GM Trevor's Skull & Shackles

Game Master Trevor0828


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Swimming towards Helgash as the lobster things attack. Watching as Sebastion has the right idea to kill the wounded one first, Onnello swims beside him and attacks he lobster-eel with his kunai, wondering as he does so if the things would taste good.

move actions swim last half, attack: kunai. power attack
swim: 1d20 + 11 ⇒ (8) + 11 = 19
Kunai: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22 for damage/P: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
swim: 1d20 + 11 ⇒ (19) + 11 = 30


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 Sandara already healed Helgash, Nivian remains focused on the creatures. If the wounded one was not finished off, she targets it with Misfortune - otherwise the remaining one.

DC 15 Will or "Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result." - only one round, unfortunately.


Despite his target having the grappled condition, Sebastion still misses. Onnello hits it hard and it is obvious that it has been weakened (it now has the staggered condition).
1d20 + 4 ⇒ (3) + 4 = 7
Nivian's misfortune hex takes hold.


The wounded creature attempts to maintain its hold on Helgash and drag him down, while the other realeases him and attacks 1d2 ⇒ 1 Sebastion.
maintain grapple: 1d20 + 13 ⇒ (14) + 13 = 27
constrict damage: 1d4 ⇒ 2
attempt to move Helgash: 1d20 + 8 ⇒ (4) + 8 = 12
The creature maintains the grapple, but fails to drag Helgash any deeper.

Sandara swimsback up and casts another spell, holding it for next round.

Helgash, you're up (make another save vs poison), then everyone else can go again.

Currently, Helgash, Sebastion, Onnello, and Ioney are adjacent to the creatures (and each other). Nivian is a little further away and Sandara is 20' up on the surface.


Oops, forgot:
1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 2 ⇒ (16) + 2 = 18
damage: 2d4 ⇒ (3, 3) = 6
grapple: 1d20 + 8 ⇒ (9) + 8 = 17
Sebastion is hit twice, but not grappled. make two fort saves vs poison.


Fort: 1d20 + 5 ⇒ (5) + 5 = 10

Not one to simply lay down and die, Helgash continues stabbing.

MW Dagger, grappled, poisoned: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Damage if it hits: 1d4 + 3 ⇒ (1) + 3 = 4

--- Status ---
AC: 14
HP: 3/12


Seeing the second lobster things attack Sebastion, Onnello redoubles his attack on the lobster thing attacking Helgash jabbing first with the kunai in his right hand, then the one in his left.

Full attack: kunai. twf power attack

Kunai: 1d20 + 5 - 1 - 2 ⇒ (9) + 5 - 1 - 2 = 11 for damage/P: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Kunai: 1d20 + 5 - 1 - 2 ⇒ (16) + 5 - 1 - 2 = 18 for damage/P: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
swim: 1d20 + 11 ⇒ (3) + 11 = 14


Helgash, did you miss that Sandara healed you for 5 hp? You should only be down 4hp.

Helgash continues to be affected by the poison.
STR damage: 1d2 ⇒ 2
Helgash hits the creature yet again, it continues to bleed.

Onnello's second attack finally dispatches the wounded creature. When it dies, it goes into a final frenzy randomly attacking anything next to it.
It threatens Helgash, Onnello, Sebastion, Ioney and the other creature.
1st attack: 1d5 ⇒ 2
2nd attack: 1d5 ⇒ 5
So one attack against Onnello and one against the other creature.
Onnello: 1d20 + 2 ⇒ (8) + 2 = 10
creature: 1d20 + 2 ⇒ (6) + 2 = 8
Both miss and the creature goes limp and slowly sinks.


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, hurting from the attacks, fights more defensively.
Sv v Poison: 1d20 + 4 ⇒ (15) + 4 = 19
att: 1d20 + 0 ⇒ (19) + 0 = 19
confirm crit: 1d20 + 0 ⇒ (20) + 0 = 20
damage: 2d4 + 8 ⇒ (1, 2) + 8 = 11

Forgot swim check:
1d20 + 6 ⇒ (7) + 6 = 13

status:

AC-20
hp-5/11
CMD vs Grapple-22
status: fighting defensively, Combat exp., Power Attack


Sebastion slams his dagger home into the remaining creature, severly wounding it.

That leaves Ioney and Nivian to go before the creature.


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

Let's see, you said we had to have a good swim check before we could attack, so . . ..

Swim: 1d20 ⇒ 10 Huzzah!

Ioney manages to orient himself on the little buggers, and attempts to stab one with a dagger.

Dagger: 1d20 + 2 ⇒ (15) + 2 = 17
Piercing: 1d4 + 0 ⇒ (4) + 0 = 4


Ioney successfully hits the last creature crippling it (it is now staggered and bleeding).


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)

And Nivian afflicts the second creature with misfortune, as well. Or attempts to do so.
DC 15 Will


1d20 + 4 ⇒ (15) + 4 = 19
The second one shrugs off Nivian's Misfortune.


The creature continues to attack Sebastion.
1d20 + 2 ⇒ (10) + 2 = 12
Unsuccessfully though.

OK, everyone can go!
Helgash, you have a -1 to your swim check due to STR damage, and make another Fort save,


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 continues as before:
Swim: 1d20 + 6 ⇒ (9) + 6 = 15
att: 1d20 + 0 ⇒ (13) + 0 = 13
damage: 1d4 + 4 ⇒ (1) + 4 = 5
Do we get flank since there are four of us surrounding it?

Status:

AC-20
hp-5/11
CMD vs Grapple-22
status: fighting defensively, Combat exp., Power Attack


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

Struggling in the water, Ioney tries to contribute some more.

Swim: 1d20 + 0 ⇒ (17) + 0 = 17

Dagger: 1d20 + 2 ⇒ (8) + 2 = 10
Piercing: 1d4 + 0 ⇒ (3) + 0 = 3

He manages to lash out at the creature, but it seems to have no trouble avoiding his blade this time.


Sandara swoms down and touches Sebastion this time.
1d8 + 3 ⇒ (6) + 3 = 9

Yes, Sebastion, you each get to add the flank bonus, good point.

With the flank Sebastion hits, but Ioney still misses.


Watching lobster things drop off Helgash and begin to sink, Onnello tunrs and attacks the lobster thing on Sebastion, jabbing first with the kunai in his right hand, then the one in his left.

Full attack: kunai. twf power attack

Kunai: 1d20 + 5 - 1 - 2 ⇒ (14) + 5 - 1 - 2 = 16 for damage/P: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Kunai: 1d20 + 5 - 1 - 2 ⇒ (16) + 5 - 1 - 2 = 18 for damage/P: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
swim: 1d20 + 11 ⇒ (8) + 11 = 19


Onnello kills the last creature and, as with the first, it dies in a frenzied spasm.
1d4 ⇒ 4
1d4 ⇒ 1
one attack against Helgash, the other against Ioney.
Helgash: 1d20 + 2 ⇒ (5) + 2 = 7
Ioney: 1d20 + 2 ⇒ (11) + 2 = 13
damage vs Ioney: 1d4 ⇒ 2
It misses Helgash, but cuts Ioney.

Helgash you only need to make two more Fort saves, DC13. Ioney also make a Fort save vs poison, if you fail, make three more in order.

Sandara channels enough to fully heal everyone.
"Those were Reefclaws, nasty little buggers, especially since they are intelligent. However, they are also delicacies. I think we should use one of the crab pots for them." Sandara explains when everyone gets to the surface to catch their breath.


That went well, pretty fast for a combat that had grappling and poison as well.


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)

With the immediate combat over, Nivian rushes to those attacked by the Reefclaws. Without long discussion, she uses the side of her blade scraping across the skin, attempting to push the injected venom back out of the wound before it takes hold.

Heal, treat poison, Helgash R1: 1d20 + 6 ⇒ (15) + 6 = 21 +4 competence on the Save
Heal, treat poison, Helgash R2: 1d20 + 6 ⇒ (20) + 6 = 26 +4 competence on the Save
Heal, treat poison, Ioney R3 - if applicable: 1d20 + 6 ⇒ (18) + 6 = 24 +4 competence on the Save
Heal, treat poison, Ioney R4 - if applicable: 1d20 + 6 ⇒ (10) + 6 = 16 +4 competence on the Save

On Sandara's explanation, Nivian responds:"Thanks for keeping us healed. And it's only fair. They tried to eat us, we get to eat them. The way of nature. Lets pool the other crabs we have so far and empty a pot for them."


Trevor0828 wrote:
Helgash, did you miss that Sandara healed you for 5 hp? You should only be down 4hp.

Got it! Thx Trevor0828.

Trevor0828 wrote:
Helgash you only need to make two more Fort saves, DC13.
Nivian Mazu wrote:
With the immediate combat over, Nivian rushes to those attacked by the Reefclaws. Without long discussion, she uses the side of her blade scraping across the skin, attempting to push the injected venom back out of the wound before it takes hold.

Helgash grits his teeth, and lets Nivian do her job - "Thank you" - he nods at her, then to all the others - "You boys and girls were fast on the trigger - thanks for coming to my aid" - he adds - "I get a feeling these crab things would have made shish-kebab out of me"

Fort: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13
Fort: 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28

Trevor0828 wrote:
Sandara channels enough to fully heal everyone.
Nivian Mazu wrote:
"Thanks for keeping us healed. And it's only fair. They tried to eat us, we get to eat them. The way of nature. Lets pool the other crabs we have so far and empty a pot for them."

"Not sure if I am up for eating those things, but I will make Nivian's words my own - thank you Sandara" - the half-orc commented, then purposefully moved away to retrieve his pot, not used to having to say so many 'thank yous' in quick succession.

--- Status ---
STR -3


As they surface, Onnello treads water while Sandara explains what the creatures were. Smiling at Helgash's comment about 'fast' he nods when the half-orc thanks them for 'coming to his aid'.

Raising an eyebrow at Nivian's comment about eating anything that may try and eat them, he remembered the stories about Islands inhabiting cannibals, but decided not to say anything about it. Instead, he looked around the group and asks. "Who still has room in their crab pots?" Unable to resist bragging rights he adds, "Mine's full already."


Those really are nasty; 40' swim speed, poison, two attacks w/grab (with a +8 racial bonus to grapple and no limit to the size of the opponent), and ferocity (which effectively gives them 27hp). And when they die they get to make a full attack that has each attack randomly target anything they threaten.


After securing the catch, you swim back to the Wormwood. Upon seeing the catch, more specifically the two Reefclaws, Kroops yelps with delight.

"Oi, the Cap'n is gonna be happy tonight!"
He eagerly grabs the crab pot containing them and heads for the galley, motioning for Helgash to follow.

That evening, after dinner, Captain Harrigan makes a rare appearance at the eveing entertainments and rewards your group with two potions (CMW). He then turns back to his cabin.

You can practically feel the hatred from Plugg and his cronies at the extra attention the Capt. has paid to you.


I'm going to resolve the next two event days, and then let everyone do seven days worth of actions for influencing or searching.

Day 14

You are excused from your regular work today, as you are to be trained in boarding. This training is carried out under the watchful eye of Riaris Krine, the Wormwood’s master gunner. Krine’s skin is darkened from countless days on deck under the sun, and her nose has the appearance of having been broken several times over. One of her legs has been replaced with a wooden peg leg, the result of a wayward catapult shot that took off her leg below the knee. She may be the most viletongued wench you have ever met, and her language makes Rosie Cusswell sound like a nun.

Grappling hooks are an essential part of piracy, used to grapple enemy ships and draw them closer for boarding. Being able to use them is therefore considered a vital pirate skill. Krine orders the jolly boat on the main deck to be launched at dawn for the day’s work. She takes two characters out at a time to instruct them in using grapples. The exercise consists of the characters in the jolly boat throwing grapples onto the Wormwood from 40 feet away, tying the rope off, and then boarding the Wormwood by climbing along the rope. To make it interesting, however, Krine has instructed four random crew members to hurl objects at the boarding characters in an attempt to knock them off, simulating a real attack.

The rail of the Wormwood is AC 5. The grappling hooks are thrown weapons with a range increment of 10' (so -6 to your attack roll). Once you hit, you make DC15 climb checks to move at half speed (so two checks each round), however you need to fail by 10 (not 5) to fall off the rope. Each round spent on the rope after the first round, you also need to make a DC10 Reflex save to not get knocked off the rope by the prirates throwing garbage at you. Go ahead and make all rolls. If you fall of the rope three times, you don't have to try any more.


Chuckling at the idea of learning how to grapple and climb, Onnello lifts his hand with a smile. "I'll go first." Jumping in the jolly boat he waits for the second volunteer.

Once they get a distance from the 'wormwood' he checks the knot on his grappling hook, twirling it over his head, he releases it, aiming at the rail. Smiling when it hits, he jerks the rope tight and ties it off to the bench seat on the jolly boat.

Swinging out onto the rope intent to climb hand over fist, his foot slips and he gets nowhere. Throwing his leg back over the rope he begins to climb. As the pirates start launching their garbage, he get's hit in the face by a rotten tomato. Slowing down but hanging on Onnello continues climbing through a second barrage of garbage, getting hung up a little on the rail, but climbing over onto the deck before the pirates can launch a third barrage.

rolls:

grapple; ranged AC 5: 1d20 + 4 - 6 ⇒ (11) + 4 - 6 = 9
Let me know if this isn't right, his move speed is 30 ft, so half speed is 15 ft. two move actions a round, were going 40 ft. right?
climb 1st rd: 1d20 + 7 ⇒ (4) + 7 = 11
climb 1st rd: 1d20 + 7 ⇒ (15) + 7 = 22 success 15 ft
climb 2nd rd: 1d20 + 7 ⇒ (16) + 7 = 23 success 15 ft
climb 2nd rd: 1d20 + 7 ⇒ (3) + 7 = 10
reflex: 1d20 + 5 ⇒ (6) + 5 = 11
climb 3rd: 1d20 + 7 ⇒ (19) + 7 = 26 success 15 ft
climb 3rd: 1d20 + 7 ⇒ (3) + 7 = 10
reflex: 1d20 + 5 ⇒ (16) + 5 = 21


Trevor, we are supposed to roll seven Influence or Search rolls, stating which targets we are rolling for? I am thinking that might cause a lot of overlapping... Or we may actually make someone Helpful without knowing, and keep rolling for the same person.


Helgash wrote:

Trevor, we are supposed to roll seven Influence or Search rolls, stating which targets we are rolling for? I am thinking that might cause a lot of overlapping... Or we may actually make someone Helpful without knowing, and keep rolling for the same person.

No, not yet. What I'll probably do is have everyone do one evening at a time, and add if they were doing a late night action.


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 quietly takes his turn in the boat, and hopes to get lucky with his attempts.

Dice Chuck:

Grappling Hook DC11 @ range with standard ranged bonus: 1d20 + 2 ⇒ (3) + 2 = 5

His first toss is short, with the grappleing hook bouncing off the ship's hull.

Grappling Hook DC11 @ range with standard ranged bonus: 1d20 + 2 ⇒ (9) + 2 = 11

The second BARELY clears the rail, but that proves fortunate as it snags into place.

Climb DC15: 1d20 + 0 ⇒ (2) + 0 = 2

But when he start trying to climb the rope, he immediately falls into the water. After climbing back into the boat, he tries again.

Grappling Hook DC11 @ range with standard ranged bonus: 1d20 + 2 ⇒ (19) + 2 = 21

For a second, Krine has a glimmer of hope that Ioney might be able to do this.

Climb DC15: 1d20 + 0 ⇒ (1) + 0 = 1

And then he falls into the water again.

Looking as sheepish as you might expect, Ioney goes to try again.

Grappling Hook DC11 @ range with standard ranged bonus: 1d20 + 2 ⇒ (4) + 2 = 6

But, of course the head of the grapple hook bounces off the rail instead of going over it.

Grappling Hook DC11 @ range with standard ranged bonus: 1d20 + 2 ⇒ (8) + 2 = 10

This time it goes over the rail, but when he pulls back on it, it doesn't catch and rops into the water.

Grappling Hook DC11 @ range with standard ranged bonus: 1d20 + 2 ⇒ (15) + 2 = 17

And he finally gets another solid connection. He looks at Krine with a hint of fear in his eyes as he starts to try the climb again.

Climb DC15: 1d20 + 0 ⇒ (15) + 0 = 15

But he actually manages to make some progress up the rope this time!

Climb DC15: 1d20 + 0 ⇒ (2) + 0 = 2

Which simply means that he makes a bigger splash when he falls in for the third time. Krine leaves him to soak for a while before letting him out of the water.

The thugs have gone from taunting the bard about not staying on the rope long enough for them to throw anything at him to simply guffawing and enjoying themselves as he tries to tread water. When Krine lets him out of the water, it has more to do with fear that he's going to drown and Krine will be blamed by the Captain than with any concern over Ioney's worthless hide.


Now that was entertaining :)


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Trevor0828 wrote:
Helgash wrote:

Trevor, we are supposed to roll seven Influence or Search rolls, stating which targets we are rolling for? I am thinking that might cause a lot of overlapping... Or we may actually make someone Helpful without knowing, and keep rolling for the same person.

No, not yet. What I'll probably do is have everyone do one evening at a time, and add if they were doing a late night action.

Got it!

-----

Man Ioney, that was hilarious :D

Grappling Hook vs AC11 (with penalty included): 1d20 + 4 ⇒ (10) + 4 = 14
Climb DC15: 1d20 + 5 ⇒ (16) + 5 = 21
Climb DC15: 1d20 + 5 ⇒ (13) + 5 = 18
15+15 = 30 feet!

Climb DC15: 1d20 + 5 ⇒ (16) + 5 = 21
Reflex DC 10: 1d20 + 8 ⇒ (8) + 8 = 16
30+15 = 45 feet and done! Woot!


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 takes his turn, not relishing the climb.

grapple att: 1d20 - 1 ⇒ (15) - 1 = 14
He easily cathes the rail of the ship. He then ties it off and begins to slide along the rope.
climb: 1d20 + 6 ⇒ (8) + 6 = 14
climb: 1d20 + 6 ⇒ (1) + 6 = 7
2nd round
climb: 1d20 + 6 ⇒ (15) + 6 = 21
climb: 1d20 + 6 ⇒ (19) + 6 = 25
RFLX SV: 1d20 + 4 ⇒ (9) + 4 = 13
3rd round
climb: 1d20 + 6 ⇒ (3) + 6 = 9
climb: 1d20 + 6 ⇒ (19) + 6 = 25
RFLX SV: 1d20 + 4 ⇒ (4) + 4 = 8
Lol, of course

Again
climb: 1d20 + 6 ⇒ (11) + 6 = 17
climb: 1d20 + 6 ⇒ (14) + 6 = 20
RFLX SV: 1d20 + 4 ⇒ (18) + 4 = 22
next round
climb: 1d20 + 6 ⇒ (2) + 6 = 8
climb: 1d20 + 6 ⇒ (18) + 6 = 24
RFLX SV: 1d20 + 4 ⇒ (18) + 4 = 22

Sebastion has a rough start, but then gets across the divide. However, just as he reaches for the rail, he is hit in the face with a big, rotten cabbage and loses his grip, falling into the water. After making his way back to the jolly boat, he tries again, this time getting across much quicker and reaching safety without falling.


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 is not amused.
This was...useless. Why would she ever try and do this? But she suspected voicing her opinion was not a good idea.
So she took the grapple and threw it towards the ship.
Grappling Hook: 1d20 + 3 - 6 ⇒ (7) + 3 - 6 = 4
Grappling Hook: 1d20 + 3 - 6 ⇒ (2) + 3 - 6 = -1
Grappling Hook: 1d20 + 3 - 6 ⇒ (5) + 3 - 6 = 2
Grappling Hook: 1d20 + 3 - 6 ⇒ (18) + 3 - 6 = 15

After failing to connect several times - and one going dangerously close by Krine - she finally manages a throw that stays hooked on the wormwood. Fixing the end on the small boat, she starts to climb up the rope.
Climb: 1d20 - 1 ⇒ (9) - 1 = 8
Climb: 1d20 - 1 ⇒ (3) - 1 = 2
She holds on a moment, then slips and splashes into the water right in front of the boat.

R1
Climb: 1d20 - 1 ⇒ (17) - 1 = 16
Climb: 1d20 - 1 ⇒ (17) - 1 = 16

R2
Climb: 1d20 - 1 ⇒ (19) - 1 = 18
Reflex: 1d20 + 3 ⇒ (4) + 3 = 7

On the second attempt, she actually makes it to the ship - but just as she is about to climb on board, one of Pluggs croneys empties a pot with feces and piss on her, causing her to slip and splash into the water.

R1
Climb: 1d20 - 1 ⇒ (2) - 1 = 1

She does attempt it a third time, but expended all her strength on the previous attempts, and basically falls into the water as soon as she made it past solid ground.

Krine tells her to stand down next to Ioney, and she waits until this ridiculous exeercise is over: "Is it just us, or do those guys get a refresher, too?" she points at the crew joyously throwing garbage at her companions.


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

I blame the dice. They created the movie in my head.

Ioney chuckles at Nivian's question. "This serves two purposes. It identifies who will best serve as an initial boarding wave in a fight, and it entertains the existing crew. You may have noticed. They won't go through this, because they already know who's gonna be in the boarding party. We're just fresh meat until we prove better. I'm probably gonna be meat for a long time . . .."


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)

Actually my question was directed at Krine. But sure, you can answer for her, see where that gets us :D

"I understood as much. But if there's a chance they get to freshen up now and then on these basics, I wouldn't want to miss the opportunity to repay the favor..."


Krine spews a blistering torrent of verbal abuse at Nivian and Ioney, but no actual physical punishment. After everyone is finsihed, the jolly boat is hoisted back aboard and the Wormwood sails on.


OK, we are going to take care of days 11 therough 17 of actions. Just state what you want to do for day 11 and we will finish each day in succession that way. Everything is updated on the campaign page so you can see what each crew member's attitude is toward you. Also, don't forget to say if you want to do a late night action as well.


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 will start acting the tough guy I guess, as that is the only way he will influence any of these pirates. So day 11 he will try to influence Jack Scrimshaw.

Sense Motive: 1d20 + 9 ⇒ (18) + 9 = 27
Intimidate: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17

Day 12 he will do the same.
Intimidate: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14

That looks like I got him to helpful, let me know if I'm wrong.

*EDIT* No late night actions for those days.


--- Day 11 ---

Once again Helgash is drawn to Shivikah - the woman's grim stance makes him curious.

Are we still using Sense Motive DC15?: 1d20 + 5 ⇒ (7) + 5 = 12
Diplomacy to Influence Shivikah: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15


Day 11

Working through the rigging, Onnello found himself within speaking distance of Syl. Nodding to the woman, he smiles and asks, "How you doin'?"

No late night activities
diplomacy to influence syl: 1d20 - 1 ⇒ (1) - 1 = 0


@ Sebastion - Yes, you make Jack helpful

@ Helgash - You succeed in maing Shivikah freindly

@ Onnello - you do realize that you can't inluence Syl? The base DC is 25.

@ everyone, you don't have to limit yourselves to just your work group as this includes the evening time as well.


Trevor0828 wrote:
@ Onnello - you do realize that you can't inluence Syl? The base DC is 25.

hmmmm, probably true, and the roll was after the post, so after the fact, but I don't think he would have influenced anyone with that roll...

As Syl touches the handle of her knife and scowls, Onnello smiles and winks. Moving on about his business, keeping one eye over his shoulder.


Helgash wrote:

Are we still using Sense Motive DC15?

Yes, for the generic +2, which stacks with any other bonuses.


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

First day: standard

Ioney continues seeking out the women, and seeing if he can get any of them to see at least him as a reasonable person . . .. He'll work on Aretta this time.

Sense Motive for a bonus: 1d20 + 5 ⇒ (7) + 5 = 12

"Hey. So, I'm pretty bad at this sailor stuff. Bet you noticed. I'm trying to meet everybody, see if I can find a place where I can contribute better. How've you been getting along?"

Diplomacy vs Hostile DC 25+: 1d20 + 13 ⇒ (8) + 13 = 21

Well, at least things can't get worse than hostile!

First day: Late

Ioney will try to cement one of his newer acquaintances: "Badger".

"So, do you think my escapades today counted as entertaining as a fool, or did I just give all the old hands another reason to hate me?"

Diplomacy vs Friendly DC10+: 1d20 + 13 ⇒ (16) + 13 = 29

Sure. NOW I get the big roll.


Ok then, night action - maybe it does not contribute for the game mechanics of Influence et al. at the moment, but Helgash will again try to approach Sandara:

"Evening" - he sat down next to the woman when he managed to find her alone on deck - "I have been meaning to ask you - why would you come to my help like that when we were fighting the Reefclaws? Why are you so friendly to us scrubs?"


Helgash wrote:


"Evening" - he sat down next to the woman when he managed to find her alone on deck - "I have been meaning to ask you - why would you come to my help like that when we were fighting the Reefclaws? Why are you so friendly to us scrubs?"

Sandara looks sideways at you.

"I could tell you that you shouldn't look a gift horse in the mouth..."
Then she laughs.
"I made an enemy of Mr. Scourger right at the outset when I slapped that repulsive pig in front of others. Your group seems to be on Plugg's s*#@ list, which means Scourge is your enemy as well. On a ship like this, you need to have allies. I figured I'd tie my fate to yours. If so, then I will help where and when I can. It was definitely in my best interests to not have you eaten by the Reefclaws."


Everyone can do day 12. Anyone that has stuff left for day 11 can still post it.


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

In keeping with the theme on Day 12 Ioney will approach Syl . . .. Some might call it attempted suicide.

Diplomacy DC 25+: 1d20 + 13 ⇒ (18) + 13 = 31 Hot dang!

"You seem to be especially dangerous, but you also seem to be just another hand, like the rest of us. Why are they keeping you in the crowd instead of letting you lead the charge?"

Late night, he will attempt to improve his relationship with Tilly.

Diplomacy DC 10+: 1d20 + 13 ⇒ (6) + 13 = 19

"So, what is the plan for after all of this? I mean, you didn't choose this ship either, right? There has to be plans for after, then, right?"

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