing, so they murdered him.

    our main job:  

  • travel to Redlake Fort and put a stop to Grenseldek.
  • Raag Bloodtusk's keelboat is taking us to Redlake Fort
  • we have to defend his boat and work as his crew.
  • oversized river vultures could get us on this kessel run. 

    our first task:  

  • Silvermane (the mute elf) says there's a stash of gear to help us in the Vault of Thorns, a demiplane place.
  • the entrance to the Vault is still located within the Ghostlight Marsh.
  • look for a marker in the form of a circle of thorns carved into a stone near the banks of the River Esk.
  • the dead will-o-wisp lantern points to the circle of standing stones that marks the Vault’s entrance.


  • Male Horc 5th Level Bloodrager

    The boots of the cat could be available for purchase, they are only 1k. But no, I am not giving up my commission


    He failed the availability roll.


    trying the roll again, with the new merchants.

    Boots of the Cat - Availability: 1d100 ⇒ 43

    sweet. got it.

    the revised-revised summary of downtime acquisitions:
    - drop Scrivener's Chant, add Dancing Lights (45gp)
    - drop Lullaby, add Spark (45gp)
    - Efficient Quiver (900gp, commissioned)
    - Boots of the Cat (1000gp, from riverboat merchants)
    - 4 Potions of CMW (1200gp, commissioned)

    starting gold: 3564gp
    ending gold: 374gp


    M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

    Roondar has the +1 Scimitar, the +1 Hide armor, he was able to buy 2 potions of CLW.

    If the local economy resets (not sure how long we are staying in town)

    I believe you mentioned that something happened to reset the available gear in the city, Maybe I misread.

    I would like to get these items if possible

    CLW Wand: 1d100 ⇒ 47 <- Yay -750gp
    CMW Scroll: 1d100 ⇒ 28 <- Yay -300gp
    CMW Scroll: 1d100 ⇒ 68 <- Yay -300gp
    CMW Scroll: 1d100 ⇒ 93 <- Damn!
    CLW Potion: 1d100 ⇒ 38 <- yay -50gp
    CLW Potion: 1d100 ⇒ 10 <- Yay -50gp

    Since we had the raw mats, and the crafts people to remake stuff, I believe the scimitar would have been -1158gp
    the hide armor should be -583gp
    (from the previous post) -100gp

    So I think Roondar has a balance of 363gp.

    He will keep a standard spell lineup: (mem spells at sunrise)
    0 - Create Water, Detect magic, Light, and Read Magic
    1 - CLW(x2), Magic Fang, Speak with Animals
    2 -Barkskin, Sickening Entanglement, (open slot)

    I want to ask, back in the day, I played in a campaign where you could leave a spell slot open, and at any point you could spend 15min game time, to fill it on the fly. Are you interested in doing something like this?


    In Pathfinder, those sorts of on the fly changes are limited to investigators and alchemists ... it's a class advantage for having a limited spell selection list.


    Male Horc 5th Level Bloodrager

    Potions

    Shield - 1d100 ⇒ 59 (50GP)
    Shield - 1d100 ⇒ 94 (meh)

    Protection from evil - 1d100 ⇒ 82 (meh)

    Long Arms - 1d100 ⇒ 26 (50GP)
    Long Arms - 1d100 ⇒ 17 (50GP)

    Enlarge Person - 1d100 ⇒ 24 (50GP)
    Enlarge Person - 1d100 ⇒ 23 (50GP)

    CLW - 1d100 ⇒ 16 (50GP)
    CLW - 1d100 ⇒ 6 (50GP)
    CLW - 1d100 ⇒ 59 (50GP)


    Male Exiled Dwarf Barbarian (armored hulk) 6

    3564 gp + 49 gp (previous wealth) = 3613 gp

    Purchases:
    * +1 heavy steel shield... 1170 gp
    * mwk armor crafting tools... 55 gp
    * potion of resist fire... 300 gp

    Available?: 1d100 ⇒ 71
    * potion of cure moderate wounds... 300 gp
    Available?: 1d100 ⇒ 46
    * potion of cure moderate wounds... 300 gp

    Sell:
    Splint mail armor... 100 gp

    Remaining money: 1588 gp

    Probably aught to account for food and water for the upcoming trip. Party fund it for everyone?

    Side note: I changed Jugger's alignment to NG. I think it will be more in line with how I've played him so far.


    @Jugger; Like Mo, you can essentially get the steel shield for half price by trading in direct. YOu guys had about 13k to sell that way ... no one has used it all up so it's pretty close to fair.


    Male Horc 5th Level Bloodrager

    Starting Gold - 3564

    Purchases 1075

    Left - 2489


    Male Exiled Dwarf Barbarian (armored hulk) 6

    Okay, that's 585 back in the pocket then.

    2173 left over.


    toti food rations:

    starting gold: 874gp

    toti buys 500 days of trail rations -- or as many as are available -- for 100gp and sticks them into her bag.

    ending gold: 774gp


    Half Orc Crew Member stats:

    Half-orc rogue (pirate) 1/warrior 1
    N Medium humanoid (human, orc)
    Init +2; Senses darkvision 60 ft.; Perception +5

    DEFENSE
    AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
    hp 15 each (2 HD; 1d8+1d10+2)
    Fort +3, Ref +4, Will +1
    Defensive Abilities orc ferocity

    OFFENSE
    Speed 30 ft.
    Melee handaxe +4 (1d6+3/×3) or
    dagger +4 (1d4+3/19–20)
    Ranged javelin +3 (1d6+3) or
    heavy ballista +3 (4d8/19–20)
    Special Attacks sneak attack +1d6

    STATISTICS
    Str 16, Dex 15, Con 13, Int 10, Wis 12, Cha 8
    Base Atk +1; CMB +4; CMD 16
    Feats Exotic Weapon Proficiency (heavy ballista),
    Sea LegsUC
    Skills Acrobatics +8, Climb +9, Intimidate +5,
    Knowledge (engineering) +1, Knowledge
    (local) +4, Perception +5, Profession (sailor) +6,
    Sleight of Hand +6, Stealth +6, Swim +9
    Languages Common, Orc
    SQ orc blood, sea legs
    Gear leather armor, dagger, handaxe, javelin

    Coxswain Halrex:

    Female orc bard 3
    CN Medium humanoid (orc)
    Init +2; Senses darkvision 60 ft.; Perception +4

    DEFENSE
    AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
    hp 20 (3d8+3)
    Fort +4, Ref +5, Will +1; +4 vs. bardic performance, languagedependent,
    and sonic
    Defensive Abilities ferocity
    Weaknesses light sensitivity

    OFFENSE
    Speed 30 ft.
    Melee mwk whip +6 (1d3+3 nonlethal) or
    short sword +5 (1d6+3/19–20)
    Ranged javelin +4 (1d6+3)
    Special Attacks bardic performance 15 rounds/day
    (countersong, distraction, fascinate [DC 12], inspire
    competence +2, inspire courage +1)
    Bard Spells Known (CL 3rd; concentration +4)
    1st (4/day)—animate rope, cause fear (DC 12), cure light
    wounds, hideous laughter (DC 12)
    0 (at will)—daze (DC 11), flare (DC 11), know direction, mage
    hand, resistance, summon instrument

    TACTICS
    During Combat Halrex attempts to disarm or trip opponents
    with her whip, then switches to her short sword.

    STATISTICS
    Str 16, Dex 14, Con 13, Int 8, Wis 6, Cha 13
    Base Atk +2; CMB +5; CMD 17
    Feats Extra Performance, Great Fortitude
    Skills Acrobatics +8, Knowledge (geography) +5,
    Knowledge (local) +5, Perception +4, Perform
    (percussion) +9, Profession (sailor) +4, Swim +5
    Languages Common, Orc
    SQ bardic knowledge +1, versatile performance
    (percussion), weapon familiarity
    Combat Gear potion of cure light wounds; Other
    Gear +1 leather armor, javelins (2), mwk
    whip, short sword, mwk drum, spell
    component pouch,

    Raag Bloodtusk:

    Male half-orc ranger 4
    CN Medium humanoid (human, orc)
    Init +2 (+4 on water); Senses darkvision 60 ft.; Perception +8
    (+10 on water)

    DEFENSE
    AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
    hp 38 (4d10+12)
    Fort +6, Ref +6, Will +2
    Defensive Abilities orc ferocity

    OFFENSE
    Speed 30 ft.
    Melee mwk scimitar +7 (1d6+3/18–20), mwk kukri +6
    (1d4+1/18–20) or
    mwk scimitar +9 (1d6+3/18–20)
    Ranged javelin +6 (1d6+3)
    Special Attacks combat style (two-weapon), favored enemy
    (dragons +2)
    Ranger Spells Prepared (CL 1st; concentration +2)
    1st—resist energy

    STATISTICS
    Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 8
    Base Atk +4; CMB +7; CMD 19
    Feats Endurance, Quick Draw, Two-Weapon Fighting, Weapon
    Focus (scimitar)
    Skills Intimidate +8, Knowledge (geography) +5 (+7 on
    water), Knowledge (local) +2, Perception +8 (+10 on
    water), Profession (sailor) +8, Survival +8 (+10 on
    water), Swim +13
    Languages Common, Orc
    SQ favored terrain (water +2), hunter’s bond
    (companions), orc blood, track +2, wild
    empathy +3
    Combat Gear potion of cure moderate wounds;
    Other Gear chain shirt, javelins (2), mwk kukri,
    mwk scimitar, ring of swimming, black pearl earring


    Ship Duties

    Rowing + Something else every day

    Cooking:
    PCs can assist the boat’s cook, Gashnakh, in preparing meals and cleaning, stocking, and maintaining the galley A successful DC 10 Profession (cook) check or Intelligence check is enough to cook a palatable meal.

    Fishing:
    PCs can help haul in the day’s catch to feed the crew. A successful DC 10 Profession (fisherman) check, DC 18 Survival check, or a successful DC 10 Strength check is required to haul in the boat’s fishing nets. Four nets are cast into the river each day, and up to two individuals can haul in each net (one attempts the check, while the other can use aid another) every morning.

    Lookout:
    PCs can watch for hazards from the crow’s nest atop the mast. Three successful DC 10 Climb checks are required to get to the crow’s nest. Any PC stationed in the crow’s nest gains a +2 circumstance bonus on Perception checks to notice approaching threats.

    Rowing:
    PCs can spend 5 hours rowing the keelboat in the rowing banks. This requires a successful DC 5 Profession (sailor) or DC 10 Strength check. The PC must also succeed at a DC 10 Constitution check or be fatigued at the end of the shift.

    Sounding:
    Helping the keelboat’s pilot avoid the shallows along the riverbeds requires a successful DC 10 Profession (sailor) check or DC 15 Perception check from the forecastle.

    Stable Mucking:
    Maintaining the horses and stable requires a successful DC 10 Handle Animal check, DC 10 Profession (stable master) check, or DC 15 Ride check.

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