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

It would work if the path wasn't all water. The amount of water would count as a barrier. But yeah, theoretically, she could point at up to three people and be able to communicate with them for the duration, but it reads as she would only be able to communicate with them otherwise it would break the spell.


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)

Hey there folks! I started up a new job today; much better pay and much better benefits. Only issue is training is on-site which means that I have to wake up earlier and will get home much later.

With that in mind, I will be slow and may need to be botted. Thankfully, I'm not a spellcaster and my death-dealing is pretty simple. I'll try to keep up with roleplay as best as I can. Training should only be 2-3 weeks.

This is a copypasta so if you see this a bunch, just congratulate me more. Thank you :P


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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

I'm starting to think about wanting a new job, too. Thing is, I'm 8 years away from a good life-time pension and permanent retirement. No matter how tired you get of being where you are, it is hard (as a family man) to walk away from that kind of end game.

I hope you enjoy the new job. Honest.


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

Looks like the dice are trying to kill me. :(

But Congrats Mateo.


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

Congratulations againnnn. <3


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

Good luck on your new job.


Portcullis was a bad term, and my fault. It's like a horizontal portcullis, a flat grate that is falling down on you guys like a panini press. Dreamer is still pinned, Joran lifted his side and squeaked out. You're all in the room now, but there is no air in the room, it's full to the ceiling -- Dreamer is trapped. Des helped Atia get unstuck from the seaweed.


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

Blub ??? Blub ??? Blub ???

Me trying to talk in my current condition. :)


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

Can Des take Cass's dagger to use and attack?


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 has one strapped to her belt. She would not protest if you wanted to take hers if that's easier.


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 would also have offered the masterwork dagger, if someone needed it. It is pointy and good.


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

Also, I think Joran needs to retcon his turn in there somewhere. ... Once he gets power and internet service again.


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, he will need to. And he should rage and hit that big whale guy really hard. :D And try not to get hit in the belly, lol.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Working on it.

And lol! Yeah, going to avoid the belly attacks because drowning is a terrible thing. :P


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

Okay, that was pretty damn epic. Also, thank you Mateo for taking those AoOs that would have went to Des with that move.


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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

@Mateo, you can use that hero point to add +4 to your roll so that you only use one hero point.

Actually, we need a head count on how many hero points are left. I have one more.


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'm out of hero points.


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

still got a couple can i transfer?? lol i wish


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

I'm still at 3. I don't think I have used any yet.

Also, I didn't notice that I was up in the last block. At the top instead of the bottom. So I am going to do that now.


Oops, sorry Lanni! Saw your post with the will save for flavor and my brain checked the box that you went.


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

Yeah, both of us brain-farted that one for different reasons.

But the retcon is pretty easy since Lanni can't do much mechanically from where he was at.


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

Okay, I calculated Des' HP total at level 3. It should be at 24 (currently 18).


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Joran has burned all of his. Those undead ghouls in the previous battle got me to smoke them.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
Joran "Shark Bait" Bravestone wrote:
@Lanni: Each Hex should have the range of each one in its description. Usually anyway.

Water Lung doesn't say. Many do, but there are quite a few that don't. Which is why I thought that there would be a default somewhere.

Joran "Shark Bait" Bravestone wrote:
@Fern: You "doubled" the damage on the crit on Mateo. Too much PF2. (Or is it, not enough?) :P

What should happen? Just that the second set of damage dice are re-rolled instead of doubling the previous rolled amount?


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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Lanni Talimbi wrote:
Joran "Shark Bait" Bravestone wrote:
@Fern: You "doubled" the damage on the crit on Mateo. Too much PF2. (Or is it, not enough?) :P
What should happen? Just that the second set of damage dice are re-rolled instead of doubling the previous rolled amount?

Yes.


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

There was no way I could reach Sandara and heal her even with my hero point. So I'm leaving it up to faith she survives their upcoming attacks. And Cass via Deadly Dealer if it came to it.

I just really wish I could have taken that grindylow down with me.


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 had the positioning all right. She would drop down to meet the lacedon, which would put her well below the Brinebrood Queen. Also, it hopefully means I won't be in melee range.


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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

Des, that was not the time to have good rolls :P


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

Not sure what the normal is for PF1 as far as healing up after a fight like this.

In PF2 we would have one or two people doing medicine checks and heal everyone up to full HP in some amount of time. Time that would normally only be tracked if there was some sort of time crunch going on.

Also, the healing from Cass would do...
1d8 + 3 ⇒ (4) + 3 = 7
bringing me up to 6/25 HP currently.


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

iirc, we can burn all our healing spells/channel positive energy before a rest - and any potions we have left.

We will all gain +3 HP with a long rest, too.


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

IIRC a DC 20 Heal check healed your level +the Wis bonus of the character treating Deadly Wounds.
This would also go up by 1 for every 5 you beat the DC by.

Will need to check my books, to see, but that will not be until later.


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

Des actually didn't get to use that many spells, so she has 5 charges for Cure Light Wounds left. So I'm guessing we're going for the long rest?


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

If we go for the long rest, the promise will sail on us.


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:
There is the question of time -- You came here right after resting, and have been in these caves for perhaps an hour, give or take. It's early in the day -- your 48 hours end this evening. Your rowboat is on the north end of the island -- you got here slowly, exploring, and could return faster, but there are still ankhegs in that direction unless you make a plan for avoiding them.

We have time for an 8-hour rest according to DM's ooc notes. It is early in the day. We'll be able to get back there if we don't go exploring anything.

Edit - I did forget about the once per 24 hours bit, but that's up to Fern to rule on officially.

The HP recovery might be helpful though.


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

Fern, when you get a minute, can you put the island map back up and mark our position on it.


Okay so RAW you can only rest and benefit from it once per 24 hours from what I am seeing. Which makes sense from a game balance sort of perspective. And legitimately, the challenge of conserving resources and such is part of the fun of the game.

That being said, the return to the ship is a fairly pivotal plot moment and sort of the climax of Book 1 of S&S. It's the sort of thing you would 100% rest and prep for if they hadn't set a 48 hour limit on you. Resting will also end up causing some other complications for you -- let's say it's 10am presently, you won't finish resting and preparing spells until 7pm. And you have a 5ish mile trek around the shore of an incredibly hostile island, plus a row back, which will cut your deadline awfully close. Close enough that should folks roll poorly on a few skill checks, you might miss the agreed-upon time.

So I think I'm fine with the rest working, this once, if you choose to risk it. I'll let you decide in character if you'd like to push your luck time-wise and be in tip top shape while the ship potentially leaves you behind or heal as best you can and then go do a mutiny with many depleted spells.


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

I added the loot from the Grindylows onto the inventory sheet.

From what I see, we have one potion of cure moderate wounds that we got from the ghoul prostitutes. One potion of invisibility labeled as a potion of cure moderate wounds, and one potion that is probably cure moderate wounds because it looks like the other potions of cure moderate wounds that we have seen so far.


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

So I figure Joran should drink one more potion of Cure Moderate. We do or did have a couple of cure lights.

That should get us in the ballpark of being full health.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Seadreamer Stonebeard wrote:

So I figure Joran should drink one more potion of Cure Moderate. We do or did have a couple of cure lights.

That should get us in the ballpark of being full health.

Actually, that 20 that Sandara channeled got him up to full. He was down exactly 20. :)


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

Did we fill at least one of the barrels with water?


Nope, you'd have had to haul it all the way down the cliff from the stockade where the spring was and it'd have slowed you guys down too much to have rest time. Someone mentioned coming back for water after you take the ship.


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

We certainly didn't mention it. I'd roll with no. It's more fun that way.


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

Hopefully whoever you pick to uncork thinks fast.


Just putting it out there, normally I'd wait longer to respond and let more folks chime in, but other than Mateo, the rest of you who -could- respond and haven't yet are 'dead' or in barrels, lol.

You other folks can still 100% chime in with inner thoughts and all, you can all hear what's being said, but unless you plan to give the ruse away and start talking, there didn't seem much point in delaying the spoken conversation. Just in case anyone comes back to dozens of posts and worries about being left out -- I've been trying reeeeeally hard to make sure you all have time to post before moving things along, which is hard because I am so hyped for all the stuff that's happening. <3 =D


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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 looks like climbing's back on the menu.


Put the map on Roll20, using the layout for the ship you've already seen. Lanni and Sandara are climbing up. Will post more this evening once more folks have had a chance to get a post in. Roll20 doesn't have a barrel icon, so. Grenades. lmao


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Joran, Lanni mage handed the rope down right before he got snatched, the rope is there.

Will address Mateo's post in the morning I've made a terrible mistake and stayed up like three hours too late lol.


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)

Go and sleep!


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 guess i missed a lot while occupied with shopping an appointments

will be occupied most of today as well, but i am here


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

Everyone should still have the +2 damage to non-spell damage rolls active.

Cass can probably be a background healer for this battle too. Though it would be cool if she could have some narrative closure to the stuff with Scourge.

Also, it looks like the character sheet has Doom listed as one of the level 1 spells - which isn't on the Witch list. Not sure if I am just not seeing something that would allow that to be added or not.

If that could be replaced, I would go with Ear-piercing Scream or Stricken Heart. Both seem like good choices for spells for Cass to use against Scourge at some point during the battle.

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