GM Trevor's Skull & Shackles

Game Master Trevor0828


101 to 150 of 648 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Night at the Galley:
"I work here, and I don't lick anyone's boots. Do you?" - Helgash grunted - "What do you want from the galley? And why should I let you through?" - he added, without moving.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Night at the Galley:

You forgot your Stealth Roll

"Odd time to work, then...doing some overtime?", Nivian responds coldly, "And what I'm doing is is getting myself a knife. A good one. And I am not leaving without it. I am not waiting unarmed for one of these a*#!&@~#s to come visit me at night because they woke from a dream about the last whore they had in a port. Have you ever been raped? I doubt it. Now move aside. I'll take my chances with you over some of the guys downstairs if you try to stop me."


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

As everyone starts to settle down for the night, Ioney will attempt to strike up a conversation with one of the other recent hires, Crimson Cogward.

Sense Motive: 1d20 + 5 ⇒ (1) + 5 = 6 <snicker>
Diplomacy w/ Performance: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24

"Hey, there, Mate. Ioney. I heard you volunteered for this crew? Not having been given that chance myself, I'm curious to find out why you chose this ship and crew. If you're here voluntarily, there's gotta be something good to look forward to that I don't know about yet, right? Care to share?"


Helgash wrote:

Was hoping for Trevor to let me know what I had to roll/do - but I can roll Fort ;)

[dice=Fort]d20+4

I stated above, twice, that you need to make a CON check if you decide to do late night actions. There is a +4 to the DC for each one you take (DC 14 for one action, DC 18 if you take two actions).


1 person marked this as a favorite.

As Ioney comes up to Gogward, he notices Sebastion talking to him as well. Sebastion tells Ioney what he learned.

At first Cogward is reluctant to talk, but Ioney breaks through his stanfoffishmess and gets him to open up.
"Good to look forward to? You bet, lots of fighting. I plan to give the Lady of Graves plenty of offerings."

With the additional +2 from the infornmtion from Sebastion, you actually move his attitude two steps!

Oops, just realized that Ioney already did his evening action. We can make this his daytime action for tomorrow.


1 person marked this as a favorite.
Helgash wrote:
Trevor0828 wrote:
As for stopping Nivian, that is something you can only do if she fails her stealth check.

Can't I just try to spot her? :)

No, because "Guard an Area" is not an allowable late night action because it would require you to be in that area all night. So we will ignore the entire "Night at the Galley" exchange.


Ok, things are getting out of hand. I just wanted to get the first day and night done to get a feel for the mechanics of the job/action cycle. I see problems already. First, your group is already in sort of a forced alliance. None of you want to be captive crew members. At the same time, actual mutiny is obviously an impossibility.

For the mechanics, we are going to proceed as follows:
(1) I will tell everyone what jobs they are assigned and what rolls they need to make for the day's assignment.

(2) Before making your rolls, pick your daytime action (becaiuse it could modify your roll).

(3) Make daytime action rolls and/or resolve action results.

(4) Make job rolls.

(5) Choose evening actions.

(6) I will tell you what rolls to make for those actions, then you resolve them.

(7) Choose any late night actions, if any, that you wish to perform.

(8) Resolve those actions.

So far for the first evening and night:
Ioney - evening, perform for crew. Late night - Influence Cogward
Onnello - evening - ?. Late night - ?
Sebastion - evening - talk, but not influence, Cogward, Late night - ?
Nivian - evening - talk, but not influence, Rosie, late - 1 Sneak
Helgash - evening - influence Barefoot Samms Toppin, late - night - ?
Hraak (unable to post at the moment)


No late night action for Helgash.


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

Con DC14: 1d20 + 1 ⇒ (4) + 1 = 5

Heh. Trick up my sleeve. I plan to spend a round or two of Bardic Performance on doing Sea Shanty in the morning.

Sea Shanty (relevant bit) wrote:
Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save.


Ioney Dragi wrote:

[dice=Con DC14]1d20+1

Heh. Trick up my sleeve. I plan to spend a round or two of Bardic Performance on doing Sea Shanty in the morning.

Sea Shanty (relevant bit) wrote:
Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save.

Technically this isn't a saving throw, but I'll allow it because it makes sense that it should work. Also, if you agree to deduct 3 rounds of bardic performance from your daily total each morning, I will give you a permanent +3 to influence all regualr crew members because they all get to start each day unfatigued.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

No, late night action this time


Standing beside the red-headed swab, Onnello started to get the sinking feeling that possibly Sandara didn't want to speak to him. Looking at the bottom of his tin cup, he shuffled his feet, remebering the creepy men his mom would simply ignore instead of insulting them by telling them to leave. Eventually he cleared his throat. "Um, sorry to bother you. I was just trying to figure out if you follow Besmara as well. If you did, I just wanted to tell you that even though I'm from Ilizmagorti I did as well," He steps back from the gunwale, nodding to the silent pirate.

'Well, I guess I couldn't have screwed that up any better if I had too.' Holding his cup in one hand, Onnello wandered below decks through the crew berths, noticing the Middle hold. Shrugging he began to sneak that way, hoping to find a weapon of some sort.

Sneaking exploring the middle hold, Since this activity was after the keelhalling does it count for the nighttime ship actions? Or are you asking if we do something while everyone is sleeping ie late night? There would be no 'late night' action on Onnello's part, only the 'nighttime' activity of sneaking while exploring the middle hold, looking for something to use as a weapon.
Sneak: 1d20 + 3 ⇒ (10) + 3 = 13


@ Onello:
" Yes, I am a priestess of Besmara. It is good that you are a follower of her as well. As I told the others, we should look out for each other, that Mister Scourge is especially vile." She finishes with a shudder.

Your late night escapade is interrupted by one of the crew. Though he doesn't spot you, he blocks your attempt to search the hold.


Everyone eventually goes to sleep. You are awkoen the next morning by the ship's bell, ringing loudly to announce the start of another work day. Mere seconds after the bell tolls to summon the crew on deck, four pirates—Aretta Bansion, Fipps Chumlett, Jaundiced Jape, and Slippery Sy Lonegan--block your path.

“In a hurry?” one says, and laughs, pushing Onnello in the chest. It is obvious they are spoiling for a fight. You also know you have about two minutes to get on deck without being considered late.


Onnello Ustradi wrote:
Sneaking exploring the middle hold, Since this activity was after the keelhalling does it count for the nighttime ship actions? Or are you asking if we do something while everyone is sleeping ie late night? There would be no 'late night' action on Onnello's part, only the 'nighttime' activity of sneaking while exploring the middle hold, looking for something to use as a weapon.
Trevor0828 wrote:
Your late night escapade is interrupted by one of the crew. Though he doesn't spot you, he blocks your attempt to search the hold.

Sorry, was it supposed to be 'Late Night' or just the regular 'nightime ship actions'? You have 'Daytime ship actions' and 'Nighttime ship actions' listed. I identified it as the regular 'nighttime activity.' I thought 'late night actions' would make him fatigued. Also, any info on Onnello's sense motive roll on Sandara?

Edit: Which one pushes Onnello?


State whatever action (talk, fight, etc.) you wish to do. Depending on what happens, I will then roll initiateive (don't roll it yet).


Trevor0828 wrote:
State whatever action (talk, fight, etc.) you wish to do. Depending on what happens, I will then roll initiateive (don't roll it yet).

I guess that depends on who pushed him :)


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

"Hey, now, there's no need for this! We all had a good time last night, right? Let's just get up on deck and we can keep having good times."

That counts as talk, right? <silly grin>


Trevor0828 wrote:
State whatever action (talk, fight, etc.) you wish to do. Depending on what happens, I will then roll initiateive (don't roll it yet).

To simplify things, Onnello will fight, attacking the one who pushed him.


What? Onnello gets upset from a little shove? :)

Pirates: 1d20 + 2 ⇒ (1) + 2 = 3
Sebastion: 1d20 + 4 ⇒ (8) + 4 = 12
Ioney: 1d20 + 2 ⇒ (14) + 2 = 16
Helgash: 1d20 + 3 ⇒ (14) + 3 = 17
Nivian: 1d20 + 3 ⇒ (14) + 3 = 17
Hraak: 1d20 + 3 ⇒ (20) + 3 = 23
Onnello: 1d20 + 4 ⇒ (11) + 4 = 15

Lol, I guess they go last. So, Onnello, you can hit the guy that shoved you. Nivian, you can get the other three in your Color Spray


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

I'll wait for Onnello and Nician to go.


Raising an eyebrow at Whoever that it was that ran into him Onnello studies the pirates face for a moment as he leans into the contact. Smiling "In a rush? Not at all. I've got plenty of time to spare for you." He then throws a right cross.

Move action Studied target, Attack, unarmed, giving up the AOO
unarmed: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 for damage: 1d3 + 4 + 1 ⇒ (3) + 4 + 1 = 8


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

"Well, I am in a hurry.", Nivian moves forward to the side, then blows colorful sand at the sailors that dissolves into raw magic. "Oh, and I'm a witch."
2 HD or less:: 2d4 ⇒ (3, 4) = 7 rounds unconscious, blinded and stunned, then
4 HD or less:: 1d4 ⇒ 2 rounds blinded and stunned, then
all: 1 = 1 round stunned

DC 15 Will Save negates.


3d20 ⇒ (6, 8, 20) = 34

Two of the pirates fall down, unconscious. The other is unaffected.

@ Nivian - don't roll for variable time durations as you can't know how long they will be unconscious and such. For this fight, I'll leave it as is.

Everyone else can go.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Sebastion, seeing two of them drop, punches the ringleader (the one that shoved Onnello).

Att w/PA: 1d20 + 4 ⇒ (1) + 4 = 5

Well, that's an auspicious beginning


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

"Don't just stand here! These thugs are obviously working to make your life more miserable, to get you punished for their entertainment and benefit. Make them pay for it. Don't give them what they want, give them what they were going to give you!" Etc.

Initiate Bardic Performance: Inspire Courage using Perform (Oratory) Grants +1 Competence to Attack and Damage, and +1 Morale on saves vs Charm and Fear.

As he's talking, Ioney is trying to do exactly what he is supposed to: Get past these bozos and up on deck.


Onnello lands a solid blow, but Sebastion misses completely as he stumbles.


For some strange reason, Helgash feels bolstered by Ioney's words - "Well spoken" - he snarls, moving forward with a quick jab at the one who pushed Onnello.

If he is still standing? If not, he will target another.

Jab: 1d20 + 3 + 1 + 1 - 1 - 1 ⇒ (16) + 3 + 1 + 1 - 1 - 1 = 19
Damage if it hits: 1d3 + 3 + 1 ⇒ (3) + 3 + 1 = 7

------
Status:
HP: 12/12
AC: 15
Effects: Using Power Attack, Using combat Expertise, will use Opportune Parry and Riposte if targeted.


Onnello and Helgash combine to knock out the pirate that pushed Onnello. The last pirate, seeing everyone dropped so quickly, decides discretion is the better part of valor and turns and runs up the steps to get on deck.


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

As the fight is apparently over, Ioney will stop performing for now, and just get into position for morning assignments.

After everyone spreads out and begins working their assignments for the day, that's when Ioney will perform a Sea Shanty to ensure everyone's ready for a full day's work. Let's go with "Haul away, Joe" this morning.


Still would like to know which pirate pushed Onnello, since he aims to misbehave.

Nodding to Helgash as the half-orc knocks the pirate out, "Nice punch." He then bends over and quickly frisks the pirate; taking the sailors weapons and coin pouch. Gesturing towards the other two. "To the winners go the spoils right?"

Tucking the weapons in his own belt, he dumps the coins into his hand and drops the pouch. Smiling at his new found friends. "What are they going to do, tell Plugg we jumped them?" Opening his own pouch to deposit the coins within, as he walks towards the hatch.

Taking 10 (15) on perception for searching the unconscious pirate.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Seeing the one pirate flee and the other one knocked out physically, Nivian does feel mischievious.
She's not quite as brave as Onnello, but she does kneel down next to the pirates her spell knocked out with a grin, quickly opening their shoe laces and basically tying 2 of their legs together via a tight knot between the closest two laces.

I think such should be doable in about 3 rounds - my hope is that having been out cold they don't know if they are late and rush up to deck, not knowing if they have time to untie the knot, and then have to walk up like in a three-leg run, hopefully making them a bit of a laughing stock and maybe raising an eye brow or two.
Not looking for personal credit, if people know that kind of thing happens to people messing with "the new guys" that is sufficient.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Sebastion watches the remaining pirate flee, and seeing the others stop to frisk the unconscious pirates, he waits for them to finish. He then heads up as if nothing had happened.


Onnello Ustradi wrote:
Nodding to Helgash as the half-orc knocks the pirate out, "Nice punch."

"Not bad yourself either" - he nodded, then turned to Nivian - "But that spellcasting was impressive" - the half-orc tipped his hat, and moved on upstairs.

"You can give me my half later" - he added to Onnelo as he left.


Male 1/2 Orc Cleric 1 | HP 7/9| AC 15 Touch 13 Flatfooted 11 | Saves F 4 / R 2 / W 7 | Init +3 | Perc +4

* Meanwhile *

Exhausted and disheveled, Hraak coughs harshly, wincing at the sharp pain in his throat from nearly a full day of vomitting.

Seasick. What in the holy hells? Not enough that I've been kidnapped by pirates? But, Gozreh bless me, I never get seasick...

As if in defiance, the half-orc's stomach clenches once again, as it had done hundreds of times over the course of the day and evening. But fortunately, nothing comes up...not that there was much there for his body to expell.

Hraak weakly pushes himself off the rail, coming to a sitting position with his back against it, his legs outstretched. The cleric finds his breathing a bit labored, along with a massive, throbbing headache...but otherwise, the young sailor decides...or hopes...that the worst of his ailment is over.


You have little time to loot the unconscious pirates, but you do come away with 2 culasses and 3 daggers, they have no gold on them. You rush up on deck. Plugg and Scourge both have very sour looks on their faces as you all make it on deck on time. A few minutes later, the other three pirates stagger up. Captain Harrigan shouts down from the Poop deck.

"Did we interrupt your sleep time!? Mr. Plugg, I expect those three to be our guests during the punshment hour."

Mr. Plugg responds, "Aye, Capt'n. You three, hurry up!"

Everyone is sorted by section and given their jobs for the day. Onnello is put on lookout duty. Both Sebastion and Ioney are sent to man the bilges, Nivian is on rat catcher duty, and Hraak is sent to swab the decks. The cook's mate has to help Kroop prepare the meals, fortunately, today Kroop is not insensately drunk.

Onnello - since you can't fail the Climb checks by 5 or more, don't worry about them, make a Perception check.
Sebastion and Ioney - make STR checks and CON checks (not Fort saves).
Nivian - make either a Stealth, Survival, or DEX check.
Hraak - Make either a STR or CON check.
Helgash - because Kroop is able to work, you automatically succeed.

Also, everyone decide what daytime action you wish to do BEFORE you make any of the above rolls.


Wohoo! Lucky :)
@Onnello: If you are sharing, I will take one of those daggers.

In spite of Kroop being there to manage the galley, Helgash sticks close, trying to learn as much as he can - he knows eventually it will be needed sooner or later.

He also grabs the chance during the day to try and gather information on Grok (perhaps also from Kroop), approaching the quartermaster at the first opportunity.

Diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11
Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16

Rolling before the Influence attempt on Grok - this is the correct process, right?


Helgash wrote:

Wohoo! Lucky :)

@Onnello: If you are sharing, I will take one of those daggers.

I was so sharing, but planning on giving you a dagger and a cutlass. Edit: looks like the cutlass may not be your style, pass it on to someone else. Onnello's a stickler on you getting your cut :)

Seeing Sebastion was keeping look-out, as Onnello walked past him, he hands the blond human one of the daggers. Once on deck, Having tucked one of the cutlass' and dagger in his own belt, Onnello holds the other two weapons at his side, as he huddles with the other 'new recruits.' Standing near Helgash, he taps the half-orcs side with his right hand, holding the second cutlass and dagger, whispering, trying not to move his mouth. "Your cut, no coin, weapons will have to do."

Nodding to his friend Onnello heads towards the 'jacob's ladder' headed towards the 'crow's nest.' Once on the small wooden stage, Onnello will keep a keen eye out, both for anything on the horizon and the halfling called 'Ratline.'

Plan to start a conversation with Ratline to sense motive, will do that in the next post.
perception for 'look out': 1d20 + 5 ⇒ (20) + 5 = 25


Male 1/2 Orc Cleric 1 | HP 7/9| AC 15 Touch 13 Flatfooted 11 | Saves F 4 / R 2 / W 7 | Init +3 | Perc +4

Rising unsteadily to his feet, but determined not to make himself a disciplinary target, Hraak joins the others as the Captain speaks and the officers hand out assignments.

The half-orc is almost relieved to be assigned to swabbing the deck, mostly because he found he could use the mop to keep himself steady. Head throbbing, throat burning, the tattooed sailor nods and just gives in to the welcome monotomy of mopping. Maybe tomorrow he'd try to make some friends. For now. For today? Hraak just wants to make it through without throwing up any more...

Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.

Strength Check: 1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 9


Yeah, cutlass is a heavy blade, so.... :P

Onnello Ustradi wrote:
Standing near Helgash, he taps the half-orcs side with his right hand, holding the second cutlass and dagger, whispering, trying not to move his mouth. "Your cut, no coin, weapons will have to do."

"Thanks" - Helgash nodded back at Onnello, grabbing a dagger - "That'll do just fine brother"


Helgash wrote:

Yeah, cutlass is a heavy blade, so.... :P

Onnello Ustradi wrote:
Standing near Helgash, he taps the half-orcs side with his right hand, holding the second cutlass and dagger, whispering, trying not to move his mouth. "Your cut, no coin, weapons will have to do."
"Thanks" - Helgash nodded back at Onnello, grabbing a dagger - "That'll do just fine brother"

So Helgash is not accepting the cutlass, anyone else want to walk up and take it?


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Nivian considers asking Carth for help with her Task. He was certainly stealthy enough to sneak up on any rats she could find in the ship, and would enjoy a meal.
But she noticed that Scourge and Plugg both rotated between crew members and watched what they were doing. For now, she did not want to risk her ally being revealed. At least not if she would manage herself.
Having heared about Sandara's success with the Quartermaster, she decides to try her luck as well.
Will head to "shop" as daytime action. As I understand evening or later the shop is only open for friends of the Quartermaster.

Stealth: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Stuck in the Bilges, Sebastion won't attempt to do much until the evening, so it's work diligently for the moment.

STR check: 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14

CON check: 1d20 + 1 ⇒ (17) + 1 = 18


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

The Bilges? Somehow this seems like a really bad idea . . ..

"So, Sebastion? Where are you from? What kind of upbringing made you get Shanghaied?"

Work diligently as well, I guess.

Str: 1d20 + 0 + 4 ⇒ (2) + 0 + 4 = 6
Con: 1d20 + 1 ⇒ (9) + 1 = 10

Wow. BARELY reached a 10 in 1 case . . .. Ioney's not very good at this Pirating stuff!


In the Bilges, Sebastion avoids any real scorn from Master Scourge, but he yells at Ioney constantly and eventually leaves in disgust. Fortunately, despite the conditions neither of you are fatigued.

Onnello performs his duties as lookout without a hitch.

Nivian also avoids any increased ire from Master Scourge as she catches sufficient rats and vermin to appease him.

Hraak is lambasted by Master Scourge, who is completely unsatisfied with the job he does scrubbing the deck. In addition, Hraak is fatigued at the end of the day.

Ioney, Sebastion, and Hraak have no daytime action (they worked diligently).

Helgash, your Sense Motive reveals the following:
Grok loves unusual drink and fine songs, and a character who provides her with at least 20 gp worth of alcohol that isn’t rum or who makes a successful DC 15 Perform (song) check gains a +4 bonus on all checks made to influence her.
You may still try to influence her (I assume you don't have Perform(song)) by use of Diplomacy or Bluff (or Initimidate, but maybe not the best choice with her) and you get a +2 because you are the Cook's mate.

Nivian, you get to shop, and you can get gold from the other PCs if they wish to give you any.

Onnello, you can do Sense Motive to find out anything of benefit to try and influence Ratline.

Also, I forgot, both Sebastion and Ioney can make Percetion checks while they are in the bilges.


As Onnello kept a keen eye out he noticed Ratline moving close, calling out to the rigger. "Oh Ratline, How long have you been aboard the Wormwood?" He smiles, "Did ya join willingly 'er find yerself wakin' up here one hungover morning?"

sense motive: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21

edit: I will add the + 2


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

When he hears that Nivian is going to the shop he gives her the 13gp he has.
"Spend it how you see fit. The only thing I really want is my family's sword, but I doubt you will be able to buy that back for now."


@ Onnello - you get a +2 to influebnce him, your roll will determine how he answers you.

@ Sebastion - you find 21 gold, if you want, you can also give that to Nivian when you see each other at lunch.

@ Nivian - you can assume that Sebastion gave you a total of 34 gold unless he says otherwise.


Also, Ioney and Sebastion find one suit of leather armor and 3 heavy maces in the debris that litters the bilges.


@Trevor: How much of our gold do we have left ? All that we had at the start? Thinking about asking Nivian to buy some wine or whisky ;)

This would mean I would have to abort my current Influence attempt on Grok though if I wanted to wait for the ‘booze’ bonus, correct?

101 to 150 of 648 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Trevor's Skull & Shackles All Messageboards

Want to post a reply? Sign in.