GM Trevor's Skull & Shackles

Game Master Trevor0828


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Since they are several players with both Spellcraft and Detect Magic, we won't bother with the identify rolls unless it is an unusual item.

Of the loot that Onnello brings back. here is what you find:
The dagger is a +1 animal bane dagger
The shortsword is a +1 shortsword
The warhammer is just masterwork
The scrolls are: cure moderate wounds, mage armor, magic missile, scorching ray, and summon swarm
The wand is a wand of bless weapon (16 charges)
The 3 daggers are just masterwork
The arrows are 20 masterwork arrows and 6 +1 arrows


Helgash succesfully makes Rosie and Samms helpful towards him, but fails to change Jack's attitude.

I think Hraak is still missing so I will make his Heal checks.
1d20 + 8 ⇒ (3) + 8 = 11
1d20 + 8 ⇒ (3) + 8 = 11
1d20 + 8 ⇒ (5) + 8 = 13

Wow! Almost as bad as Sebastion.

I think Nivian is still gone too.
1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (12) + 3 = 15

Nivian makes her saves with no further damage (even without the +3 if someone makes the first two Heal checks).


Ioney, make three Fort saves vs disease, please. You get a +3 on the third one (so far).


Oops, almost forgot, Nivian also uses Heal skill:
1d20 + 6 ⇒ (11) + 6 = 17
1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 6 ⇒ (8) + 6 = 14

Ioney, you get +3 to all of your Fort saves.


Heal Ioney: 1d20 + 1 ⇒ (10) + 1 = 11
Heal Ioney: 1d20 + 1 ⇒ (14) + 1 = 15
Heal Ioney: 1d20 + 1 ⇒ (7) + 1 = 8

Heal Nivian: 1d20 + 1 ⇒ (12) + 1 = 13
Heal Nivian: 1d20 + 1 ⇒ (9) + 1 = 10
Heal Nivian: 1d20 + 1 ⇒ (5) + 1 = 6

I am planning on having Helgash investing heavily into UMD from next level (when he starts taking Investigator levels), so any wands or scrolls no one wants or has use for, I will gladly keep them. Apart from that, in order of preference (none of these are essential to Helgash):

+1 animal bane dagger (temporarily)
Short Sword +1 (temporarily)
MW Dagger
MW Buckler

The arrows are cool, but I don't even have a bow :P And I think I will stick with the chain shirt for now Onnello, unless you find a Mithril one :D

----------

"That is a damn impressive haul" - Helgash chuckled when Onnello described all he had found - "Thanks for sharing all this"


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
Trevor0828 wrote:
Ioney, you get +3 to all of your Fort saves.

Not sure if that is supposed to be 4 Fort Saves total or if the first bonus should be added to the roll I made earlier.

Ioney Dragi wrote:

[dice-Fort DC ??]1d20+1

I REALLY hope that's good enough, ya know?

The total there was 18 before the +3, if applicable, for a 21?

Fort w/ Heal Bonus DC ??: 1d20 + 1 + 3 ⇒ (16) + 1 + 3 = 20
Fort w/ Heal Bonus DC ??: 1d20 + 1 + 3 ⇒ (1) + 1 + 3 = 5

That's the first three, then, and here's the 4th in case.

Fort w/ Heal Bonus DC ??: 1d20 + 1 + 3 ⇒ (13) + 1 + 3 = 17

Well, the 3rd one's not good, is it?

"You guys go through the loot and pick things out. I could activate that cure scroll for someone later, if necessary, but I'm not that great a combatant."


Helgash take the dagger and a MW buckler, there are two. I'll take the hammer and the arrows. Everyone else help yourself to what's left.

Planning on having a bow someday, Onnello tosses the arrows and the warhammer in his locker. Slipping the 'nice' sap into his belt he nods in agreement with Ioney, "Ioney's right, we need to get this stuff in lockers."

Turning to Ioney, Onnello pulls his cloak back showing the bard his wound, asking, "Can you do anything about this arrow?" He then looks at Nivian and Sandara, raising an eyebrow.


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

"Easily. This bit's going to hurt." He makes the comment with no obvious emotion as he pulls the arrowhead loose, doing a little more insult to Onnello's body and allowing the blood to flow more freely before he continues. "You see, the first thing we have to do is take a good look at the edges of the wound and see if it was sliced or torn, because that has an effect on how the wound will close. We take the edges and try to gently put them together properly while we help the magics flow through the wound itself. After we hold them in place for a second, letting the magic flow through the wound, we reach the part where the wounded man gives the bard a drink, after stretching and realizing how much better he feels."

Bard audible components don't HAVE to be song . . ..

CLW: 1d8 + 1 ⇒ (7) + 1 = 8


Ioney, you made your first two saves so you also suffer no more ability damage and are better by the third day.

After a day of heavy winds and rain, a storm well and truly hits the Wormwood on the eighth day. The ship is tossed about on the high seas and all hands are called on deck to work, including the cook’s mate. All of the crew is required in the rigging, and you are assigned random tasks from the rigger task list. The crew must stay up all night battling the storm—there is no evening rest or entertainment, and after the evening meal (ship’s biscuit only, on this occasion).

Onnello - Lookout (3x DC12 Climb followed by a DC12 Perception)

Helgash - Rigging repair (DC12 Climb followed by a DC12 Prof(sailor) or DEX check)

Sebastion - Mainsail duties (DC12 Prof(sailor) or STR check followed by a DC12 CON check to avoid fatigue)

Nivian - Rope work (DC12 Prof(sailor) or DEX check)

Ioney - Upper rigging work (2x DC12 Climb followed by a DC12 Prof(sailor) or DEX check)


Climb (I am hoping we can work diligently?): 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13
Or retry the Climb?: 1d20 + 5 ⇒ (15) + 5 = 20
Profession (Sailor): 1d20 + 6 ⇒ (8) + 6 = 14

Helgash seems to struggle momentarily to get up the rigging, but then he manages.


As the orders to maintain the rigging during the storm are given Onnello thanks Besmara that Ioney was able to heal the wound from the trapped arrow. Working in the rigging like the was born there, Onnello occasionally glances at his friends to see how they are doing. As the night presses on, he keeps his attention to he horizon, hoping the storm will pass.

climb: 1d20 + 7 ⇒ (19) + 7 = 26
climb: 1d20 + 7 ⇒ (11) + 7 = 18
climb: 1d20 + 7 ⇒ (20) + 7 = 27
perception: 1d20 + 5 ⇒ (15) + 5 = 20


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

Figures I get the hard work :)

Profession(sailor): 1d20 + 7 ⇒ (17) + 7 = 24
CON check: 1d20 + 1 ⇒ (9) + 1 = 10

Once per day I can ignore becoming fatigued


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)

I suppose there is no sick leave, and I still have to work. Which means I should also get to try and influence people.
Diplomacy Tilly Brackett: 1d20 + 1 ⇒ (4) + 1 = 5 (-1 attitude)
Diplomacy Tilly Brackett: 1d20 + 1 ⇒ (12) + 1 = 13 (static)
Diplomacy Tilly Brackett: 1d20 + 1 ⇒ (16) + 1 = 17 (+1 attitude)
Back to start, I guess. Still friendly. Unless someone already befriended managed to "assist" with the first check - then second one would have been sufficient to make helpful, and third check would go to Mister Ratsline

Having spend much of the last few days dealing with illness, or providing care to others, Nivian is glad she is feeling better when everybody is ordered up into the rigging.
Profession Sailor: 1d20 + 10 ⇒ (2) + 10 = 12
Profession Sailor: 1d20 + 10 ⇒ (10) + 10 = 20
Profession Sailor: 1d20 + 10 ⇒ (7) + 10 = 17
She was not a good climber, but ropework came easy enough to her.


Welcome back, Nivian. I only needed one Prof(sailor) check, but you made the first one so that's good enough. Helgash, Onnello, and Sebastion all make it with no problems.


Ioney, you get +2 to your checks because of helpful NPC aid.


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

Thank you for pointing out the bonus. I think I'll need it.

Climb DC 12 w/ help: 1d20 + 0 + 2 ⇒ (8) + 0 + 2 = 10
Climb DC 12 w/ help: 1d20 + 0 + 2 ⇒ (6) + 0 + 2 = 8
Profession (sailor) DC 12 w/ help: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

And failed BOTH Climb checks anyway.


Neither check was enough to fall though, so keep maing Climb checks until you pass two or get less than a 7.


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

Climb DC 12 w/ Help: 1d20 + 0 + 2 ⇒ (16) + 0 + 2 = 18
Climb DC 12 w/ Help: 1d20 + 0 + 2 ⇒ (3) + 0 + 2 = 5

Well THAT's the worst possible combination of following those instructions!


Lol

Seeing how useless Ioney is in the upper rigging, he is relegated to rope work with Nivian (expect some punishment later).

While in the middle of the storm, Rosie Cusswell is swept overboard by a rogue wave. Immediately shouts ring out. Anyone, with the exception of Onnello who is in the crow's nest, can attempt to save her.

The stormy seas are a DC20 Swim check, also, there is plenty of rope about.


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 doesn't spend much time thinking.
She grabs some rope, tells the closest person she considers an ally to affix the rope to something, then jumps after Rosie.

I have a natural swim speed of 30 feet and am amphibious and aquatic. I get to take 10 even if endangered, and have a +11 raw. So I can auto-pass the DC20 swim checks. I can also "run" in water.


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

"We can't lose sight of her!"

Ioney does something no one has seen him do before, at least not here. he casts Glitterdust on Rosie, hopefully keeping her easy to spot in the storm.


From the crows-nest Onnello watches helplessly as one of the smaller crew members goes overboard. Relieved to see Nivian dive overboard after the lost sailor Onnello raises an eyebrow as Ioney says something about 'losing sight' then does some kind of magic. 'Apparently Ioney knows magic.'


Helgash takes the rope offered by Nivian, and ties it to a fixed portion of the ship to make sure it is not dragged away, keeping an hand on it for good measure, just in case.

He does break a smile when he sees both Nivian and Ioney's command of magic.

Nivian, Rosie is currently helpful to Helgash (us) - make sure to not let her go! :D


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, she best also be helpful to me after this stunt.


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I almost skipped this event because I knew with Nivian it wouldn't be much of a challenge.

Nivian successfully reaches Rosie and with the help of those on deck, brings her back aboard. Plugg immedaiately yells at everyone to get back to work. Rosie gives Nivian a thankful nod, but moves on before Plugg or Scourge can take out her blunder on Nivian.

The work lasts well into the night (Ioney, I assume you will help with that remove fatigue bardic ability). Ioney's efforts to keep everyone unfatigued do not go unnoticed by Captian Harrigan (at this rate Ioney, he may actually like you if you keep it up). Though you are up late into the night, you are rousted the next morning to do a normal day's work.

That evening (the day after the storm), Ionaey is called out during the punishment hour by Plugg for his failure to work in the rigging. Scourge smiles evilly as he strokes his whip in antici[ation. However, Capt. Harrigan intervenes.

"That man will have new duties. he may not be much of a rigger, but he keeps the rest of the crew up and about. I won't waste such a resource. His punishment is waived."
He then turns to Ioney.
"Keep up that ditty you use to keep the crew lively. Your new task is to help with the various tasks, but to be able to move about so that the entire crew benefits. Don't make me regret this decision."

He then turns way. You notice that Plugg is definitely not happy with the attention the Captain gives Ioney.


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

Ioney moves forward, head hung low. He knows what's to come, and knows he can neither avoid it nor expect even the slightest hint of mercy from Plugg and Scourge.

When Capt Harrigan intervenes and provides a complete release, not just from this punishment, but from the several more which were likely to follow, the young bard's eyes go large and round before he bows to the Captain. "As you will, Capt Harrigan! What is in my power to keep the crew alive, lively, and on board, I will do!"

After Capt Harrigan turns away, only then will Ioney turn back to see the looks from Plugg and his cronies. As young men so often do, he risked a response to them that might not have been the brightest, as he holds his head high, puffs his chest out, gives a very smug grin, looks Plugg in the eye and asks "Any requests for tonight?" Despite the fact his stomach is in his hat and he's ready to loose his bowels as those roughs stare him down.

Bluff: 1d20 + 11 ⇒ (9) + 11 = 20


Having climbed down from the 'crow's nest' Onnello is relieved that Ioney is being rewarded for his true value instead of punished for not being as adept in the rigging as some. Walking up to the shorter Varisian he slaps the bard on the back. "Well done Ioney!"

Realizing, the captain was turning away and Plugg and his cronies were watching, Onnello stands behind Ioney, smiling a wolfish smile, as his friend asked for requests.


Nice touch, Ioney

Plugg's scowl only deepens and ge turns away in disgust. Tam “Narwhal” Tate waits for Harrigan and others to be out of earshot and shoots your group a dirty look.
"Don't ya worry, your sorry lot is gonna get what's comin' to ya soon enough."


Nivian, Rosie waits until the evening revellry to approach you and thank you for saving her life. After thanking you she says:
"And I'll be watching, that Scourge idiot doesn't understand the meaning of no. If any of his thugs have a go at your group, I'll be there to help also! You be careful now, and watch your back."


Day 11

Approaching the Slithering Coast, the waters become shallow and navigation is tricky. As the afternoon wears on, Mr. Plugg calls you together on the main deck. At his feet lie six crab pots. Plugg informs you that the captain wants fresh crab for supper. Plugg points to a reef lying some 200 feet north of the ship and instructs you, and Sandra Quinn as well, to swim to the reef, fill the pots with crabs, and swim back. Plugg brooks no further discussion.

The ship is becalmed at the moment and the seas are glass smooth so it is only a DC10 swim check. There are no threats as you swim to the reef, so everyone cna take 10. so no need to roll for now.

You soon approach a superb coral reef, measuring approximately 100 yards square, lying between 5 and 30 feet below the surface. Many crabs inhabit the reef, and each round, each of you can make a DC10 Perception or Survival check to spot a crab, followed by a DC10 Swim check to swim down and catch that crab. Four crabs are required to fill a pot.


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

Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Swim: 1d20 ⇒ 1 0 Caught

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Swim: 1d20 ⇒ 9 0 Caught

Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Swim: 1d20 ⇒ 4 0 Caught

Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Swim: 1d20 ⇒ 10 1 Caught. 55% chance of success, tok 4 tries to get one. <sigh>

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Swim: 1d20 ⇒ 7 1 Caught

Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Swim: 1d20 ⇒ 3 1 Caught

Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Swim: 1d20 ⇒ 11 2 Caught 2 for 7

Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Swim: 1d20 ⇒ 8 2 Caught

Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Swim: 1d20 ⇒ 15 3 Caught 3 for 9

Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Swim: 1d20 ⇒ 17 4 Caught 4 for 10 and 12 sets of die rolling. But I'm at 4.


Perception DC10: 1d20 + 6 ⇒ (1) + 6 = 7

Helgash enjoys the calm seas, but finds no crabs.

Perception DC10: 1d20 + 6 ⇒ (19) + 6 = 25
Swim DC10: 1d20 + 5 ⇒ (3) + 5 = 8

The first one he spots, manages to outswim him.

Perception DC10: 1d20 + 6 ⇒ (1) + 6 = 7

Which apparently distracts the half-orc.

Perception DC10: 1d20 + 6 ⇒ (4) + 6 = 10
Swim DC10: 1d20 + 5 ⇒ (18) + 5 = 23

Finally he manages to catch one crab!

Perception DC10: 1d20 + 6 ⇒ (11) + 6 = 17
Swim DC10: 1d20 + 5 ⇒ (4) + 5 = 9

But his success is short lived...

Perception DC10: 1d20 + 6 ⇒ (13) + 6 = 19
Swim DC10: 1d20 + 5 ⇒ (19) + 5 = 24

Perception DC10: 1d20 + 6 ⇒ (16) + 6 = 22
Swim DC10: 1d20 + 5 ⇒ (20) + 5 = 25

Perception DC10: 1d20 + 6 ⇒ (6) + 6 = 12
Swim DC10: 1d20 + 5 ⇒ (13) + 5 = 18

Perhaps the possibility of taking a whipping eventually spurs Helgash into action, and he manages to catch three crabs in quick succession.

Done!


stuff:

How many rounds do we roll for? Can we do all four at once?
In case we must roll
round 1: perception: 1d20 + 5 ⇒ (13) + 5 = 18
round 1: swim: 1d20 + 11 ⇒ (18) + 11 = 29
round 2: perception: 1d20 + 5 ⇒ (9) + 5 = 14
round 2: swim: 1d20 + 11 ⇒ (9) + 11 = 20
round 3: perception: 1d20 + 5 ⇒ (12) + 5 = 17
round 3: swim: 1d20 + 11 ⇒ (2) + 11 = 13
round 4: perception: 1d20 + 5 ⇒ (9) + 5 = 14
round 4: swim: 1d20 + 11 ⇒ (7) + 11 = 18
Looking from the first mate to the pots to his companions, Onnello instantly wonders what the trick is. Shrugging, he picks up one of the pots, considering going below decks and getting one of his sabres, he recons they won't do that well under water if sharks attack. So patting the handle of his kunai he smiles, looking at the others. "Ready to go if you all are."

Divining overboard, feeling right at home, he comfortably swims the distance; his leather armor being less of a weight than one would expect. Arriving at the coral reef he quickly dives and begins harvesting the crabs. Surfacing, he asks, "Does anyone need help?


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 gladly accepts Rosies thanks, and nods:"I am glad to hear that. Truly so. I won't invite trouble, but having someone to watch one's back is worth a lot. Especially here. I'll drink to that."

________________________________________

The next day, when they are send to forage crabs, Nivian takes the pot, dives into the water, and rushes ahead. Swiftly filling hers with crabs, she then circles the others, watching for anything out of the ordinary, or dangerous.
(If someone struggles, she will offer to help, but if there is no trouble, the task seems like a fun passtime to her rather than a chore, so she'd not show off.)

Edit: Just in case Helgash is right:

Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 5 ⇒ (16) + 5 = 21


Nivian, wouldn't you still need to roll Perception or Survival, even if you pass the Swim check automatically?


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)
Helgash wrote:
Nivian, wouldn't you still need to roll Perception or Survival, even if you pass the Swim check automatically?

I have blindsense 30 against anything in the same body of water. As per blindsense definition I don't usually need perception to notice something within that range. I suppose a case could be made if there is plenty of other marine life beyond crabs, but I think that's out of scope. It's another of those challenges that are not tricky for an Undine - so I'm just swimming watch.

But I added the rolls to the original post just in case - not that it changes the outcome :D


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

"Of course we could use some help. Need to get everyone collected fast to keep Scourge unemployed! Maybe even extras? Try to please the Captain?"


After a couple of dives, two nasty looking creatures dart out of the reef and head for 1d6 ⇒ 2 Helgash. Blood-red spines run the length of these frightening creatures, which resemble a lobster in the front and an eel in the back. They are fast swimmers, even faster than Nivian it appears.

Helgash: 1d20 + 2 ⇒ (1) + 2 = 3
Ioney: 1d20 + 3 ⇒ (9) + 3 = 12
Onnello: 1d20 + 4 ⇒ (7) + 4 = 11
Nivian: 1d20 + 3 ⇒ (19) + 3 = 22
Sebastion: 1d20 + 4 ⇒ (7) + 4 = 11
Sandra: 1d20 + 1 ⇒ (20) + 1 = 21
?: 1d20 + 5 ⇒ (5) + 5 = 10

Ok, everyone except Helgash go before the two creatures. Nivian can reach them with a single move, but everyone else must make a double move. Unless you have some special ability, all attacks are at -2 and any non-piercing damage is halved. Also, anyone can make a Know(Dungeoneering) check to identify the creeatures. Also, you need to make a DC10 Swim check each round (unless you have a swim speed), even if you aren't going to move.


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

Swim: 1d20 + 6 ⇒ (2) + 6 = 8 lol

Sebastion tries to move to Helgash, but instead thrashes around uselessly.


How big are they? Do we have a map?

Seeing the lobster-eel like creatures moving at speed towards Helgash, Onnello leaves his pot floating where it was. As he swims towards the creatures, he draws his kunais. Slowing down, he readies his defense in case one of them comes his direction.

free action drops pot, move action swims draws weapon while moving, Readied attack Kunai, Piercing/ will also roll 'swimming' during readied attack
swim: 1d20 + 11 ⇒ (13) + 11 = 24
readied attack: Kunai: 1d20 + 5 ⇒ (6) + 5 = 11 for damage: 1d4 + 4 ⇒ (4) + 4 = 8
swim: 1d20 + 11 ⇒ (20) + 11 = 31


Onnello Ustradi wrote:

How big are they? Do we have a map?

They are small. And I have no idea how to do a three dimaensional map, but they will be around Helgash and there are only two of them. Once everyone is by Helgash, there should be no problems just running the combat. However, if you take more than 3-4 rounds to beat them, then it may get tricky as people start to run out of breath.


Btw, Onnello, if you just do a single move you won't be near Helgash.


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, lets hope they are not vermin...
Seeing the eebsters swarm one of her allies, she moves towards him in an angle to avoid Helgash, but catch both the creatures in her spell effect.
Color Spray, DC15


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

Ioney tries to head in that direction.

Swim: 1d20 ⇒ 5
Swim: 1d20 ⇒ 16


1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 4 ⇒ (12) + 4 = 16

Both creatures manage to shrug off the effects of Nivian's Color Spray. They both attack Helgash.
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (14) + 2 = 16
They both hit.
damage: 2d4 ⇒ (1, 1) = 2
They both try to grab Helgash.
Grab: 1d20 + 8 ⇒ (12) + 8 = 20
Grab: 1d20 + 8 ⇒ (6) + 8 = 14
They both grab him and prceed to fight over him.
constrict damage: 2d4 ⇒ (3, 2) = 5

Helgash, make two Fort saves vs poison (remember to add your +1 resistance bonus for ABP), then it's your action. After Helgash goes, everyone else is up.


Not really sure why we would all be so separated from each other, to allow one of us (in this case me) to be singled out in case of attack. Feels arbitrary. And with such crazy high Perception rolls from some of us, no one noticed them before they jumped us..? Also, what did Sandara do?

Fort: 1d20 + 5 ⇒ (4) + 5 = 9
Fort: 1d20 + 5 ⇒ (2) + 5 = 7

Helgash reaches for his dagger, and stabs one of the creatures.

MW Dagger, grappled, poisoned: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Damage if it hits: 1d4 + 3 ⇒ (4) + 3 = 7

Could it crit?: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Additional damage if it does: 1d4 + 3 ⇒ (1) + 3 = 4

--- Status ---
AC: 14
HP: 5/12


You're not that far apart, but everyone is grabbing crabs so you're also not right next to each other, so about 20' apart. Now everyone is right there, except Sebastion. The creatures were not in view, so they couldn't be spotted. Also, I forgot about Sandara.

Sandara, casts a spell from the surface, then swims down and touches Hegash.
1d8 + 3 ⇒ (2) + 3 = 5


Helgash succesfully lands a critical hit and Sandara heals most of his damage, however, Helgash can feel the poison coursing through his veins.
STR damage: 1d2 ⇒ 1


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 didn't realize I should have made two swim checks last round.
2nd swim check: 1d20 + 6 ⇒ (17) + 6 = 23
So I got halfway there.

Sebastion tries to come to Helgash's aid.
swim: 1d20 + 6 ⇒ (7) + 6 = 13
He then attacks the wounded creature.
attack: 1d20 + 6 ⇒ (4) + 6 = 10
Maybe? They have the grappled condition after all...
damage: 1d4 + 2 ⇒ (4) + 2 = 6


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

Ioney tries to finish covering the gap, and JUST makes it to the fight.

Swim: 1d20 ⇒ 8
Swim: 1d20 ⇒ 16

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