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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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)

Which ironically fits too; Guardian is probably the least awesome of the mythic paths. Poor Guardian.


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 +2 damage will make the low damage of acid splash way less annoying for a day. Bless.


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

Depends on the build. A battlefield control fighter lives and dies by CMD.

We, of course, don't have one of those along with us, so . . ..


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

Yeah, the +2s to martial damage, spell damage, or healing are probably the big ones. +1 to a skill isn't bad either especially if it also turns a non-class skill into a class skill and results in a +4 difference instead.


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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 got you covered, Atia. And you too, Lanni, if you want. The Cliffs of Insanity await. ;)

Just give me a sec...


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)

With there being no danger, you guys could Take 10 and just climb. No roll needed.


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

Wouldn't it not be allowed if the distance to fall is long enough to cause damage?

Or is that only take-20 that you have to have no consequences for failure.


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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 like Joran carrying Atia on his back better, tbh.


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

And I like carrying her! Don't jack with me and your take 10 crap, Mateo. ;)


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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)

I will jack all I want and you'll like it! Wait...I mean...uh...

You are right Lanni, that's Take 20. Take 10 allows for you to just simply do a thing. Take 20 means you take 20x as long and there can't be a consequence of failing.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Lol!


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Given the joys of pbp and waiting your turn and not being able to discuss it live and such Joran can carry Atia. Let's be real, he absolutely would have anyway lol


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

Lol!

Listen to our leader, folks! She speaks truth. :)


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

Truth. plus it is a little bit easier with a rope to use to hang onto. :)


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

Work has been SO busy and I've been getting home really late. I'm going to try to get something a tad more detailed up later.


Ditto, been slow in all my games. I miss summer already.


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Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
Terry of Quent wrote:
If forced to physically intervene in order to stop the gnome, Terry will. He doesn't want to, but he wants to find out who will answer the signal fire LESS.

LOL, pretty much that.

I didn't realize it at the time, but during the morning preparations I took a Taboo. One that I thought wouldn't come up in any meaningful way.

Taboo wrote:
you must embrace any opportunity to spread the legend of yourself and your allies, even when a low profile would be helpful.

So basically I am channeling Othar Tryggvassen: Gentleman Adventurer.

So when I got to the top of the bluff and saw the unlit signal fire, I'm basically sitting here as a player going: huh, from what I see I am rather literally required to try and light this thing.

I don't think it means that I need to succeed though. So if Terry wants to chase Lanni around and drag him off the bluff, I would be fine with that. Lanni would pout about it a bit, but would get over it.

But I also trust that Fern will make the game be entertaining, fun, and reasonable no matter how things turn out.


I am mostly waiting to see how things pan out with Terry and Lanni before I post anything. If Terry would like to try and stop him he is welcome to attempt it! Same goes for the rest of you,if you wish to help or hinder the bonfire efforts.

Regardless of lighting it or not, let me know what you plan to do after getting the lay of the land! I uncovered it on Roll20 yesterday.

I'll make a short filler post in the meantime.


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

Stopping Lanni would be done with grapple or disarm, yes?

Which shouldn't be terribly hard given the small size and corresponding terrible CMD.


Yes, I assume he's not going to gut you or bull rush you from the cliff, lol =)


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, what is the "Jagers" reference? Google didn't help me.


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

I don't know if they are anywhere else, but the Jagermonsters are part of the comic that I linked to above.


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

Oooh, I can't look at the comics yet...blocked on school internet. :P


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

Also, since you probably don't have time to read the entire comic, here is a good wiki fandom article on 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

short for the Jagermonsters from the comic.
you threw the gentleman adventurer here, I figured we would get the jagermonsters. :)

Figured Lanni would get the reference from Girl Genius.


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

Haha, just an issue with me being limited by school internet, unfortunately. :P

I love webcomics & will be bingeing this ASAP.


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

Yeah, it is a pretty good one. Worth bingeing.


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

honestly for Webcomics, even though it is stick figures, I love order of the stick.

Another couple of good ones that I enjoy are sluggy freelance, as well as looking for group.


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

Ooohhh, yes, I love Order of the Stick! I've seen a few examples of Sluggy Freelance and LFG before, but never read them all the way through.


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

I also liked Dominic Deegan. That one ended, but it did at least end well.


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

Sluggy, and LFG, you can expect to lose a lot of time reading them. They span many years. :)

Never heard of Dominic Deegan, who hosts it ?


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
Lanni Talimbi wrote:
I also liked Dominic Deegan. That one ended, but it did at least end well.

WAY back in the day, I went to Katsucon to meet the Mac Hall guys and Dominic Deegan's creator was next to them...and I got introduced to it there. Man, that was a GOOD one.


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

Looks like it is self hosted? here


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

Also, apparently Mookie started a direct sequel comic in 2019...


Omg I read Sluggy Freelance like 20 years ago back in college lol. I have a bun bun shirt somewhere. I didn't realize it was still going.


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

Order of the Stick is my jam and one of my favorite comics in general, web or otherwise.


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
DM Fern wrote:
I am mostly waiting to see how things pan out with Terry and Lanni before I post anything. If Terry would like to try and stop him he is welcome to attempt it! Same goes for the rest of you,if you wish to help or hinder the bonfire efforts.

Sorry, was at work a little bit longer than usual, and tonight is karate . . .. Home now, sweating but cooling off.

At this point in my life I'm not taking karate to learn to fight. I mean, I have over a decade of experience studying Kung Fu already. I'm taking karate because this school is really convenient and provides an organized, social, physical activity to help me get over my lazy, fat, old man attitude.

Near 18 months ago, or was it 30?, I was diagnosed with borderline high blood pressure (sat at 140s over 85 or 90) and put on a med to help control it and keep it from getting worse. Just this regular activity for about 6 months, now, and NOT taking my high blood pressure meds for about 3, I saw the doctor yesterday and had a BP of 128 over 75. Let me say that again, after roughly 6 months of fairly easy physical activity and without any medication, my blood pressure is back firmly in the range of healthy normal.

Get up off the couch and do SOMETHING. ANYTHING. Stay active. It really does matter.

I'll post here in a moment or two.


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

And Order of the Stick for the win. Hands down.


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 think the BEST skill for mapmaking would be Craft (Cartography), though I think I've seen Profession (Cartographer) in a module before . . ..

Arguably, since there is a product of varying quality, craft would be the better choice.

Not that it matters, much. Knowledge (Geography) is likely he closest match any of us have.


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I'm fine with any of the above for the skill check.

As someone who is obsessed with watching Cobra Kai and needs to lose some weight herself for the same reason, the random pep talk is appreciated, Terry =) If only I could find a sensei like Johnny Lawrence... or another Johnny...

Atia, let's go sign up for karate together. *Nods sagely* Kidding. But not really. >.>


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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
DM Fern wrote:

I'm fine with any of the above for the skill check.

As someone who is obsessed with watching Cobra Kai and needs to lose some weight herself for the same reason, the random pep talk is appreciated, Terry =) If only I could find a sensei like Johnny Lawrence... or another Johnny...

Atia, let's go sign up for karate together. *Nods sagely* Kidding. But not really. >.>

If you find somewhere you like the look of, I'll be there! o.o my 5ft self is going to look really silly next to you though.


Female Elven Witch (Cartomancer) | HP 17/17 | AC 12 TO 12 FF 10 | F +1 R +3 W +3 | CMD 12 | Init +2 | Perc +2 | Con 10/10 | Conditions: None

I'll stick to dance lmao, though tbh learning some Karate would be fun, haven't looked at it since I was much younger.


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 used to bellydance, but there aren't any instructors near me anymore that teach the style I prefer (Turkish) :(


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

I took some Aikido classes in college, but any chance of learning any martial arts now is moot where I'm currently living.


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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

hey i can belly dance. every time i move, my belly dances. ;)

now honestly not being able to do much, due to a serious back injury due to the army, sux


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Thinking logically about Atia's rope idea, since you have to zigzag hop across the pilings and they are 5 ft apart, it might not be super useful there.

If you wanted to use rope as a handhold guide rope type thing while folks climb through the branches, I'll say that would lower the DC to 15 -- still need to climb into the tree, and still need to navigate the branches carefully. If you have enough rope to make two such guide ropes, so like someone could shimmy across one with their feet by holding another, like this without the dangly ropes,, I'd call that DC 10 Climb.

It'd take two people (or one making two trips) to bring two ropes across and secure them. And if you want the ropes back, those folks would have to untie the back end and bring them across at the end.


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:

hey i can belly dance. every time i move, my belly dances. ;)

now honestly not being able to do much, due to a serious back injury due to the army, sux

that's basically how my bellydance skills are now that I'm older and let myself gain a bit too much weight for my liking :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
DM Fern wrote:

Thinking logically about Atia's rope idea, since you have to zigzag hop across the pilings and they are 5 ft apart, it might not be super useful there.

If you wanted to use rope as a handhold guide rope type thing while folks climb through the branches, I'll say that would lower the DC to 15 -- still need to climb into the tree, and still need to navigate the branches carefully. If you have enough rope to make two such guide ropes, so like someone could shimmy across one with their feet by holding another, like this without the dangly ropes,, I'd call that DC 10 Climb.

It'd take two people (or one making two trips) to bring two ropes across and secure them. And if you want the ropes back, those folks would have to untie the back end and bring them across at the end.

That's fair. Atia's going to wait and see what the others do...she will almost certainly fail the acrobatics checks for each jump, given how my luck has been going with rolls on the boards lately.

My PF2e rouge can't stealth worth a damn right now.


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

A dwarf jumping, yea right. :)

If I were to try and jump, all you would here is the splat onto the ground far and far below. :)


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

Sure a +8 bonus to Acrobatics would be great.

But is +2 all that bad? It is at least above 50% success...

Also, Fern: mechanics question for this challenge. A single DC 10 Acrobatics check will cover all of the jumps for the half-speed distance? Or does each jump take a check?

So Lanni for example has a speed of 20 feet. So one check to make two jump and go 10 feet for one move action? Or two checks to make two jumps and go 10 feet for one move action?

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