Skulk & Shackles with GM Apoc

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Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle looks down at the barrels she is sitting on. Her mouth opens to say 'oh' but no noise comes out. Her face does turn red. Probably the sun.

She writes, If we can find an actual spring, it'll be faster and more water. But if not, we can at least return with something.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Oduim startles awake. He is more than a little surprised at the surroundings, and the fact that there are no knives sticking out of him anywhere.
Were we healed up? Are we still fatigued?
*******************

The undine accepts the orders without a sound. He may be a dick, but he's smart enough to know that he don't wanna die of thirst.

*************

Perception vs DC 15: 1d20 + 8 ⇒ (11) + 8 = 19
Aw crap! Oduim points to the hull of the ship. "Looks like maybe they didn't fall overboard in the storm." He makes his way over to scoop up the holy symbol. He tucks it in his belt before joining the others.

***************

The druid mulls over the tiefling's inquiry. He shakes his head."It's not impossible, but just about so. I'm sure there are magics to help somebody track, but I don't have anything like that at the moment."

***************
He tries to sign as he speaks, "I might be able to help you 'find' more water."
Also have Create Water (four gallons per casting).

"By the way, we should keep an eye on the Promise. I wouldn't be surprised if he decided he's skilled enough to sail on with the few hands he has. I mean, they'd all die, but right now, that's our only way back to civilization."

He scans the water for any grindylow slime floating on the surface of the calmer ocean.

Survival (track?): 1d20 + 5 ⇒ (13) + 5 = 18


Behind the Screen:

@Asami:
Plugg rolls his eyes. "Whatever. Just be back in three days. We leave the morning of the fourth."

----

@Oduim:
You were unconscious for less than an hour, so you are not healed and still fatigued.

----

@Estelle & Oduim:
Technically speaking you could certainly conjure enough water for the crew, but Draxxie is correct that few pirates would trust magic water enough to drink it, even from an ally.

Oduim searches the waves as the ship's boat slowly approaches the shores of the large island to the south, but sees no immediate sign of grindylow.

----

@Everyone:
Almost forgot to mark the new day!

Day 15
26 Gozran, 4712 AR

After a few minutes of rowing, the party finds themselves on the isle's northeasterly shores. A large stone outcropping dominates the tip where they arrive, but beyond that it appears to be a boggy swamp for over a mile until it hits the treeline of the jungle beyond. Past the jungle, over two miles into the island, a high, rocky cliff dominates the entire western end from north to south. It's hard to say what lies around the party, but the fist-shaped outcropping seems easily climbable. Rising some fifty feet into the air, it might give a better vantage point of what is nearby.

A DC 10 Climb check will reach the top of the Fist, which most of you can easily get by taking 10. I will continue assuming at least one of you climbs up to take a peep.

Atop the fist is a wide, flat space, piled high with branches, driftwood, and other twigs and natural fire fuel. Their placement is very deliberate; at some point, someone came up here to make a beacon. Considering the fuel is unlit, they clearly never ended up using it. Now that the party is at a higher vantage point, the island comes into view a bit more.

The thin spit of land on which the Fist sits, sprawls in a vaguely westward direction before turning sharply south for the rest of the island's stretch. It's hard to say for certain, but it looks like the island is roughly six miles long or so. It's a decent chance, then, that there will be a spring of some sort somewhere. Unfortunately, it's definitely nowhere nearby. Past the Fist is over a mile of swamplands before jungle trees ever show up. To the west, through the swamp, the tiny specks of buildings can be seen. No smoke rises from any of the chimneys (C3). Further south, far down the eastern shore, one can just barely make out a stretch of land where there is a break in the treeline (C7).

Perception from the Fist, DC 15:

Far, far down the southward ridge, you can just make out what appears to be a large, flat wooden structure of some sort, but it's impossible to say what it is from this distance. (C8)

Separate Perception, ground level, DC 15:

Squirreled away in the nearby underbrush, you spot a bundle of six torches. Nestled in with the torches are two tindertwigs.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

To be clear, I was suggesting casting into the barrels when we are on the island, away from the crew. So far as I know, the crew does not know Oduim is a caster.

Even given the circumstances, Oduim feels a small sense of freedom while away from the boat. Once on the small strip of land, the druid wastes little time helping to secure the rowboat before climbing the hill.

Climb (Take 10): 10 + 2 = 12

Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Other Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Eyes acclimated for hunting pick out a structure in the distance below. He makes his way back down to the others. "We may not be alone. A shelter and signal fire could mean surviors of a similar mishap our boat encountered. That said, I doubt we will find the grindys living there."


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Fast Climb Take 10 for 13

Estelle clambers up very quickly next to the undine and takes a look. What she lacks in strength she easily overcomes with technique and long arms.

Perception 1: 1d20 + 4 ⇒ (19) + 4 = 23
Perception 2: 1d20 + 4 ⇒ (1) + 4 = 5

She writes on her tablet, We either head for the 'town' to the west which is probably abandoned but would probably have a well, or head to the other structure to the south that might also have fresh water.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

The map doesn't seem to have a 'C8' yet, but I'm guessing it's the wood-colored square in the southwest ;P

"Let's start with the closer one. It's almost along the way anyway," Asami grunts.

Her fingers clench around the skull and crossbones in her pocket.

"Quickly, if we're able."


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

"I agree Fox. It'd be quicker t' row there, but if that building's occupied approaching by jollyboat will give up any chance of surprise. First though, we gotta sort these wounds out. Then when we make the shelter I say we stay and get some sleep.

I wanna find Sandara and Barefoot too. But we can only hope that the grindylows haven't eaten 'em yet and that we find some clue to their whereabouts here on this island.

I've got the potions Harrigan gave us. Pipe up if y' want one."

With that, Draxxie starts mending her own wounds.

cure light wounds spell: 1d8 + 2 ⇒ (5) + 2 = 7 right on the money :)

The potion stash is 3 x cure moderate wounds, and 1 x invisibility :)


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle raises a hand for one of the healing potions, then slams it back.

CMW needs 12 HP for cap: 2d8 + 3 ⇒ (1, 2) + 3 = 6

/sigh

She writes on her tablet, I'll be fine. That helped. I agree that the village is on the way, let us go there and if it is decent, we can get some rest. I don't think the swamp or beach is safe to sleep.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami takes a potion and swigs it:

CMW: 2d8 + 3 ⇒ (6, 2) + 3 = 11

Her bruising feels a lot better immediately.

"If those things are on the island, it wouldn't surprise me if they're living in or around the shelters," she points out. "Whether they built them themselves or not. Might not need to find their journey if we find their destination."


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

Draxxie still has one casting today, and Estelle hasn't exhausted her Healing Hex I think.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Oduim wavers for a moment before deciding to take the last potion. "If this is going to become a regular thing, we need to find a more reliable source of healing." With that, he waves off the lone remaining flask. "We should save it just in case we run into more trouble."

I am only down 5 hp, so I hate to waste a CMW when I only need the minimum.

He stands over one of the barrels. Moments later, the group hears water sloshing along the bottom. "It's not much, but the day is only going to get hotter. May as well take care of ourselves. I can make more now if need be, but no need to drag it around with us."

"Let's check out the building as that will more than likely answer the most important question we have regarding Samms and Sandy." The tone of his voice is not a hopeful one. Nor does it sound as if he has as much affection for the missing crew as some others seem to. I mean, they're probably dead, but we need allies if we plan to make a run at the 'Man's Promise'. Plus she's got some use as a healer.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle used her hex on herself and Odium, but not either of you two. I figure we might run across 'issues' before finding a safe place to rest, so it might be better to save some things. Her vote is village first.

She takes a deep drink of the provided water and fills a borrowed waterskin to take with her.


Behind the Screen:

Sounds like "village" wins the vote.

The party secures the ship's boat and makes their way toward the buildings to the west. Despite a few lingering dark clouds overhead, there is no rain left over in them from the night before. It is, however, still hot as Hells, and muggy to boot. Occasional mosquito and botfly bites harangue the group but otherwise their progress is relatively unimpeded.

After about twenty minutes of plodding across the sandy beach, you find yourselves at the edge of a tiny hamlet, perhaps eight buildings in total -- seven houses and one structure that seems to be a storage building of some kind. It's quickly obvious that there are no good ways to approach stealthily; the vegetation past the shoreline is thigh-high at best, and the palm trees are sparse enough to be functionally useless for a skulking entrance.

However, as the party approaches, no one comes out to greet you, either with a handwave or a pointy object. Each door you pass is ajar, the contents of the small huts clearly emptied long ago. Dust and cobwebs cover every surface you see, and not so much as a copper glinting in the sand can be found. Straw mattresses have moldered to almost nothing, drawers pulled free and strewn across dirt floors, connected to each other by ancient cobwebs. The memory of ashes are all that mark the simple mud-brick hearths. Even to the most unobservant, these structures have clearly been empty for decades.

On the bright side, however, it does seem like a safe place to rest, insofar as anywhere on this island might be "safe." If nothing else, you think you could possibly shut the door on one or two of these huts and shutter the windows.

On the south end of the village, opposite the shore, a simple packed-dirt path meanders southward.

Perception, DC 20:

You scour every inch of every room, and come to the conclusion that you are absolutely certain nothing of value remains in any of these buildings.

Survival DC 20:

There are tracks here of a medium humanoid or humanoids, between one and three; it's hard to say for certain because the tracks are of varying ages. The tracks come in and out of the hamlet from the south, down the dirt path.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami seems unbothered by the mosquitoes and flies--although she does still make the effort to slap the more insistent ones for 1d6+5 damage.

When they do skulk within range of the village and find it empty, she takes a moment:

Move Action: Martial Flex: Deflect Arrows

...but keeping a hand ready to slap away incoming projectiles doesn't pay off.

She snorts and skulks around, looking for any evidence of recent inhabitants.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

She finds none.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle rubs her head, it still hurts and there is a large lump.

She writes on her tablet, I could use a rest. But I'm okay to push on too.

Survival: 1d20 + 2 ⇒ (14) + 2 = 16

She notices nothing but the apparent lack of people.

Most likely they left. Maybe this was a camp for pirates and they got taken out in battle and no one left to return. Or a settler camp and they had to leave for one of a hundred reasons.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Survival: 1d20 + 5 ⇒ (14) + 5 = 19 {+1 to track}

Reading the offered tablet, "This place is as good as any for a break. We've been going all night." The undine looks around for a well or cistern. "I'm not much of a farmer, but those crops seem like they should be choked with weeds. In any case, it's clear the ones we seek are not here. If we can at least fill the barrels, that would give us more time to focus on searching for them."


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle wipes off her tablet and writes, So rest or move on? You all seem to be pretty used to working together. Which one of you is the leader?

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

The undine guffaws at the notion. "These two barely tolerate me. If it weren't fer their hatred of Plugg? Who knows. An' I'm not sayin' that current don't flow in both directions. As far as a leader goes, not sure if any of us fill the shell on that. Good in a fight? Yep. Hard workin'? Yep. Leader? We ain't really had a chance yet. Plugg 'n Harrigan treat the crew like hammer on nails. They beat down anyone who looks like they're gonna challenge authority."


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami raises her hand.

"As Plugg's least-favorite, I think that makes me leader by default," she snorts.

"As much as I want to push on hard and fast, the only sleep we've had in a day or more was a forced deck nap, and we're sitting in what might be the only shelter we won't have to kill or trust people to sleep in."

She squints out over the rest.

"I think I'm the only one whose magic is inherent, and I haven't used it yet. We'll want to sleep in shifts for safety; I'll take first watch, since I don't need to... do whatever it is you mages do when you sleep."

"New girl, no offense, but I'm not letting you in on watch rotation. I don't doubt you could see a threat coming, but I'm not sure if you could wake us all up as quickly as you'd need to."


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle writes, Fine by me, but as usual I just have to do things differently, it doesn't make me incapable. I'm not any more 'broken' than anyone else.

She finds a corner and shows no issues trusting you all to keep watch.

Honestly, Plugg is an ass. But are these three any better? Time and Actions will tell more than words, hopefully.

She drifts to sleep thinking about the fact that 'no offense' usually means 'I don't care that I offend you'.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5
Estelle wrote:
Fine by me, but as usual I just have to do things differently, it doesn't make me incapable. I'm not any more 'broken' than anyone else.

"We'll figure out alternatives in the m--"

She glances outside to check the time.

"...afternoon."

Quote:
"No offense" usually means "I don't care that I offend you."

Asami really doesn't.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Oduim rolls his eyes at Asami's self-proclamation. I woulda thought the half-elf more focused on lookin' out for everyone. The demon-blood maybe cagy, possibly even cunning, but a leader? Haven't seen much of that. She just likes to fight. Made some bad choices just to have a chance to make that happen too. She's likely to get us all killed just to satisfy her bloodlust.

Too tired to care at the moment, Oduim sits down next to Estelle. He tries to sign as best he can as he asks, "Can we practice a bit?"

Eventually the exhaustion he feels catches up to him. He nods appreciatively for the lesson before rolling over and falling asleep.


Behind the Screen:

Oduim, because you get the +1 to track, that actually hits the DC for the spoiler. I'll just repost it here for sake of ease; it may change everyone's decision to rest, or it may not.

Oduim notices footprints in the dirt and sand throughout the village. It's hard to say for certain because the prints go back and forth through the buildings, but it appears between one and three medium barefoot humanoids have visited the village in the last couple of days. The tracks seem to come into the village from the dirt path to the south, and lead back the same way.

While it's not impossible that the tracks belong to Sandara and Barefoot Samms, it seems improbable since they don't originate from (or indeed go anywhere near) the north shore, where it is most likely they would have washed up after the storm -- assuming they simply went overboard.

I'll just leave this here and let y'all decide what to do with that info.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

I had assumed that we had access from the +1; I'm also assuming that pushing ourselves any further will start to require Fort saves vs. fatigue. Is that accurate?


It is indeed.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Gotcha. No change to Asami's plan.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle continues sleeping. She (probably) has no dreams tonight. Perhaps due to exhaustion or perhaps just to give her a break before the next horrid trial.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

Draxxie snorts when Asami raises her hand. She grins.

"Sorry Fox, I like you and all but you ain't no leader. You're a Momma Bear. I seen how ya was with Sandara, an' how ya looked out fer Owlbear, an' fer Jack. That's all good, to a point, but it ain't leadership, 'specially not fer pirates.

Don' get me wrong, I like havin' ya around. One day, Besmara willin' it, I'll be a Free Captain an' I'll be glad t' have ya on the crew.

Fer now, get some rest. We all need it."


Behind the Screen:

g's?: 1d100 ⇒ 13
g stlth: 1d20 + 7 ⇒ (7) + 7 = 14
w? 1 as 2 dr 3 od: 1d3 ⇒ 1
as per: 1d20 + 5 ⇒ (20) + 5 = 25
1 init: 1d20 + 2 ⇒ (11) + 2 = 13
2 init: 1d20 + 2 ⇒ (4) + 2 = 6
3 init: 1d20 + 2 ⇒ (15) + 2 = 17
1d20 ⇒ 15
1d20 ⇒ 19
1d20 ⇒ 8
a 1 gh3 2: 1d2 ⇒ 2

I think you should have a fistfight for who becomes captain! Or a dance-off. Either one would be like... super fair and not skewed in one direction or the other. XD

Sounds like the plan remains to get some sleep.

The party sets up watches and finds a hut where the door more or less closes, though none of them lock, nor have anything really heavy enough to use as a barricade. It's a little cramped with four people, but you manage.

As Asami takes her watch and the other three sink into immediate deep, dreamless sleep from exhaustion, the brawler listens to the nearby waves lapping at the shore, and the soft flutter of the breeze through the grass outside. Perhaps she has Sandara's holy symbol in hand, or perhaps it remains in her pocket, but either way, it feels heavier now, in the dark recesses of night, alone where the mind can wander to all the ugly possibilities.

Yet Asami is no drunken landlubber pissing away the night watch with rum and thoughts of lovers, unaware of her surroundings. Wherever her night thoughts lead her, she never draws her ear away from the present.

And thank Besmara she didn't, because she just barely hears the sound of sand shifting under the weight of feet. It's quiet, almost imperceptible over the lapping waves and through the closed door, but Asami knows the dark better than any human, and knows how to listen. As soon as she hears the sand shifting under feet, the rusty doorknob begins to turn with the barest of creaks.

Asami has just enough time to bellow out a warning before the door slams open and three withered, hideously rotted corpses surge into the room with unnatural swiftness!

They rolled pretty good stealth, but I rolled a NAT 20 for your Perception so no surprise round for them! That's good because it means they don't have the chance to start round 1 of combat in full-attack range. You'll see why that's important soon.

Party Initiatives:

Asami: 1d20 + 2 ⇒ (15) + 2 = 17
Draxxie: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 11
Estelle: 1d20 ⇒ 4
Oduim: 1d20 + 2 - 1 ⇒ (17) + 2 - 1 = 18

The party is awake and alert, but have not had time to even stand up from their bedrolls. The night sky is surprisingly bright from a half-moon and a sea of stars, at least some of which spills into this hut, but it is still difficult to see.

Roll20 is updated! The light is currently dim light (so Draxxie and Estelle will have a 20% miss chance on attack rolls). This is not an accurate map, just the best I could find; ignore the tables and countertop.

[color=green]ROUND 1
Characters in BOLD may act.
Oduim (15/20 hp, fatigued, prone)
Creature 3 (0 dmg)
Asami (20/20 hp)
Creature 1 (0 dmg)
Draxxie (18/18 hp, fatigued, prone)
Creature 2 (0 dmg)
Estelle (11/17 hp, prone)
[/color]

Knowledge (religion) DC 11:

This creature is a ghoul.

Ghouls are foul undead fiends who retain some small spark of their humanity -- enough to understand what they have lost, but not enough to save them from their newfound, ravening hunger for humanoid flesh. Ghouls secrete a toxin through their skin and saliva that paralyzes their prey, allowing them to murder their victims at their leisure... or even eat them alive, if they so choose.

aka, attacks cause paralysis.

Same check, DC 16:

Ghouls have a second danger, hidden in their rot-tainted saliva: those bitten by a ghoul contract a deadly disease. It functions in many ways as filth fever, and indeed many a novice healer has mistaken ghoul fever for such, to the detriment of others. Like filth fever, ghoul fever attacks the immune system as well as the nervous system, causing tremors, stiffness of the joints, and internal bleeding. Shaking off ghoul fever is exceedingly difficult, and few manage to do so before succumbing to the disease.

aka, it deals Dex and Con damage each day, and requires two consecutive DC 13 Fortitude saves to be cured of it.

Worst of all, however, is that anyone who dies from ghoul fever rises as a ghoul themself at the next midnight, their hunger already overwhelming them, leading them to infect others with their dreadful supernatural affliction... if they even leave the poor soul alive.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle looks up at the things as they bust through the door and her eyes go wide.

OH F~&~ OH F!+# OH F### RUN!!! GET UP AND RUNNNN!!!

Her body does not respond, paralyzed with fear.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5
GM Apoc wrote:
Asami has just enough time to bellow out a warning

"GET UP OR DIE"


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

Draxxie wakes with a start. "Uh? Wuh?"

She turns her head towards the door, squinting in the dark.

know.religion, skald: 1d20 + 1 ⇒ (12) + 1 = 13

"Ghouls! F***! They'll paralyse you with a touch then eat you! Keep them back!"

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Oduim bolts upright at the shouting. He uses his spear to help him get to his feet before hurling at the first monster through the door.

roll: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


Behind the Screen:

claw: 1d20 + 3 ⇒ (20) + 3 = 23 1d6 + 1 ⇒ (2) + 1 = 3
confirm: 1d20 + 3 ⇒ (15) + 3 = 18 1d6 + 1 ⇒ (3) + 1 = 4

With lightning-fast reflexes, the druid kips up to his feet, using the spear as leverage, and in the same motion snaps his arm like a whip. The spear shoots like an arrow from a giant's bow and buries itself in the guts of the first ghoul, ripping open her bodice at the belly and causing a thick, tar-like black paste to spill out of the wound. The stench that fills the hut is like turned beef left out in the sun for a week in the middle of Rova. She hisses, a dry, raspy noise full of hate and desperation as she stumbles back a step and hesitates.

Behind her, another of the gaudily-dressed ghouls shoves past her, snarling, "Do not ffffear them girlssss! We hungerrrr! We will dine on their fffflesssshhh..."

Having only line of sight on one body, she hungrily dashes into the room to descend upon the prone form of Estelle, ripping eagerly at the young woman with her disgusting claws. Blood splatters against the back wall of the hut as she ravages the witch.

Confirmed crit for 7 slashing damage. I need Estelle to roll a DC 13 Fortitude save vs. Paralysis.

[color=green]ROUND 1
Characters in BOLD may act.
Oduim (15/20 hp, fatigued, prone)
Creature 3 (0 dmg)
Asami (17/20 hp)
Creature 1 (8 dmg)
Draxxie (18/18 hp, fatigued, prone)
Creature 2 (0 dmg)
Estelle (4/17 hp, prone)
[/color]


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami steps in, instinctively moving to put herself between the ghouls that are still working their way through the door and her waking comrades. One arm lashes out hard, and her leg follows; the other stays back, fingers open, ready to catch and misdirect any incoming attacks.

Power Attack and Combat Expertise! +1 to my AC, please~

Expert Power Flurry: 1d20 + 1 ⇒ (17) + 1 = 18
Expert Power Flurry: 1d20 + 1 ⇒ (18) + 1 = 19

Bludgeoning: 1d6 + 5 ⇒ (1) + 5 = 6
Bludgeoning: 1d6 + 5 ⇒ (2) + 5 = 7

"You okay, Blondie?"


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

DC 13 Fort: 1d20 + 2 ⇒ (17) + 2 = 19

She raises a bloody hand up while gurgling, her thumb wavers a bit but does point towards the sky.

It’s obvious she isn’t ‘ok’ but also isn’t dead or paralyzed yet.


Behind the Screen:

bite v od: 1d20 + 3 ⇒ (17) + 3 = 20 1d6 + 1 ⇒ (5) + 1 = 6

Estelle feels a horrible stiffness creep through her joints, but while she may appear wispy and frail, she is made of sterner stuff than that! She forces herself to push through the agony of her wounds and the insidious creeping stiffness.

Meanwhile, Asami gut-punches the ghoul shredding Estelle before following up with a roundhouse that sends the fiend flying. She slams into the wall with a loud wet crunch before sliding slowly down the wall to land in a motionless heap on the floor. Long streaks of black, rotted blood stain the wood where her freshly deadened corpse traveled.

The first ghoul recovers from the spear jutting out of her abdomen enough to assess the situation. She is wounded, and just watched Asami turn her comrade into paste, but in the end her hunger wins out. "Please!" she begs as she stumbles toward her attacker. "Pleasssse! I mussst feeeed! I hhhhungerrrr....!" Her long, sinewy tongue lashes back and forth, vile green saliva coating her rotten clothing wherever it smears across it like a wriggling slug. She reaches out with her fangs at the druid and sinks her jagged yellow teeth into his flesh, tearing a chunk from his shoulder. The wound immediately erupts in fiery agony.

6 damage to Oduim and I need TWO Fortitude saves from you! The first is against paralysis, the second against disease.

[color=green]ROUND 1
Characters in BOLD may act.
Oduim (9/20 hp, fatigued, 2 Fort saves required)
Ghoul 3 (13 dmg, dead)
Asami (20/20 hp, +1 AC)
Ghoul 1 (8 dmg)
Draxxie (18/18 hp, fatigued, prone)
Ghoul 2 (0 dmg)
Estelle (4/17 hp, prone)
[/color]


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

Draxxie gets to her feet, pike in hand.

"Oduim! Get back here! You don't want to let her at you!" Draxxie takes a step forwards as she warns the undine.

"In the dead of night
We hear the sound of thunder
Undead fiends arise
To terrorise and plunder
Crawling through the sea
A dendrophagic horde
Our ship's no longer safe
The zombies have just climbed aboard!"

Zombies Ate My Pirate Ship - Alestorm

I don't think you can take a 5' step after standing from prone? But if you can then Draxxie will, and she'll start Raging Song. If you can't then Draxxie just takes a second move action to get into position to protect the others with her pike.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6
Draxxie wrote:
"Oduim! Get back here! You don't want to let her at you!"

"Well no kidding! You said they were gho-" His voice is cut off as his larynx seizes up with the rest of his body.

Fort vs Paralysis: 1d20 + 5 ⇒ (1) + 5 = 6
Fort vs Disease: 1d20 + 5 ⇒ (18) + 5 = 23


Behind the Screen:

paral: 1d4 + 1 ⇒ (1) + 1 = 2
bite v as: 1d20 + 3 ⇒ (20) + 3 = 23 1d6 + 1 ⇒ (2) + 1 = 3
confirm: 1d20 + 3 ⇒ (15) + 3 = 18 1d6 + 1 ⇒ (6) + 1 = 7

@Draxxie:
In fact you can! So far as I'm aware, standing from prone isn't considered "movement" per se, therefore you can stand from prone and still take a 5ft step. I assume by the pirate-y lyrics you are also starting a Raging Song.

The ghoul's eyes alight with some horrible mockery of liveliness as she realizes her prey is vulnerable.

The final ghoul rushes into the room. Seeing only Asami and Estelle at first, she runs toward the closest potential meal, seeming not to care that her ally was just plastered against the wall by the brawler. Asami tries to twist away from the writhing mass of undead hunger as she leaps at her, but the creature is far more bendy than she should be and twists like a snake in mid-air to land with her claws planted on the brawler's shoulders. Before Asami can recover her balance, the ghoul sinks her vile teeth into her neck.

Another crit I AM SO SORRY! 10 damage and I need two Fortitude saves from Asami, both DC 13. First is paralysis, second is disease.

[color=green]ROUND 1/2
Characters in BOLD may act.
Oduim (9/20 hp, fatigued, paralyzed 2 rounds)
Ghoul 3 (13 dmg, dead)
Asami (10/20 hp, +1 AC)
Ghoul 1 (8 dmg)
Draxxie (18/18 hp, fatigued, Raging Song)
Ghoul 2 (0 dmg)
Estelle (4/17 hp, prone)
[/color]

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

So, I just spent my first round paralyzed and only have one remaining, correct?


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle warily stands up, keeping an eye on the not-moving-any-more corpse in the corner. She clutches her side with her left hand, holding pressure on the wound to prevent more blood loss. She looks over at Odium and then at Asami, both injured and in trouble, but the choice is obvious.

Briefly relieving pressure upon her wound, she collects a bit of fresh stuff and quickly flings it across the room, droplets splattering upon the ghoul and the undine. Very very quietly you hear her muttering, "My life blood, as sacrifice, to show your power."

Suddenly her head snaps back and her hands fall to the side, her eyes and all the blood on her body begins to glow and a much deeper voice booms out of her open mouth, "SACRIFICE ACCEPTED. MAGIC GRANTED. POWER RELEASED."

The blood splatters on Odium and the ghoul begin glowing, bringing some warm comfort to the Undine and horribly burning the ghoul.

The Ghoul and Odium are hit by Positive Pulse, Odium gets a +2 to saves vs. death effects, energy drain, negative energy, and effects directly caused by haunts for one round. The Ghoul has a Will DC 15 save or it takes 1d6 + 1 ⇒ (2) + 1 = 3 positive energy damage.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

I'm just real glad the Fort-Save-Boosting Raging Song happened before I got bit! Let's see if the dice hate me today:

Fort vs. Paralysis: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Fort vs. Disease: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22

...Well, I know which of those I'd rather fail.

The sound of Draxxie's powerful voice strengthens Asami's muscles, and she looks ready to grab the ghoul by the hair and whip her into the wall...

but, curiously, she doesn't do that. Or anything, for that matter; instead, she goes stiff as a board, managing only an indignant snarl through sharp, gritted teeth.

Oof D:


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami grimaces, and focuses hard. She can't move, no...

But maybe she can will her armor to be stronger?

Martial Flex: Armor Focus! Not liable to help me unless/until I get movin', though.


Behind the Screen:

gw: 1d20 + 5 ⇒ (15) + 5 = 20
gw: 1d20 + 5 ⇒ (13) + 5 = 18
1 od 2-4 as: 1d4 ⇒ 4
as paral: 1d4 + 1 ⇒ (2) + 1 = 3
bite v as: 1d20 + 3 ⇒ (15) + 3 = 18 1d4 + 1 ⇒ (3) + 1 = 4
claw v as: 1d20 + 3 ⇒ (17) + 3 = 20 1d4 + 1 ⇒ (2) + 1 = 3
claw v as: 1d20 + 3 ⇒ (18) + 3 = 21 1d4 + 1 ⇒ (2) + 1 = 3

The positive energy clings to Oduim like a cloying mist. The ghoul weathers the energy with ease (rolled a nat 15, sorry D: ) but seeing the energy suffusing her prey, seems to reassess her plans to eat his throat out while he's paralyzed.

She sees Asami standing rigid as well, and looks back and forth between the two morsels. One isn't covered in this horrid energy that smells like poison to her, but this one is hers, that one belongs to her comrade...

"Sssurely you don't minnnnd a bite, sissssterrr...!" she pleads, and steps up to Asami to devour her flesh instead. She becomes a flurry of claws and teeth as her hunger overpowers her...

5ft step, full attack on Asami for 10 damage.

"A bite!" the other ghoul screams in fury. "A bite, you wench! Get off my meal!!"

[color=green]ROUND 2
Characters in BOLD may act.
Oduim (9/20 hp, fatigued, paralyzed 1 rounds)
Ghoul 3 (13 dmg, dead)
Asami (0/20 hp, +1 AC, disabled, paralyzed 2 rounds)
Ghoul 1 (8 dmg)
Draxxie (18/18 hp, fatigued, Raging Song)
Ghoul 2 (0 dmg)
Estelle (4/17 hp)
[/color]


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

Oh s*~+, come on. Spare me another day, Besmara!

With a silent prayer, Draxxie continues her song...

"Far across the sea
Zombies wait for me
Craving brains and treasure
It's their destiny
Til my dying day
Hear these words I say
Zombies ate my pirate ship
I will make them pay!"

raging pike, fatigue: 1d20 + 3 ⇒ (14) + 3 = 17damage: 1d8 + 3 ⇒ (2) + 3 = 5miss chance: 1d100 ⇒ 55

Drsxxie plunges her pike into the injured ghoul as she reaches the end of her verse.

Hang on, Fox.

The half-elf holds her position, knowing she can't protect Asami but putting her pike in between the hopefully last ghoul and Estelle.


Behind the Screen:

claw: 1d20 + 3 ⇒ (12) + 3 = 15 1d6 + 1 ⇒ (6) + 1 = 7

#2 looks sheepishly up at her "sister" with a mouthful of Asami's flesh.

Oh yeah, Asami needs to make another Fortitude save, DC 13, against disease.

She opens her mouth to respond -- sending a chunk of... biceps, maybe?... to the floor -- when Draxxie steps up and drives her pike into the open orifice. The tip bursts out the back of her skull in a spray of more rotten black blood, mixed with some rancid gray ooze that immediately hits everyone's gag reflex. When the skald pulls her pike free, #2 slumps to the ground dead.

Looking around and seeing only one threat, the remaining ghoul rushes at Draxxie (provoking an AoO thanks to the pike's reach) and lashes out furiously with her claws. They find purchase in Draxxie's left forearm, tearing a horrid, ragged gash across it that bleeds profusely. (7 slashing damage. But no Fortitude save for you!)

She seems momentarily confused by the fact that Draxxie doesn't also sieze up like the other two, but then sees the slightly pointed ears and hisses. "Elf blood!" she spits like a curse, but greedily licks the skald's vitae off her claws with relish. She may hate Draxxie's immunities, but she doesn't seem too picky about eating her.

Because the other two enemies are dead and the other two PC's are still paralyzed, that means both Estelle (for r2) and Draxxie (for r3) are up! Oduim would be up but this is his final round of paralysis. He will be able to act on the turn after this one.

[color=green]ROUND 2/3
Characters in BOLD may act.
Oduim (9/20 hp, fatigued, paralyzed 1 rounds)
Ghoul 3 (13 dmg, dead)
Asami (10/20 hp, +1 AC, paralyzed 2 rounds)
Ghoul 1 (13 dmg, dead)
Draxxie (11/18 hp, fatigued, Raging Song, Inspired Rage)
Ghoul 2 (0 dmg)
Estelle (4/17 hp)
[/color]


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

AoO, raging fatigued pike: 1d20 + 3 ⇒ (14) + 3 = 17damage: 1d8 + 3 ⇒ (2) + 3 = 5miss chance: 1d100 ⇒ 46

Draxxie's pike gores the ghoul as the undead b%@%$ closes in.

Will see what Estelle does, then follow up.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

No Song

Estelle slips around the other side and places a bloody hand upon Asami's frozen face. She closes her eyes and her mouth moves, whispering some sort of invocation or prayer. The bloody handprint flares into light again just as the glow on Odium fades away.

Asami's smallest wound closes up.

Move, Heal Hex on Asami for Healing: 1d8 + 2 ⇒ (2) + 2 = 4, doesn't provoke. Estelle also does not currently threaten for flanking, fyi.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami does her best to make her face appear… grateful? Is that what it’s supposed to be? She looks almost more scary than normal.

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Discussion thread! Discuss the piratey things!


TOTALLY NOT DEAD CN Male Vishkanya Sorcerer 2 | Mods: NA | HP 17 (-12) | AC/Tch/FF 12/12/10 | CMD 13 | F/R/W +2/+2/+2 (+2 vs. Poison) | Speed 30ft | Dehydrating Touch: 7/7, Venom: 2/2 | Spells 1st: 4/5 | Perc: +2 (LL), SM: -1 | Init: +2

Rolling for cash because omg 70g is nothing: 2d6 ⇒ (2, 2) = 4

FUUUUCK

Hmmm... got some editing to do.


Oh, Carlos...ss... XD


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Cash: 3d6 ⇒ (6, 6, 1) = 130

Not half bad! That's gonna make a NICE tattoo.


2 people marked this as a favorite.

Mechanics time!

Every day I will roll randomly on a table to see what your daily task is! There's a different table for the rigger, for the cook's mate, and for the swabs. Each job has a skill or ability check that goes with it. You are welcome to take 10 on these checks, but there are penalties for failure so bear that in mind when making that choice!

A lot of your day is taken up by your tasks on the ship. But not all of it! Aside from your daily task based on your position, you will also have time to perform two Ship Actions, one during the day and one at night. You can also attempt up to two additional Ship Actions in the dead of night, but this has two risks: first, the possibility of getting caught and punished; and second, you will need to make a Constitution check or be fatigued the next day.

So what kinds of Ship Actions can you perform? Here are some examples, which are by no means exhaustive. You give me something you want to try to do and we'll make it happen (or make the attempt happen, anyway).

[u]Daytime Ship Actions[/u]
Work Diligently: Gain a +4 bonus 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 (generally one Perception or other skill check).
Shop: Take a -2 penalty to your job's daily task to visit the ship's store. You can purchase goods (once you have money again).
Shirk: Take a -2 penalty on all checks for a job's daily task and take time exploring a single area of the ship. As Sneak, but you may take 20 instead of rolling or taking 10.

[u]Nighttime Ship Actions[/u]
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 (more on those once we reach nighttime in-game).
Entertain: Make one Perform check to entertain the crew.
Influence: Attempt to influence one NPC.
Sneak: Take time exploring one area of the ship. You can take 20 on a single Perception or other skill check, but must also attempt a Stealth check to avoid being seen.
Steal: Attempt to open a locked door or locker. You must also attempt a Stealth check to avoid being seen.

As to the other crew members, you have probably noticed several are openly hostile to you and others are entirely neutral. Mechanically, this means that with the notable exception of Sandara Quinn, everyone on the ship is either Indifferent, Unfriendly, or Hostile. When you roll checks to influence a given crewmate with your Ship Action, you will roll Diplomacy to improve their attitude toward you. Good RP (and sometimes certain personality quirks that can be discovered and exploited) will grant you bonuses to the checks. While making friends on a pirate ship might not feel like a priority, necessarily, it might come in handy further down the road. You never know!

That's a lot to take in, so feel free to hit me up on Discord with any questions!

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Diplomacy huh? It's going to be a LOOOOOONNNNNGG time before our anti-social druid makes any friends.

When do we post our rolls? If today counts, Oduim will keep his head down and 'Work Diligently' today.


You can post your rolls when you respond to my current Gameplay post. The game also assumes that these NPCs' attitudes apply to the whole party, not just individuals. Which probably doesn't make a ton of sense right off the bat, but once you four start meshing as a group down the line it's slightly more understandable.


1 person marked this as a favorite.

Okay so two things.

First, now that you can relax and start getting to know people, I've made a handy little spreadsheet that gives their names, pronouns, and a brief description of each, as well as their job (rigger or swab, or officer position) and their current attitude toward the PCs. (Ignore the column on "Trainable Skills;" I'm still working on that.)

You can find the spreadsheet here!

I also included pages for loot, once you start finding that. It will automatically calculate total weight, market price, and sell price, based on how many you have in the Numbers category. If you don't want to use this sheet and would rather use your own methods of loot tracking, that's fine! It honestly didn't take very long to set up so it's not a big loss. :)

Second, you've made it to nightfall!

Nighttime on the ship is for dinner, relaxing, and taking your rum ration.

[u]Rum Rations[/u]
Rum rations function similar to other drugs in Pathfinder. They have the possibility of addiction. It's a relatively low Fortitude save to avoid, but it is possible. Rum rations are required on ships because they're laced with citrus juices to ward off scurvy. Refusing your nightly rum ration is punishable by three lashes.

Drinking a rum ration requires a DC 5 Fortitude save to avoid addiction. Regardless of your save, it grants you a +1d4 bonus to Charisma-based checks for one hour, and causes you to be fatigued for 1d8 hours. It also deals 1d3 Constitution damage.

Now, here's where I'm going to deviate from the script a bit, because as you can imagine, that can cause you to build up some serious Con damage pretty quickly with a few bad rolls, and you only heal 1 per day without complete bedrest (not likely to happen on a pirate ship). So I'm going to rule that a successful Fort save cuts the Con damage in half, rounded down (minimum 0 damage). However, each time you drink another rum ration within an hour of the last one increases the Fort DC by 2.

With that out of the way, let's move on to those crazy games pirates play!

[u]Arm Wrestling[/u]
Burlier sailors love feats of strength, and arm wrestling is common as entertainment on ships. Pirates, however, have to be freaking extra about literally everything, so pirate arm wrestling has an element of danger.

During an arm wrestling match, the two opponents lock hands and place elbows on a surface, usually a barrel. The rest of the surface is then covered in nails, broken glass, caltrops, or some other sharp, painful substance. The participants make opposing Strength checks while those around them place bets (copper and silver are common, though it can go up to a gold piece if someone's feeling frisky). The winner wins; the loser takes an amount of damage equal to 1d2 + the winner's Strength modifier.

[u]Hog Lob[/u]
Participants lob a lead ingot covered in greased pigskin, called the "hog," across the deck in an attempt to throw it the farthest, while others place bets on the participants, which can be any number of two or higher. Bets are placed before each round of the game. Then, each participant makes a ranged attack roll. The hog is an improvised weapon, imposing a -4 penalty to the roll (unless you have the Throw Anything feat). The participant with the highest roll throws it the farthest and wins the round.

[u]Heave[/u]
This potentially deadly drinking game is played with rum and takes place between any number of pirates, who bet to predict the winner beforehand. Each pirate drinks a half pint of rum in one swig. Doing so forces participants to make a successful DC 15 Fortitude save, because the rum is drunk so quickly, and deals 1d3+1 Con damage (halved on a successful save as normal). This DC increases by +3 for each consecutive drink. Failure by 10 or more means the pirate passes out. Pirates then take turns drinking until only one is left standing. Some tales tell of entire crews drinking themselves to death through this game, leaving ships of drunk ghosts wandering the shipping routes.


Some notes on spellcasting underwater!

Casting underwater is tough without the ability to breathe water; you need to make a concentration check (DC 15+spell level) or lose the spell. So Oduim is fine, but Draxxie or Carlosss will need a spell like air bubble or water breathing to cast normally.

The rules don't mention sound-based effects like Inspire Courage or Raging Song. It's a common misconception that sound doesn't travel well underwater, but the problem is that humans aren't really designed to hear down there, so a lot of it gets lost. It makes for a weird place to try and adjudicate sound-based spells and effects in water.

For sake of ease, I'm going to rule that you can use effects like Raging Song, but you'll use two rounds of air instead of one for the action, because you're purposefully expelling air every round. Also, Raging Song will only affect those above water (if Draxxie is above water) or only those below water (if she's below water). Sound has a hard time transitioning between different modes of conveyance (e.g. air to liquid or air to solid) so I'm ruling the ability loses its power in the process.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

2nd LEVEL HP!: 1d8 ⇒ 8

I'm not sure if I should memorize Touch of the Sea for the long term. We may wish to eventually get a wand. I'm going to take it now just in case we have more unexpected water shenanigans.

I also took Mending as given time sails or parts of the boat can be reparied.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6
Asami wrote:
Fun fact: coffee will give Asami full fighting strength. Per Ultimate Equipment: "This drink is brewed by pouring boiling water through crushed, roasted coffee beans. Two cups is potent enough to reduce the penalties from the fatigued condition from –2 to –1 for 1 hour."

Um...I originally intended for Oduim to be a coffee addict. Anyone happen to read the 'other gear' spoiler on his character sheet?

Air Tank, pressurized (60/minutes)
Backpack
Belt Pouch
Blanket
Coffee Pot
Coffee, Mwangi (91 cups worth)
Fishing kit (tackle/hooks/pole)
Flint & Steel
Holly & Mistletoe
Mess Kit
Pot
Soap
Spell Component Pouch
Torch (x10)
Trail Rations (x5)
Waterskin
2 copper pieces


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Nice!


HA! Take that, Krine!

You totally have enough time to brew up a pot before the battle.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Where's Sandara gonna be? If she's staying behind, I'm not gonna drag her along, but if she's crossing ships anyway...


Oh she's definitely crossing. Only Caulky stays behind; her life sucks enough without adding combat into the mix.

The only ones who aren't available are:

Officers (including Ambrose)
Caulky (hiding)
Owlbear (meat-shielding for Plugg)
Samms and Jape (helping Ambrose with a task)

Anyone else, including Sandara, is available to join you.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Rad. That's my vote; I don't care who else we get.


TOTALLY NOT DEAD CN Male Vishkanya Sorcerer 2 | Mods: NA | HP 17 (-12) | AC/Tch/FF 12/12/10 | CMD 13 | F/R/W +2/+2/+2 (+2 vs. Poison) | Speed 30ft | Dehydrating Touch: 7/7, Venom: 2/2 | Spells 1st: 4/5 | Perc: +2 (LL), SM: -1 | Init: +2

I say Jack as well then. Better to keep those we care more about closer than farther where more random bad s@!~ can happen.


Rad! If I don't hear a different vote before tomorrow, I'll go ahead and move forward with Jack and Sandara with you.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

Tactically it may be a mistake to bring a young lad with little combat experience instead of a hardened salt - but as a character-building thing to do it's totally cool ;)


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Little combat experience and a recently-removed hand, even. They probably shouldn't even be sending him over, quite yet, but no one said Scourge was good at his job!


TOTALLY NOT DEAD CN Male Vishkanya Sorcerer 2 | Mods: NA | HP 17 (-12) | AC/Tch/FF 12/12/10 | CMD 13 | F/R/W +2/+2/+2 (+2 vs. Poison) | Speed 30ft | Dehydrating Touch: 7/7, Venom: 2/2 | Spells 1st: 4/5 | Perc: +2 (LL), SM: -1 | Init: +2

All the better reason to keep him close. GM does he or Sandara have armor and if so what kind?

Cause if mage armor gives them a boost, he’d use his cast on that for them.


Sandara has no armor on immediately, but she'd wave off the casting, having her own spells to protect herself with. And a little peak behind the curtain, Jack has the exact same statistics as every other member of the crew save a couple special cases that have their own stat blocks. So he's got his own armor and weapons, the problem is that he doesn't have his dominant hand. He's going to be swinging at a penalty for quite some time.

Kyubi Asami wrote:
Little combat experience and a recently-removed hand, even. They probably shouldn't even be sending him over, quite yet, but no one said Scourge was good at his job!

Even if he was competent, he'd probably still send Jack over just to be a dick. In his douchey brain, Jack is, like most of the crew, expendable -- moreso now that he's been permanently injured. They can always just kidnap more warm bodies at port, after all. Not exactly efficient, but Scourge is about as bright as a 3-watt bulb.

Sandara looks like a shoe-in but there seems to be some hesitation on bringing Jack. Do we have a vote for someone else? If not, Jack it will be!

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

I feel like I don't really have a dog in this fight, so Cinco d'Jacko is fine with me.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

My hesitation on Jack is purely "he shouldn't be sent over in the first place"; if he's getting sent over, we may as well keep him close enough to keep an eye on him.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

I'm good with sending Jack.

Draxxie may raise an eyebrow at Carlosss asking for him, but her mind's on the fight and the prize.


Jack it is! Will post shortly.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Sorry, catching up from the weekend. Might not get a post up until tomorrow night.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)
Asami wrote:

Hey, quick q: does the Scent ability work underwater? Alter Self lets me grab a swim speed and scent, if I can find a Small or Medium humanoid with both.

Shark says yes ;)

Sadly not a humanoid :(

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

By the way, Create Water won't work. Only lasts a day. So much for filling the barrels and taking a few days off.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

Estelle has a working solution - see Discord :)

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

I am not certain about where the difference in my max hp is coming from. I calculate 20 hp max, but the tracker lists 23. is there something I missed or am not taking into account?


I have you with 21 max hp, not 20?

The extra 2 hp is because you had Inspired Rage on you.

I have 10 HP for 1st level (8 hp +2 Con mod), then another 10 for 2nd level because you rolled max, +1 hp for FCB at 2nd (1st level was an extra skill point). Did I goof somewhere?

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Level 2 FBC was also a skill point.

I was not calculating for Rage.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

I am travelling today, but should be able to post tomorrow :)


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

1d10 ⇒ 4

Hey GM, think you can do better? ;)

...Please do better.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

level 3 hp: 1d8 ⇒ 7

Dice-bot's gotta average out somehow :)


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)
Estelle wrote:
One, those are placed to be hidden under her clothes so SHAME ON DRAXXIE! :P

Hey, it doesn't say that on her sheet :p

And Draxxie would totally loot the body anyway XD


Asami HP: 1d10 ⇒ 1

Draxxie HP: 1d8 ⇒ 1

... WOW.

That is just...

Oof.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Sorry all. I have been a terrible, horrible, no-good friend. I think that I have got all my poop in a group now.

Again, deepest apologies for dropping off the radar.

HP for Level 3?: 1d8 ⇒ 4

Clearly not the worst, but if GM's are being asked to contribute, Oduim ain't got so much pride that he won't ask.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

No worries! The only thing riding on this is fun, and there are plenty of ways to have fun between posts!

Always good to have you back~

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Also have leveled up


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

Welcome back, bud


Oduim HP: 1d8 ⇒ 3

Oof. The dicebot has been unkind on my end! Glad to have you back Oduim!


It's entirely possible my math is wrong but it looks like you've overspent by 2 skill points? I will double check. Are the skill bonus totals on your sheet including the ACP from your hide shirt and shield? Might account for why the numbers are off on my end.

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