DM Fern's Skull & Shackles (Inactive)

Game Master Evriani

Roll20 Maps
The Crew
Handouts
Ship Combat Rules
Man's Promise Ship Sheet
Group Inventory Sheet


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CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

@Dreamer - Harrigan is the one who's getting snuck up on, not Plugg, just in case you wanna edit that


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

The rules are a little unclear about whether commanding the summoned creature to do something takes an action. I did a lot of searching. It seems like telling it to do something simple can count as a free action, so I did that and went with a shot with magic missile.

IF that isn't accurate, then obviously we can retcon the magic missile.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Plugg and Harrigan are together on the map.

Figured the warning to one, would let the other know as well.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Well, hopefully distracting the wrong person in battle with a warning won't mess things up and get us into trouble. ;)


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

_I_ wasn't going to warn him!

In our best interests if he goes down.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Justed edited it to include the capn now.

I didn't really want to either.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Yeah, Atia wouldn't have either - I doubt the sailor would do any real lasting damage to Harrigan, but... it's his problem if he can't watch his own back :P


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

One of those, lets save him for ourselves when we have the change of management party. :)


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

You know Des wouldn't.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

*casts Guidance on Sneaky Stabby*

*Whistles innocently*

--------

Question: When does Concentration checks for spellcasting come up commonly?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Lanni: When you take damage. If you don't make it, you lose the spell.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

And thus falls Allende. :sigh:

Ah well, most of my friends are already dead anyway.

-----

So most commonly just from Attack of Opportunity when casting in melee? Or grappled, probably.

There is an entire table, but I'm not sure which of them actually come up often in actual play.

The reason I ask is because the DC for concentration checks when casting Psychic spells is increased by 10 unless I spend a move action to remove that penalty.


Also, you're on a boat, so really stormy weather and a heaving deck.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

I've never had the chance to play a psychic, so I have no idea on how they work.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

And of course Gnome Medium is more complicated than most.

I have the Psychic spells from Medium list directly, which are cast using Psychic Spellcasting so they don't have armor failure chance, but can't be cast while frightened and they have a higher Concentration check.

But I also have Gnome innate spells and can sometimes poach a few spells from either the Cleric list or the Wizard list - and those ones are cast normally.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Lanni Talimbi wrote:
So most commonly just from Attack of Opportunity when casting in melee? Or grappled, probably.

I would say "yes" to this. Most commonly for sure.

But yeah, that's a big list for sure.


On the road for a ballgame, working completely off my phone. Can't really see the map.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Fern: Did you account for Joran's attack vs. the officer? It was a crit. Maybe I missed due to the fog? I'm not really sure.

If my miss chance wasn't an issue, and it has do with this guy needing to survive, then that's cool with me. Just trying to figure it out.


Ack! Nope, totally forgot about it when tallying things. He dead.

I'll fix it on roll20 later when I'm not on my phone, my bad!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

No, no worries! All good.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Well, since the officer's dead, we can say Atia talked surrender to the guy standing next to him, lmao.


To clarify from Lanni's post, the ships are remaining lashed together for the next day and a half while supplies are offloaded from the Promise to the Wormwood, during which time you don't have to do any of your normal duties. The officers handle moving the loot, not trusting you all with it. So you're free to do as you like (the equivalent of 5 ship actions, in terms of mechanics -- diplomacy-ing folks, sneaking around, stealing, shopping, whatever).

The following morning, Plugg will select a skeleton crew to take the Promise somewhere to be squibbed (which seasoned sailors know means being refurbished so as to be unrecognizable, basically changing the ship's identity), while the rest remain on the Wormwood.


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M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

Yay! Two days of healing Con damage without stacking more on to it!


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

Also, to clarify. This applies to the newcomers too, yes?

Quote:
Scourge's bullies that are red are now beyond diplomacy. Anyone not red can still be influenced. Dreamer alone can attempt to influence officers, and that influence will only apply to him.

And that is all of the red=hostile characters listed in the crew slides, not just the ones that have been actively aggressive towards the players previously.


The perma-red ones are Fipps, Jape, Aretta, Tam, and Maheem. And probably Syl, lacking in some crazy RP creativity, lol -- She's crazy so ya never know, but dice rolls alone won't cut it.

I'm filling the the names that were still blank, by now they'd have come up in passing at least, for the ease of referencing them.

And yes, to newcomers as well, since you'll be associating with the party.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Syl is a wildcard and part of me hopes we can turn her into our crazy lady.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning
Destinie Nicholae wrote:
...She hadn't had the displeasure of killing any of the shoulders, but she didn't have the stomach to observe Harrigan or Syl's displays of wanton violence. ...

The shoulders of many sailors are thankful for Des not killing them. ;) Sometimes you make the weirdest typos.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

At least it wasn't wonton (one ton) violence.
That would be awful heavy to deal with. :)


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CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

I mean, I could go for one ton of wontons, to be honest.


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6
Atia Leroung wrote:
Destinie Nicholae wrote:
...She hadn't had the displeasure of killing any of the shoulders, but she didn't have the stomach to observe Harrigan or Syl's displays of wanton violence. ...
The shoulders of many sailors are thankful for Des not killing them. ;) Sometimes you make the weirdest typos.

Phone autocorrect strikes again.


CN Male Swashbuckler 4 (Inspired Blade)| HP: 36/36 | AC: 20 ( Tch 16, Fl 14) | CMD: 18 | F: +3 R: +9 W: +2 | Init: +6 | Perc: +7 SM: +7 | Combat Stamina: 5/5 | Panache: 1/4 | Charmed Life: 3/3 | Hero Points: 2/3 | Active conditions: Combat Expertise (-0, +1 Dodge), Champion (+2 Dmg)

If someone could be kind enough to link the ship actions we can take? I'll get them up and started for Mateo here <3


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We're using the rules kinda fast and loose, but the listed ones in the book are to:

-Influence an NPC with a diplomacy check
-Sneak somewhere on the ship you're not supposed to be
-Shop at the quartermaster's store
-Gamble
-Entertain folks with performance
-steal things from crew's lockers or other places

Anything along those lines =)


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

I'll need a call from our illustrious DM if I'm giving up any of those actions for holding the training classes.

I think it is a good trade, if so, so I'm not going to be upset AT ALL. I just want to make sure I don't run rampant.


I would say each "session" would be an action. So depends on how hard you're drilling them =)


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

My thought is that he was trying to get sailors trained in the basics.
(AKA warriors)

Didn't realize that he was trying to train marines. :)

My hope was also that he would train top-men as they are always needed onboard.

Des, I asked that you hold them, we can find them proper homes on characters when we get over to the promise.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Atia's going to get back to the galley after Lanni returns the ladle and wonder why it wasn't where she left it earlier. ;P


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning
Seadreamer Stonebeard wrote:

Des, I asked that you hold them, we can find them proper homes on characters when we get over to the promise.

Sounds like Dreamer should say something in character...if he's not too busy doing officer things. ;) When the "boss" is away, the mice will play.


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

It's fine. That can be discusses off screen. Now, who's ready to get drunk and party?!

Also... holy crap @ that nat 20! I didn't think it would happen,but Mateo's working miracles.


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CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Mateo is my new favorite. Sorry, Joran. <3 :P


4 people marked this as a favorite.
Human Barbarian(Sea Reaver) 4th
Stats:
Hp's 45/45; AC 17/touch 11/FF 16; Hero points: 3/3 used; Perc: +9; Fort: +6; Ref: +2; Will: +3

I hate Mateo.


2 people marked this as a favorite.
CN Male Swashbuckler 4 (Inspired Blade)| HP: 36/36 | AC: 20 ( Tch 16, Fl 14) | CMD: 18 | F: +3 R: +9 W: +2 | Init: +6 | Perc: +7 SM: +7 | Combat Stamina: 5/5 | Panache: 1/4 | Charmed Life: 3/3 | Hero Points: 2/3 | Active conditions: Combat Expertise (-0, +1 Dodge), Champion (+2 Dmg)

Sometimes the dice work in your favor for the story. I adore terrible decisions.

I love you all. Even you, oaf. <3


2 people marked this as a favorite.
CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning
Joran "Shark Bait" Bravestone wrote:
I hate Mateo.

I can't stop laughing


2 people marked this as a favorite.
Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

You know, I just cant get the videos to copy properly.

Otherwise I would be playing the theme of the old show the "LOVE BOAT"


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Well, now we have to find Dreamer someone to keep him company. ;P


Human Barbarian(Sea Reaver) 4th
Stats:
Hp's 45/45; AC 17/touch 11/FF 16; Hero points: 3/3 used; Perc: +9; Fort: +6; Ref: +2; Will: +3
Mateo Nikas wrote:

Sometimes the dice work in your favor for the story. I adore terrible decisions.

I love you all. Even you, oaf. <3

LOL!

Looking through narrowed eyes at the newcomer, an exremely slight grin of the slightest slightyness SOMEHOW manages to escape the big fella.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Here you go, 'Dreamer: The Love Boat


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4
Atia Leroung wrote:
Well, now we have to find Dreamer someone to keep him company. ;P

If it happens in game, it happens. But I know I will not be making a pass at Syl. :)


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

The love boat was aimed more at Sandara and Destinie, along with Sharkbait and Atia.

Now I guess it is going to apply to Mateo and Syl ???

edit - Duplicate post deleted.


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CN Male Swashbuckler 4 (Inspired Blade)| HP: 36/36 | AC: 20 ( Tch 16, Fl 14) | CMD: 18 | F: +3 R: +9 W: +2 | Init: +6 | Perc: +7 SM: +7 | Combat Stamina: 5/5 | Panache: 1/4 | Charmed Life: 3/3 | Hero Points: 2/3 | Active conditions: Combat Expertise (-0, +1 Dodge), Champion (+2 Dmg)

Mateo as he goes around meeting folks.


Human Barbarian(Sea Reaver) 4th
Stats:
Hp's 45/45; AC 17/touch 11/FF 16; Hero points: 3/3 used; Perc: +9; Fort: +6; Ref: +2; Will: +3
Seadreamer Stonebeard wrote:

Now I guess it is going to apply to Mateo and Syl ???

By the gods, I sure hope so!

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