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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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Joran claimed cure light #1. That'll get him up to full.


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'm going to be in a con, so my posting will be very sporadic for the next few days.


Searching the Captain's cabin would have taken 2-3 min probably. For spell duration references. The main hold is bigger and will likely take longer.


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 gets me down there, a start looking around, and then have to hold breath for a bit more time while making my way to the surface to breathe.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Joran can last 11 minutes underwater. :)


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

Terry's only good for a little more than 2 . . ..

Conx2 rounds, so 24 rounds for Terry, or ALMOST 2 and a half minutes, right?

Time to see what I should have been doing in the main thread . . ..


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

In the future, I can have Atia cast Air Bubble on Terry when we go below. Gives him a little longer before he has to surface.

I'm picking up water breathing as soon as Atia can cast level 3 spells!


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

Low threat/stress at this point. Nice to see limited resources actually be treated as limited by the players every now and again. Frequently the question is simply ignored by the players unless the GM makes a point of asking about 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

I have the memory of a goldfish, so if Terry ever needs it and I haven't taken the initiative, give me a poke. :)


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 have the same time as terry. 24 rounds. But that will be after my air bubble pops. :)

Yay for 1 more caster making things a little easier.


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

@Des: Heirophant boon today, so +2 to your healing spells (unless you want to opt-out of it).


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

Sorry I have not been on. Twisted my back wrong and just spent yesterday at the hospital.

Still really sore. but I should have something up by friday.


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)

Oof! No worries Seadreamer, you rest and we'll make sure you're in good hands. <3


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

Sorry to hear that, Dreamer. Take the time to rest!

Unrelated: I have been preparing Atia's wizard spells wrong THE ENTIRE TIME I'VE BEEN PLAYING WITH HER. *facepalm*


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Mateo Nikas wrote:
"Though, I'd have to kill Joran and Terry in their sleep. The latter is flighty and moves about the rigging like Mwangi ape. Joran literally grows claws when he is angry and tears flesh apart. No reason to fight those fairly at all."

LOL! Oh man, I just died on this! LOL!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Also, if nobody wants that ring of sustenance, Joran will take it. I'm a fan of useful little items.

But doesn't really matter to me. Only if no one else wants it. It's really no biggie to me either way.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Also, I think we should do EVERY ONE of those bounties. Sorry, I'm a completionist at heart. :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

I'm on board with that. I, too, am a completionist at heart. From Rickety's, I believe "The Lost Messenger" is first?

Maybe we can gather more info after the ship is all fixed up.


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

Bounties. Hell yea, but I agree. . fix up ship first. :)


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)

So do we have any ideas of what we would want to have the ship renamed to when it gets squibbed?

I am, personally, forever partial to the Good Intentions as a name.


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

Lost hope ?


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 Nikas wrote:

So do we have any ideas of what we would want to have the ship renamed to when it gets squibbed?

I am, personally, forever partial to the Good Intentions as a name.

I love Good Intentions a lot.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

How about: NOT the Wormwood B&%**es! Don't forget the exclamation point. ;) (I'm kidding, just kidding).


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

What we just did reminded me of a Gary Larson Cartoon. (Far Side)

Ship on surface with Airhose and rope going down to a diver. Two guys on surface.
Ok, I know what 1 pull, and 2 pulls mean, but we didn't cover long sustained pull.

Down below, Octopus has diver wrapped up, and is pulling him into his lair


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

Fern. Anything planned on your side of things for the couple of days of trip to Rickety's?

I'm just not wanting to describe doing stuff during uneventful sailing if there is instead some surprise planned along the way.


I think you've had plenty of eventfulness for the week. ;) Was just enjoying all the RP and once it wound down was going to progress to Rickety's. No kraken or sharknados, for now.


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

Excellent. So only stuff we instigate ourselves then.


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
Mateo Nikas wrote:
"Though, I'd have to kill Joran and Terry in their sleep. The latter is flighty and moves about the rigging like Mwangi ape. Joran literally grows claws when he is angry and tears flesh apart. No reason to fight those fairly at all."

"Ooh-ooh. Ee-ee-ee. Ah-ah."

Fighting fair gives the opponent too much chance to do harm to you. ALWAYS a bad choice. Part of the reason I monkey so well. Advantages where you can create or take them.

Ship names:

Dreamers (or Dreamer's or Dreamers')

Intent (let them decide if we have good intentions or not)

Nightmare

Moving Nightmare


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)
Lanni Talimbi wrote:
Excellent. So only stuff we instigate ourselves then.

Time to e s c a l a t e.


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 still team Good Intentions. It's perfect for our group. The multiple layers of meaning really fit.

I don't want to have to write a persuasive essay, but I will.


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

Yeah, I am liking that one too. Also for the multiple meanings.


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

Three votes for Good Intentions.


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 we go with majority.

Good Intentions it is.


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 is not very useful for anything requiring a charisma roll, so she is not going to be helpful for recruiting crew.

DM, are we heading into a downtime thing, or will there be things happening during the couple week's we're here?

I'm just thinking about what Atia would do during downtime...lol. Other than RP stuff, like search for a proper bath, that sort of thing.


1 person marked this as a favorite.

Not downtime, there are several things that will come to pass in the next few days =D

So feel free to mingle with locals.


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

Double checking a couple of things.

One, the named crew NPCs we have are probably at the Able Seaman or Veteran level, yes? So 1 GP per day for standard pay.

Two, it looks like I am the only character with Appraise. Unless I am misreading something. Just making sure that I am not taking up all the rolls that someone else is wanting to do.

Also, Appraise works a lot like identifying magic with Spellcraft, yes? Only Appraise is for non-magical things and gives the approximate value of the stuff.


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 got an appraise value of +4. Add 2 more if it comes from the sea. :)


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

Cool. +6 is all that I have normally too. Let's get some stuff appraised then.


I filled in values on the spreadsheet for the things you rolled on. Those are the raw values, so you can sell them for half the price, unless it's art (like the chopsticks or scrimshaw thing) or gems.


Ooh something else of note. This place is classified as a village, but given it's nature, counts as a large town in terms of plunder exchange rates. I misspoke before about the 2 points of plunder getting you the gold easily, my apologies. Good rolls will still net you most of the value, potentially. My bad. So many new systems!


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

Well, just threw up a monster post where I tried to cover a lot of ground. I was typing and cross-referencing earlier posts for a while.

Adapt and use what you can. Tell me what gets thrown away, please.


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
Joran "Shark Bait" Bravestone wrote:
Joran catches sight of Terry talking to some potential recruits. Slightly leaning in toward the others as he keeps an eye on the talkative half-elf, "Hm. Would you look at Terry? Looks like he's in his element. I gotta say, with the way he loves telling tales, if there's anyone who can go toe-to-toe with our little buddy Lan than man when it comes to talking... it's him." The barbarian grins, figuring it's a lot wiser for the rogue and anyone else to do the talking instead of himself due to his imposing size.

I managed to make another table of this AP, which is running a bit behind us (haven't had the ship-to-ship combat, yet - and we're still level 1), and the GM is having us do some different dice-chuckin' exercises. Got to go out on one of the small boats and throw grapples at the ship, then try to climb over, for example.

I'm playing a bard with some Profesion (Sailor) but none of the other relevant skills. But the man is a communicator.

At Level 4, Terry has a +12 Diplomacy. At Level 1, the bard has a +13 before situational modifiers and temporary bonuses. THAT man can talk!
Half of the Thug crew not only likes him, but he's got them to Helpful status. GM says he's not going to run taking sides in the mutiny the way we expect, and looking back at his attitude sheet (which shows the adjusted attitude of each NPC towards specific individuals), the group has meta-gamed the diplomacy efforts HARD, with people avoiding those someone else has already got in good with.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

HA! Man, that's a heck of a diplomacy at 1st level. Pretty impressive getting some of those thugs on your side already. :)


Yeah I cut the ship grappling bit just because we'd already been wallowing in misery on the Wormwood for ages -- and I wanted to add Lanni and Mateo asap =D


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
DM Fern wrote:
and I wanted to add Lanni and Mateo asap =D

♥️

----------

Yeah, normally I have a +11 Diplomacy, but I can bump that up a bit with Marshal Spirit. Currently rolling at +14.

But I also haven't put any feats, traits, or gear into it.


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

Absolutely not complaining. I don't especially enjoy dice chuckin' exercises. PBP is too slow for them to be the quick entertainment they were designed to be.


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 cannot remember if Crafting was verbotten, or craft with approvals ??


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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 |

LOL. I read this

Destinie wrote:
"Let me help you with that." Destinie pulled out her dagger (that she obviously cleaned off from her last use of the thing) and proceeded to slice...

thinking that you were talking to Atia and Samms.


Seadreamer Stonebeard wrote:

I cannot remember if Crafting was verbotten, or craft with approvals ??

Crafting is 100% fine


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
Lanni Talimbi wrote:

LOL. I read this

Destinie wrote:
"Let me help you with that." Destinie pulled out her dagger (that she obviously cleaned off from her last use of the thing) and proceeded to slice...
thinking that you were talking to Atia and Samms.

That may well still happen with how Diplomacy's going, lol. Unless Joran wants to do the honors.

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