GM Trevor's Skull & Shackles

Game Master Trevor0828


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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)
Trevor0828 wrote:
@ Nivian - your gather information roll was enough to geta +2 to influence her.

Ahem, the preparation roll was in evening, and that was only a 3 - in the late evening action I actually was attempting to influence her(as per discussion), not re-trying to get more info about her. I just used diplomacy because right now I'm no better at intimidate, and I'd like to avoid needlessly antagonizing people unless it gives me an advantage.


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
Trevor0828 wrote:

@ Hraak - You can make either Perception or Sense Motive checks (DC15) for both events. If you succeed, you get a +2 modifier, with an additional _1 for every 5 you beat the DC. Then make a d20 roll, on an 11 or higher you win your bet.

Sense Motive: Arm Wrestling: 1d20 + 4 ⇒ (4) + 4 = 8 FAILED!

Sense Motive: Hog Lob: 1d20 + 4 ⇒ (17) + 4 = 21
Betting: 1d20 + 3 ⇒ (5) + 3 = 8

After watching several bouts of arm wrestling, Hraak discovers that while it was true that larger men usually did well, it wasn't always the case that the bigger man won. There was more finnese and skill involved in the matches than he had always thought...and so, when he picked his spot to bet, he lost his coins.

The priest of Gozreh thought he had a better take on the Hob Lobs, and was sure that his choice of champion to bet on was correct...if the sailor he'd chosen wouldn't have slipped at the last moment and almost droppedd the log. In the end, same result as the arm wrestling...out more gold.

Deciding that he'd wasted enough time, though he'd surprisingly enjoyed it, Hraak headed off to his hammock to get whatever sleep he could before morning.

- 4 gp


@ Nivian - my mistake, your roll is good enough to improve Tibbs to friendly towards you.

@ Hraak - You still get a betting roll for the arm wrestling, just no bonus.


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

Thanks!

Arm Wrestling Bet: 1d20 ⇒ 7

Annnd no change. LOL See, kids? Say no to gambling.


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

And another short night in the hammock, followed by a Shanty in the morning!


I have finished the streamlining of the days. I will just do the job rolls so we don't have to wait on everyone. So here is the new order:

1) Decide which helpful NPCs are going to aid which PCs (I will list who is available for who). I will post the results.

2) Decide on your daytime and evening actions (You can later alter your evening action based on daytime action results). We are ditching the general Diplomacy roll, from now on you roll the Gather Information (Diplomacy) or Sense Motive at the same time you roll the Influence (Diplomacy, Bluff, or Intimidate) roll. If you get the DC15 on the first roll, give yourself a +2 on the Influence roll. If you are going for Conchobar, Rosie, Cogward, or Grok, there are special modifiers. I will post those results.

3) Decide whether you are doing any late night actions.


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

For the next day, if the situation should present itself, Hraak is going to try to get the attention of "The Stitchman" Habbly Quarne, to inquire make a case for helping out as a ship's surgeon (and carpenter).
He's not going to go so far as to get into trouble over it...just, he'll be watching for opportunities.


Trevor0828 wrote:

I have finished the streamlining of the days. I will just do the job rolls so we don't have to wait on everyone. So here is the new order:

1) Decide which helpful NPCs are going to aid which PCs (I will list who is available for who). I will post the results.

2) Decide on your daytime and evening actions (You can later alter your evening action based on daytime action results). We are ditching the general Diplomacy roll, from now on you roll the Gather Information (Diplomacy) or Sense Motive at the same time you roll the Influence (Diplomacy, Bluff, or Intimidate) roll. If you get the DC15 on the first roll, give yourself a +2 on the Influence roll. If you are going for Conchobar, Rosie, Cogward, or Grok, there are special modifiers. I will post those results.

3) Decide whether you are doing any late night actions.

Cool, any specific intro for the next day or are we good to go?


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Helgash snores.


OK, day 3, first we have Sandra and Rosie, both swabs, that can aid any one other swab so they get a +2 on their job roll. Sandra can aid any other swab, Rosie can aid either Ioney or Sebastion.

Today's jobs:
Helgash (cook's mate) - Kroop is again sober so he sends you turtle hunting, whic you succeed at.
Ioney (swab) - Back to the bilges for you. DC 12 STR check
Sebastion (swab) - Rat catching. DC 10 Stealth, Survival, or DEX check.
Nivian (swab) - Into the bilges with Ioney. DC 12 STR check
Hraak (swab) - Runner. DC 10 Acrobatics check
Onnello (rigger) - Line work. DC 10 Profession(sailor) or DEX check.

Decide which of you are getting aid and then choose your actions for the daytime.


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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

Let Rosie aid Ioney, he has the tougher roll. My daytine action will be to try and get my equipment.

Rat catching DEX roll: 1d20 + 4 ⇒ (8) + 4 = 12

Influence Grok
Sense Motive: 1d20 + 9 ⇒ (4) + 9 = 13
Intimidate (trying to scare her about my blessed favor of Besmara): 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15


@ Sebastion - Getting your gear is a shop action, but you still make your job roll with the -2. Also, you don't need the Sense Motive with Grok as you are all aware of her superstions and her love of good stories and booze. Also, the DC for Sense motive to gain the +2 for influencing is 15. You do succeed in getting your starting gear back.


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

Can we add Profession (Sailor) to any of these rolls, btw? Doubt it, but figured it couldn't hurt to ask

Glad to be able to distance himself from the buisness end of a mop, and feeling quite a bit better than the day before, Hraaz meets the day and the challenge of a new assignment with a reasonably good attitude.

As such, the tattooed priest greets those he encounters with a nod and a quiet, and surprisingly still raspy, "G'mornin'."

Just before he gets started, Hraak looks out over the open sea that so thoroughly surrounds them and prays for Guidance from Gozreh.

1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22
Casting Guidance orison

...and his labors go MUCH better than the day before.


Hraak, you should choose your daytime action before rolling...


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

Gah! Was eager and got ahead of myself. Apologies. Hraak will take time to visit the quartermaster's (Grok) store as well, taking the -2 on his roll. I'll roll again, if you'd like.


Daytime action: Shop: Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store. Today's job: line work, DC 10 profession (sailor)
Profession (sailor): 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18

Rolling out of the Hammock Onnello heads above decks with his fellow sailors and cohorts. Hearing he's assigned to line work, Onnello quickly gets to it. After a couple of hours, he sneaks off to below decks to speak with the quartermaster Grok.

Approaching the Quartermaster's Store, Onnello nods politely. "You must be Grok, I'm Onnello. came aboard with Helgash. He's a friend of mine. Said you were a fair quartermaster and only looking for the best interest of the ship." Pausing, Onnello looks around and motions for Grok to step nearer. "I'm a little concerned for the ship, see I came from Ilizmagorti, on Mediogalti Island. Now everyone knows the Red Mantis run the Island and their weapon of choice are the sabres like I carry." He looks around again. "What most folks don't know is their god watches to see if those sabres are being taken care of. Since it's her holy weapon and all." Pointing at himself, "My concern for you and the whole ship is she'll see there in the hands of someone who ain't used to taking care of 'em" He gestures towards the storage area, "See all my training and gear is for that purpose. To properly use them weapons." He shrugs. "So to keep the ship safe, I probably should look after em, with my gear and such." He nods his head, drawing out the two cutlasses he'd collected, "I'd leave these here as an even swap." He raises an eyebrow indicating if Grok thought it would be a good idea.

related info: Anyone can attempt to get their starting gear back by making a diplomacy check (for helpful the DC is 0 + her CHA modifier (+2), for friendly the DC is 5 higher). And the "playing upon her superstitious nature" bonus still aplies (+4). I don't know if Onnello's yarn is 'superstitious enough' to convince Grok, but let's hope it is
influence: 1d20 - 1 + 4 ⇒ (14) - 1 + 4 = 17


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6
Trevor0828 wrote:
Helgash (cook's mate) - Kroop is again sober so he sends you turtle hunting, whic you succeed at.

MUAH!

Daytime action: going to Grok for Helgash's rapier.

Diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11


I messed up the DC for getting your gear back, friendly is 10 higher, not 5 higher, and Grok's CHA modifier is +1, not +2. So the DC to get your gear back is 11 (it was DC 1 for Helgash).


So far Helgash, Onnello, Sebastion, and Hraak have passed their day job rolls and completed their daytime actions. Just Ioney and Nivian to go (since no one else used Rosie and Sandra for aid, both of you get a +2 bonus to your day job rolls).


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

When Ioney is told he's going back to the bilge, he's shoulders droop and he looks upset. Seeing his reaction, Rosie offers to sneak over and help him a bit and his attitude improves greatly. "Oh, Thank you, Rosie! I really didn't get the hang of running the pumps that first trip . . .."

Then he takes advantage of the help to try to get his stuff back (Going Shopping)

Str DC 12 w/ assist & shopping: 1d20 + 0 + 2 - 2 ⇒ (14) + 0 + 2 - 2 = 14

And it appears Rosie showed him the proper way to work these pumps.

When he takes a break to search out Grok . . .. "I hear you are the person I need to see about getting my gear back? I also hear you like a good story? You heard of Mrs. McGraw? Seems she couldn't make enough money to feed her family, and a pirate captain asked if she wouldn't like to make a pirate of her eldest son, Ted. So, he paid her and took Ted to sea. She fretted and wailed, watching at the docks for any sign or news of her boy for seven long years or more. She wanted to know is the poor boy living or is he dead? And then Ted came stumping up the dock to greet her, with two wooden pegs instead of legs! Of course she wanted to know what happened, so he told her that he lost them both to a single cannon ball on the 5th of May. Mom's being moms and not pirates, all she could see as that his legs were gone and not that he was there. And that sad little note is why few pirates ever bother going home. Nobody there understands how we live . . .."

Perform (oratory): 1d20 + 13 ⇒ (14) + 13 = 27
Diplomacy to get my stuff w/assumed +2 from story: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17


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)

Considering the task she was given was very demanding considering the little physical strength she had, Nivian decided to focus on working diligently.
Strenght, Working diligently, Sandara: 1d20 - 1 + 4 + 2 ⇒ (16) - 1 + 4 + 2 = 21
"Thank you, Sandara - I appreciate it. Physical labor is not my strong point."
But even as she complained, she took note of having done a pretty decent job, so far. Some help really DID make things easier.


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

Hraak finally makes his way to find Quartermaster Grok, and once there, the half-orc says, "G'day, there. A friend of mine, Helgash, said that that you'd be the one to see about reclaiming my personal effects. I'm especially interested in getting my healer's kit back. It's of rather sentimental value to me, and well, you never know when it's going to come in handy."

Hraak pauses, then adds, "And frankly, I'm pretty sure I could have used it to shorten my stretch of sea sickness the other day."

Diplomacy Roll to Retrieve Equipment: 1d20 + 2 ⇒ (12) + 2 = 14


With the close of the day's work, the crew lets loose with their traditional evening entertainments after they get their rum ration. Today there was no punishments during the punishment hour whic seemed to satisfy the captain, but annoy Plugg and Scourge.

OK, you can all do your evening actions and declare any late night actions. Also, the current attitudes tab should be up to date.


A note on personal equipment. It would be ill advised to parade around with your weapons and such during the day as Plugg would wonder why all the newbies have their gear so soon and at once. This would get Grok in trouble, maybe even keel hauling trouble. You each have personal lockers where the hammocks are. And shipboard punishment for theft is keel hauling as those lockers represent the only privacy any crew member has. Even the ship's officers are loathe to check them without some well founded reason. Not because of a sense of respect for privacy, but a fear of provoking a crew too far.


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Onnello, one of the late night actions you might be interested in is trying to steal from the storeroom. Things you now know are that Grok does not keep an actual inventory and would be unlikely to miss stuff taken unless there were signs of a break in (like broken locks, etc.). There are several locked chests and cabinets in the storeroom that you notice while getting your gear back.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6
Trevor0828 wrote:
A note on personal equipment. It would be ill advised to parade around with your weapons and such during the day as Plugg would wonder why all the newbies have their gear so soon and at once. This would get Grok in trouble, maybe even keel hauling trouble.

Helgash only carries his rapier and the dagger Onnello gave 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

The only bits of recovered gear Ioney will wear/carry under normal circumstances will be his dagger and sap. Even his new mace will get stowed.

No punishment. A guy could get used to that! I'm going to need to spend another night on general entertainment soon . . .. But not tonight. Tonight, I look to the women!

Evening Action
Ioney seeks out Shivikah and spends some time trying to find an edge for his conversation.

Sense Motive: 1d20 + 5 ⇒ (8) + 5 = 13
Diplomacy to influence Shivikah w/o the bonus: 1d20 + 13 ⇒ (6) + 13 = 19

"Hi. I think I heard your name is Shivika? Ioney. Glad to meet you. Everybody keeps telling me how important it is to have friends on board, and it sure looks like they're right, but you seem to keep to yourself. Is there anything I can do to help make this trip easier for you? Maybe another night of songs and stories tomorrow? Not everything that could help requires forcing you into a group. But I need to know how to help in order to not waste time just guessing at things."

Late Night Action
Ioney seeks out "Badger" after hours.

Sense Motive: 1d20 + 5 ⇒ (4) + 5 = 9
Diplomacy to influence Badger w/o the bonus: 1d20 + 13 ⇒ (17) + 13 = 30

"Interesting haircut. I'm sure there's a story behind it. You know, like the reason my brother used to shave just the right side of his head. Some sailors had convinced him that if he did that, then he would have an easier time using a bow. He never did get any good with one. Guess that's part of why he never noticed the bowstring didn't run that far up his head . . .. I'm just curious, where your cut came from, why you choose to keep it that way."


Is anyone doing any late-night activity that they need a lockpick for?

Smiling to himself as he leaves the Quartermaster's store, Onnello heads to his sea chest. Depositing his rucksack into the chest, then laying his sabres and Kunais on top. Donning his lamellar armor and bandoliers, tucking his daggers away where they were a little less visible. Feeling more himself he returns to the rigging with a swagger in his step.

After the rum rations were distributed, he moved around the deck looking for a way to integrate himself with the rest of the crew. Seeing several swabs around a couple fellows arm-wrestling on a crate, he walks up setting five gold coins on the edge of the box. Smiling, "I've got next."

As the other pair finishes, Onnello rolls up the bishop sleeves on his used-to-be white shirt. Taking his place on the other side of the box, Onnello nods, "Names Onnello." Weaving his fingers together he reverses his palms and cracks his knuckles. Taking his place and planting his elbow, he extends his hand giving a wolfish smile.

str: 1d20 + 4 ⇒ (9) + 4 = 13
str: 1d20 + 4 ⇒ (20) + 4 = 24
str: 1d20 + 4 ⇒ (13) + 4 = 17


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Not Helgash Onnello :)

Night Time!

Helgash decides to press his advantage further with Shivikah, but once he sees she is already engaged in conversation with Ioney, decides to spend some time gambling.

After checking some of the available options, he goes with 'hog lob', betting two gold pieces.


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)

Evening
Not willing to try pushing her luck with someone new just yet, Nivian returns to Giffer Tibbs to solidify their fledgling friendship in the evening. They talked much yesterday, but there was still much more to chat about.
Diplomacy to influence: 1d20 + 1 ⇒ (11) + 1 = 12

Late Night
Later at night, she then seeks out one of the other Woman on the ship, Barefoot Samms Toppin, and tries to befriend her as well. While she was a Rigger, and would never be in the same shift as her, it seemed sensible to have an potential ally in as many locations of the ship as possible.
Diplomacy to influence: 1d20 + 1 ⇒ (17) + 1 = 18
Constitution DC 14: 1d20 + 1 ⇒ (10) + 1 = 11

Even with Ioneys help, pulling long evenings one after another leaves her fatigued as she slides into her hammock in the middle of the night.


@ Ioney - You fail to impress Shivikah with your introdcution and she looks at you with a contempuous stare. Fortunately, you also do not iratate her enough to make her hostile. As for Badger, she takes a shine to you (maybe with other intentions) and you actually get her to warm up to you significantly.

@ Onnello - round 1: 1d20 + 1 ⇒ (14) + 1 = 15
round 1: 1d20 + 2 ⇒ (2) + 2 = 4
round 1: 1d20 + 3 ⇒ (12) + 3 = 15
Unfortunately, you are beat out in the first round (too bad, you would have won if you passed that round). Also, you didn't mention if you were betting (unless I missed it).

@ Helgash - you might want to reconsider carrying the rapier.

@ Nivian - you get Giffer to become friends with you (helpful, she can aid you each day so you get a +2 to your day job roll). You also improve Samms attistude towards you (on a roll I see).


I was hoping it was a total, not separate, but cool. He did say,

Onnello Ustradi wrote:
..he walks up setting five gold coins on the edge of the box. Smiling, "I've got next."

But if they want to leave all or part of it for him, I'm good with that :)

His elbow slipping just as he moves his wrist, Onnello realized he was beaten almost before he got started. Pushing the five coins forward he nods. "Fair is fair, I'd have taken your money." He nods to the person that beat him, and heads below decks.

Later that night: Nightime activity
After heading to his hammock, Onnello decides he's not tired, so he heads to the storeroom, sneaking about. Looking around quietly he moves to the locked chests he had noticed before. Taking his time he moves to the largest chest and attempts to open it with his lock picks.

Stealth: 1d20 + 2 ⇒ (16) + 2 = 18
disable device: 1d20 + 9 ⇒ (14) + 9 = 23
What's the negative modifier for not getting a full nights sleep


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6
Trevor0828 wrote:
@ Helgash - you might want to reconsider carrying the rapier.

Ok, Helgash keeps the rapier in his locker then I guess. And he walks around with only the dagger Onnello gave him. Thanks for the 'heads up'


Power is back on fully now, thank goodness.

Onnello, you easily avoid the night watch as you creep stealthily to the ship's store. The quartermaster’s store contains two tuns of rum (each holding about 105 gallons) and six other containers. These containers are as follows:
2 wooden lockers that seem to have simple locks
2 wooden chests, one of which has a slightly better lock while the other seems to have a broken lock.
1 wooden trunk with a good lock
1 metal trunk with a good lock

Do you check them for traps? And which one will you try to open?


Moving to the metal trunk with the good lock, Onnello checks it for traps, then attempts to open it.

Will check for traps, can I use the previous roll on the trap, or a lock if I find one?
perception: 1d20 + 5 ⇒ (5) + 5 = 10


You see no indicationof a trap, but when you try to pick the lock, a tiny dart shoots out at you.

1d20 + 10 ⇒ (11) + 10 = 21
damage: 1d3 ⇒ 1
Make a Fort save vs poison.

To add insult to injury, the lock defies your first attempt to pick it.
Btw, are you actually wearing armor? If not, your DD skill should be +10. Now that you know it's trapped, you can attempt to disable the trap and then take 20 on the lock.


yeah, he put his armor on, but left most of the weapons in his sea chest, would device reset? if Not does he need to disable it since he dripped the thing?
fort: 1d20 + 4 ⇒ (7) + 4 = 11
Doubt if that flies

"Blast!" Cursing under his breath Onnello feels the dart strike his arm through the light shirt. he quickly attempts to disable the springloaded trap and then deal with the lock.

If the poison effects his dex, please alter the rolls appropriately
disable device: 1d20 + 9 ⇒ (2) + 9 = 11
disable device: 1d20 + 9 ⇒ (6) + 9 = 15
disable device: 1d20 + 9 ⇒ (13) + 9 = 22
not great, I assume he can keep trying, does 22 deal with the trap? If not he will return to the hammock empty handed.


Onnello Ustradi wrote:

yeah, he put his armor on, but left most of the weapons in his sea chest, would device reset? if Not does he need to disable it since he dripped the thing?

Good point, no, it doesn't reset. However, you may want to reset it after you finish so it doesn't look sprung. Also, with your armor on (which you don't really need while sneaking around at night as it will only hamper you), you can't beat the DC of a good lock (DC30).


make 4 more consecutive Fort saves too.


fort: 1d20 + 4 ⇒ (3) + 4 = 7
fort: 1d20 + 4 ⇒ (20) + 4 = 24
fort: 1d20 + 4 ⇒ (14) + 4 = 18
fort: 1d20 + 4 ⇒ (12) + 4 = 16

Realizing the lock was beyond him, and concerned that the poison on the dart may become an issue, Onnello attempts to return the dart to the trap with the intention of possibly returning some other night.

Does he need to make a roll to return the dart to the trap? If he needs to roll to replace the dart and it would speed things up I don't mind if you roll for him, I'm going to be going to bed soon.


You took a total of 2 points of CON damage. Resetting the trap, now that you know about it, is easy enough for you. Do you want to try one of the simpler locks?


Trevor0828 wrote:
You took a total of 2 points of CON damage. Resetting the trap, now that you know about it, is easy enough for you. Do you want to try one of the simpler locks?

No let's get on with the next day so we can get everyone posting

Feeling unwell from the poison, Onnello sneaks back to his hammock.

What is the negative for late night action on his next day roll?


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 negative is that you are fatigued. The bonus is that Ioney is performing a Sea Shanty every morning that clears (among other things) fatigue from everyone who hears it. Trevor0828 told me to just pull a flat 3 rounds of Bardic Performance off the character daily, and everyone can clear fatigue in the morning every day. Why do you think I'm doing late night every night?


Ioney Dragi wrote:
T Why do you think I'm doing late night every night?

Well, seeing as you're an entertainer I just assumed you just kept late hours. But seriously, thanks for the heads up.


Day 4

You each get assigned jobs again and for the first time none of you are sent to the bilges (don't worry about job rolls). Around noon, you see Jack Scrimshaw rush up on deck and head for Mr.Plugg. A few of you nearby on deck notice that Jack looks scared and overhear him telling Plugg thatsomething big swam at him in the bilges and bit him. Mr. Plugg asks for volunteers, and without even waiting, selects all of you to go take care of the problem and don't come back up until whatever is down there is dead.

You head down into the dark and after a couple of minutes hear rustling and splashes. From out of the dark several creatures appear, either jumping from the many smashed crates or swimming through the standing water in the bilges.

This is a simple fight, so no map.

Onnello: 1d20 + 4 ⇒ (16) + 4 = 20
Ioney: 1d20 + 2 ⇒ (2) + 2 = 4
Helgash: 1d20 + 3 ⇒ (5) + 3 = 8
Nivian: 1d20 + 3 ⇒ (2) + 3 = 5
Sebastion: 1d20 + 4 ⇒ (18) + 4 = 22
Hraak: 1d20 + 3 ⇒ (13) + 3 = 16
?: 1d20 + 3 ⇒ (3) + 3 = 6

No surprise round so everyone except Ioney and Nivian go, then the creatures, then Ioney and Nivian. Also, Onnello still has 1 CON damage.


Trevor0820, I'm assuming we have time to swing past our lockers and pick up weapons, what kind of knowledge check?
knowledge untrained?: 1d20 ⇒ 7

Feeling Loney's sea shanty give him a pep in his step, Onnello heads to the rigging. As the day moves on and he notices Jack speaking with Plugg, he's not surprised when he's 'volunteered' to go deal with whatever was swimming in the bilges. Sliding down one of the ropes he lands near the others as they head towards the hatch. Speaking softly, so as not to be overheard, "I'm going to head to my locker and get weapons, I'd recommend you all do the same."

After going to his locker and fetching weapons, while moving to the bilges, Onnello slides the bandoliers over his shoulders, adjusting swords and knives. Smiling, "Now I feel like I'm ready."

Having lowered himself into the bilge, Onnello drew both his swords moving into the water. As he saw the ripples in the water he turned, cautiously studying the thing. At the last moment he lifted his left hand, slashing downward with his sawtooth sabre.

Move action: studied target, attack: sawtooth sabre
attack: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13 for damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9


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

If we are able to grab our weapons, I'll do so.

Sebastion follows with mixed feelings. On one hand, some excitment and anticipation of fighting. On the other hand, he hated the bilges; hot, wet, and dirty.

Going into the bilges. he readies himself, half expecting nothing to happen because he wondered how any sizable creaturewould have gotten in here. As the creature moves up, Sebastion attacks, but cautiously.

actions:

move-close with creature
standard- attack, fighting defensively, combat expertise, power attack

1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d8 + 5 ⇒ (7) + 5 = 12

status:

AC-20
hp- 11/11


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 group heads down, Ioney stops to gather his larger weapons as well.

And otherwise I await my action block.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

If we are allowed to get our gear then Helgash will get his armor and rapier.

Without a word, the half-orc moves on one of the rats, thrusting hard.

Rapier: 1d20 + 5 ⇒ (12) + 5 = 17
Damage if it hits: 1d6 + 3 ⇒ (5) + 3 = 8

---

AC: 18
HP: 12/12


I'll bot Hraak later. For now, I'll do the attacks against Ioney and Nivian so they can go

As the creatures come into the light, you see they are immense rats. How they came to be here is a mystery. Onnello just misses the one coming at him as it dodges around his swing, but Sebastion and Helgash quickly dispatch the two comiung at them. Before they can react, two others attack Nivian and Ioney.

att v Onnello: 1d20 + 1 ⇒ (15) + 1 = 16
att v Nivian: 1d20 + 1 ⇒ (16) + 1 = 17
att v Ioney: 1d20 + 1 ⇒ (17) + 1 = 18

damage vs Nivian: 1d4 ⇒ 4
damage vs Ioney: 1d4 ⇒ 4

2d20 ⇒ (4, 10) = 14
1d3 ⇒ 1

Ok, everyone can go

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