DM Meleager's Skull & Shackles

Game Master Patrickthekid


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Your tasks are now on the Campaign Info tab if you want to know what you are assigned to.


Male Skinwalker (Coldborn) Barbarian (Invulnerable Rager) 1

Hey folks. Been a busy weekend at work. I’ll try to get a post in tonight.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

@Cnut, did you notice you got passed a weapon ?


Male Skinwalker (Coldborn) Barbarian (Invulnerable Rager) 1

I had not, thanks.


Yesterday was pretty crazy for me RL wise (I work on weekends and I hard a bunch of things to watch afterwards).

I should have an update for you guys later today.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Thx for the update DM Meleager!


Okay, I still need the actions of Arkhan and Pai Song before I can move to Night actions.

@Mama Mamba, the goal is to do Day actions first before posting for your night actions.


S CE Female Goblin | Cleric 1 | HP 9/9 | AC 16, FF 14, Touch 13, CMD 8 | Fort +2 Ref +2 Will +5, +2 vs nauseated or sickened | Init +2 | Per +3, SM +3 | Speed 30ft | Conditions:
Usable/day:
Channel negative 6/day, copycat 5/6, visions of madness 5/6
DM Meleager wrote:

Okay, I still need the actions of Arkhan and Pai Song before I can move to Night actions.

@Mama Mamba, the goal is to do Day actions first before posting for your night actions.

Yeah the bull session says I get to take an extra ship action.

Cook's Mate Tasks wrote:

5 Bull Session: Drinking with Ambrose Kroop and

listening to his stories. The cook’s mate must
drink an additional rum ration, but is able to take
an additional ship action during the day.

I normally get a ship action, unless I work diligently, so an extra ship action means I get two for daytime. And there's no reason for me to work diligently if there's not check for me today. I guess no one eats today? ¯\_(ツ)_/¯


Got it. Will respond to that.


Remember when I said some of them would have to be angry enough to join in some competition? Well, some of them as passed enough to do so now. That and some of you now have items/money to bet on.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

OK, I need to know how much recovery time is available overnight. I am fatigued after failing my fort save, and will be exhausted if I take rum (no matter the results of the DC5 save, as I read it).

Fatigued wrote:


A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Exhausted wrote:


An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

With 9 hrs rest, an exhausted character recovers fully (1 hr to fatigued, and 8 hrs to no longer fatigued)... If I take a Sleep night action, how much rest do I get? In the alternative, if I take a different night action (like influence), how much rest do I get?


Djir Bentwhisker wrote:

OK, I need to know how much recovery time is available overnight. I am fatigued after failing my fort save, and will be exhausted if I take rum (no matter the results of the DC5 save, as I read it).

Fatigued wrote:


A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Exhausted wrote:


An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

With 9 hrs rest, an exhausted character recovers fully (1 hr to fatigued, and 8 hrs to no longer fatigued)... If I take a Sleep night action, how much rest do I get? In the alternative, if I take a different night action (like influence), how much rest do I get?

The exhaustion from drinking the rum will be temporary and will always go away before the night is over. Sleeping in early will get rid of the fatigue and 1 point of Con damage, putting you back to normal. You can also try to pour out the rum ration without being seen with a DC 10 Sealth check. You won't get a night action if you go straight to your hammock.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

I have a question about the influence system. Mama Mambo convinced Grok (the quartermaster) to be helpful with her night action last night. Does that helpful apply to all the PCs or just Mambo (ie do we all have to do our own individual persuading)?


Djir Bentwhisker wrote:
I have a question about the influence system. Mama Mambo convinced Grok (the quartermaster) to be helpful with her night action last night. Does that helpful apply to all the PCs or just Mambo (ie do we all have to do our own individual persuading)?

It does. Some roleplaying to hype up your party helps too.


S CE Female Goblin | Cleric 1 | HP 9/9 | AC 16, FF 14, Touch 13, CMD 8 | Fort +2 Ref +2 Will +5, +2 vs nauseated or sickened | Init +2 | Per +3, SM +3 | Speed 30ft | Conditions:
Usable/day:
Channel negative 6/day, copycat 5/6, visions of madness 5/6

The entire ship is going to hate us at this rate. Post later.


Mama Mambo wrote:
The entire ship is going to hate us at this rate. Post later.

Djir is right when it comes to influencing. Mama Mambo may also end up being right at this point.

@Djir you can go to bed early to remove the fatigued condition. Also you won't have to worry about that poor Bluff check.


Male Half-Elf Ranger (Dandy) 1 / Wizard (Poleiheir Adherent ) 8 / Eldritch knight 1 Initiative+3 AC 23(25) Hp 87/87 Fort +10(12) Ref +8(10), Will +11(13) Perception +17(21) LLV Spell Active Heightened Awareness, Heroism, Gravity Bow, Keen Edge, Lucky Number

We just need them to hate the Captain and his crew a bit more than us!


S CE Female Goblin | Cleric 1 | HP 9/9 | AC 16, FF 14, Touch 13, CMD 8 | Fort +2 Ref +2 Will +5, +2 vs nauseated or sickened | Init +2 | Per +3, SM +3 | Speed 30ft | Conditions:
Usable/day:
Channel negative 6/day, copycat 5/6, visions of madness 5/6

Arkhan needs to be more like Mambo, Arkhan needs to compliment more hats.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
DM Meleager wrote:
Djir is right when it comes to influencing.

Well, then why the heck have I been using Diplomacy? I will shift to Intimidate I guess if there is no difference on the end result… +8 is definitely better than +2

Mama Mambo wrote:
Arkhan needs to be more like Mambo, Arkhan needs to compliment more hats.

Yeah but Mama Mambo is cheating… Using Enhanced Diplomacy at will with no one bothered by her spellcasting + those Visions of Madness with no actual RP effect, and only a mechanical +1 to Diplomacy. Meeeeeh….


Male Skinwalker (Coldborn) Barbarian (Invulnerable Rager) 1

I knew I shouldn't have waited to train Intimidate.


Had a long day, but I will update tomorrow morning to get us into the next day.


@Chisomo do you plan on returning the key?

Edit: Okay, that won't be necessary. Thankfully. Working on a post now.


Female LN Human Monk of the Mantis 2 | HP 24/24 | AC 17, T 17, FF 14 | CMD 23, FFCMD 20 | F +4, R +5, W +5 Init +2 | Perc +9 | Stunning Fist Uses 2/2 | Ki Pool ** |

She was planning on just dropping it near where Grok was drinking the night before.


The good news is that there's always a small chance that Grok forgets to lock the store... and it just happened to be one of those nights, making it even harder to link it back to you. The dice gods were smiling at you.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
DM Meleager wrote:
The good news is that there's always a small chance that Grok forgets to lock the store... and it just happened to be one of those nights, making it even harder to link it back to you. The dice gods were smiling at you.

Minor logic note here. Chisomo took the key before she knew the store was unlocked. Therefore, presumably, she still has the key until she figures out how to get rid of it or give it back somehow (preferably without Grok figuring out it's gone for a walkabout)...


@Reknar. Sorry of I didn't make it clear, but she handed over all your items back yesterday. You made the check.


Male Teifling Welcome players! Roll20 Map

I will be traveling Friday through next week. I may be a bit less active during that time.

Thanks!


Pai Song's player is sick and Arkhan got put in a situation that had him required for the next step, so I will move thing along for the time being.


I'll be out of the house all day, so hopefully I can give you an update this evening or the next morning to start combat.


Male Teifling Welcome players! Roll20 Map

We should have internet tomorrow, although the new place needs everything, so still may be a bit of time yet.
Thank you for your patience.


Everyone has main their daytime rolls, so I just need to write for Bloody Hour before you guys can transition to Night Actions.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Let's see if this will actually post here, it won't in the game thread...

Perception: 1d20 + 1 + 3 + 1 + 2 + 1 ⇒ (10) + 1 + 3 + 1 + 2 + 1 = 18
1 rank +3trained +1 wis +2 racial+1 guidance (from Cevanne)


S CE Female Goblin | Cleric 1 | HP 9/9 | AC 16, FF 14, Touch 13, CMD 8 | Fort +2 Ref +2 Will +5, +2 vs nauseated or sickened | Init +2 | Per +3, SM +3 | Speed 30ft | Conditions:
Usable/day:
Channel negative 6/day, copycat 5/6, visions of madness 5/6

Lol


1 person marked this as a favorite.

The CE goblin cleric of a demon lord being the face of the party was a reality I didn't see coming.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Hey! I thought I was the face! :P


Note that you can also negotiate with Grok to get the rest of your gear back. It's a Diplomacy check, you only need to pass a DC 5 since she's helpful now.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
DM Meleager wrote:
Rum rations will work a bit differently here. After drinking one, you will make a DC 5 Fort save or take 1d2 Con damage. You're also fatigued for 1d8 hours but you gain a 1d4 Cha bonus for the time being.

Hey DM Meleager, I am a bit in doubt about this one. Do you get the Cha bonus if you succeed your Fort save, or if you fail it?

I was interpreting it as ‘… make a DC 5 Fort save or take 1d2 Con damage. And You're also fatigued for 1d8 hours but you gain a 1d4 Cha bonus for the time being…’, but not sure it is correct, now that I see others adding the Cha bonus after a successful Fort save.

(Emphasis bold and ooc mine)


You get the bonus regards of whether you succeed or fail the Fort save. Same with the fatigue. The Fort Save is only to decide whether you take Con damage.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Thanks! I had missed that :P


@Djir I can give you a choice. You didn't succeed in the roll with the Lady either but she's close (confirmed to be Unfriendly). You can either use the assists to make your Profession roll but fail the Influence check or improve her attitude for you by one step and take the punishment.

@Reknar... give me a Stealth check please.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

@ GM Meleager. I will suffer to make another friend (use the aid another on the influence check)... Also, can I have a name to put on this lady...

@ All, the DC For influence checks is either 17 or 18 to make them friendly: my bluff of 16 didn't make it, and aid another makes that 18 which does... And I would guess at that point, missing by 5 or more (12 or 13) makes them hostile, and making it by 5 (22 or 23) makes them helpful...

EDIT: Strike the comment about influence checks; it is more complicated than that - a 16 got Rosie Cusswell to friendly (enough for her to ask for me to get her violin back), but it didn't work for this 1/2 elf lady.


@Djir Okay, I checked the rules to clarify things. Any friendly NPC can assist on a check provided they have ranks on that check (both do in this case). Only Helpful NPCs can help with influence checks. I'm restricting this so that the NPC can only do this once per action and that you aren't allowed help in the bilge unless someone else is there with you on my discretion.

It worked for Rosie because age was Indifferent in the beginning. Unfriendly people need a higher roll to influence them.


Also, I clarified the character sheet list. There's actually 2 gnomes, one at swabbing which got scared off by Arkhan but warmed up to Mama Mambo and the other is at rigging, the foppish one. I also added Grok and Kroop to the list since those two can be influenced as well (albeit only at night except for Mama Mambo who can try during the day as well).

And in general the NPC attitudes are the same for all PCs. I just expect you guys to show you're a team and all.


One more thing, so are you guys fine with leaving the romantic stuff under spoilers if it comes up?


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
DM Meleager wrote:

@Djir Okay, I checked the rules to clarify things. Any friendly NPC can assist on a check provided they have ranks on that check (both do in this case). Only Helpful NPCs can help with influence checks. I'm restricting this so that the NPC can only do this once per action and that you aren't allowed help in the bilge unless someone else is there with you on my discretion.

It worked for Rosie because age was Indifferent in the beginning. Unfriendly people need a higher roll to influence them.

Given that both Rosie (now that I got her violin back) and Tilly (rolled high enough on the initial check) are helpful, can I have one help me on the Prof(Sailor) Check and the other help me on the influence check? (If not, I will take the aid on the influence check, as indicated above).

DM Meleager wrote:
One more thing, so are you guys fine with leaving the romantic stuff under spoilers if it comes up?

I'm fine with that.


@Djir You'll need both to pass the influence check. You can ask for one more friendly person to help pass the Profession (sailor) check, but of course your other party members may need the help as well.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Reknar would drop down from the rigs to aid Djir with that Profession (Sailor) role if DM Meleager allows it. Perhaps it can replace my daytime action?


Sadly no. PCs aren't allowed to aid, much less people from rigging. Those groups are largely separate from each other. But there are enough friendly people on the swabbing side to help bump up that check to passing you the group agrees with it.


Female LN Human Monk of the Mantis 2 | HP 24/24 | AC 17, T 17, FF 14 | CMD 23, FFCMD 20 | F +4, R +5, W +5 Init +2 | Perc +9 | Stunning Fist Uses 2/2 | Ki Pool ** |

Yeah that's fine by me


S CE Female Goblin | Cleric 1 | HP 9/9 | AC 16, FF 14, Touch 13, CMD 8 | Fort +2 Ref +2 Will +5, +2 vs nauseated or sickened | Init +2 | Per +3, SM +3 | Speed 30ft | Conditions:
Usable/day:
Channel negative 6/day, copycat 5/6, visions of madness 5/6

@Reknar only if you don't mind Mambo blessing you and any targets of your affection.

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