Danse Macabre

Bosun's page

152 posts. Alias of Scipion del Ferro (RPG Superstar 2011 Top 4).


About Bosun

Team Chimera's XP; 650/2000

Achievements:
-Beach party
-Rhys and the snake
-Euryterid on a boat
-Dimorphodon attack
-Constrictor snake

Team Girallon's XP; 200/2000
Achievements:
-Beach party
-Euryterid on a boat

----------The Crew----------:
Alizandru Kovack, captain of the Jenivere. A pleasant Chelish man whose family has saild from Manimar to Eledar for generations. He maintains strict discipline among his crew.

Alton Devers, first mate of the Jenivere, friendly to all. Seems to chafe under the strict rule of Captain Kovack.

Rambar Terillo, a taciturn man from Senghor. He has served as Ships Cook on many a vessel though his skills seem to be limited to watery soups.


----------The Passengers----------:

Aerys Mavato, a severe half-elven woman who boarded in Port Peril. Spends most of her time in the bunk purposefully avoiding fraternization with the crew or others.

Gelik Aberwhinge, a sharp dressed gnome who boarded in Magnimar as well. Spends most of his time writing in the ships' common areas. He frequently tells long-winded stories and boasts of past journeys if allowed.

Ieana, a bookish Varisian scholar who tends to keep to herself. She is traveling to Sargava to view the ancient ruins. Rumor on the ship alternately suggest she is the true ship's owner, a Chelish agent, or the Captain's secret lover. The farther the ship travels the more withdrawn she becomes.

Ishirou, cruff human of Tian heritage, Ishirou boarded at Bloodcove and is eager to reach Sargava. He is aloof and gives the impression of one who has had a hard life, but finds himself directionless.

Jask Derindi, a prisoner loaded aboard in Corentyn. Captain kovack sees to his needs, and insists the prisoner be left alone, sequestered in the ship's brig.

Sasha Nevah, this red-haired girl boarded at Ilizmagorti. Since leaving the island she has become boisterous and optimistic about the journey.

Camp Roles:
Medic; Reduces chance of disease by 5%, and increases natural healing by 2.
Guard; Reduces chance of random encounter by 5%, minimum 5%
Entertainer; +2 to Will save for Morale check each day
Hunter; Provides enough food and water for 8 people a day
Defender; Surrounds the camp in traps which have a chance to deal 2d6 damage during random encounter at the camp

Each of these roles requires the persons presence at the camp site for 8 hours. There can be more than one person per roll.


--------------------------------------------------------

Team Chimera NPC Information:
Team Chimera's NPC Interaction Chart
Aerys - HP 17 Current: 17 (shaken) (Blinding Sickness -3 Str) (blind)
Gelik - HP 16 Current: 16 (shaken)
Ishirou - HP 14 Current: 14 (shaken) (Brainworms -3 Wis, -3 Int) [guard]
Jask - HP 8 Current: 8(shaken) [medic]
Sasha - HP 19 Current: 19 (shaken) [entertainer]

Team Chimera Base Camp:
-40 Rations
-a ring of keys
-several sea charts and maps
-the captain's log
-two potions of cure light wounds
-a potion of cure moderate wounds
-three potions of lesser restoration
-a potion of remove disease
-a potion of water breathing
-a potion of water walking
-several tools and lumber that could come in handy in building a secure campsite
-a block and tackle
-three large canvas sheets
-two fishing nets
-a grappling hook
-two bullseye lanterns
-12 flasks of lantern oil
-150 feet of hemp rope
-five shovels.
-masterwork leather armor
-masterwork short sword

--------------------------------------------------------

Team Girallon NPC Information:
Team Girallon's NPC Interaction Chart
Aerys - HP 17 Current: 17 (shaken)
Gelik - HP 16 Current: 16 (shaken)
Ishirou - HP 14 Current: 14 (shaken)
Jask - HP 8 Current: 8(shaken)
Sasha - HP 19 Current: 19 (shaken)

Team Girallon Base Camp:
350gp
- 23 days of rations (for a single person)
-a ring of keys
-short sword, masterwork
-several sea charts and maps
-the captain's log
-four potions of cure light wounds
-a potion of cure moderate wounds
-four potions of lesser restoration
-a potion of remove disease
-a potion of water breathing
-a potion of water walking
-several tools and lumber that could come in handy in building a secure campsite
-a block and tackle
-three large canvas sheets
-two fishing nets
-a grappling hook
-two bullseye lanterns
-12 flasks of lantern oil
-150 feet of hemp rope
-five shovels

--------------------------------------------------------

Poison Index:
Exotic poisons of the Mwangi Expanse!
1/2 dose per Tiny creature, 1 dose per Small, 2 doses per Medium, 4 for Large
Ochre Eurypterid Poison—injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save. 100 GP
Venomous Snake Poison—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. 200 GP
Dimorphodon Poison—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. 150 GP

::Hero Points!::
How to Acquire Hero Points?
Due to the scenario of Serpent's Skull all characters will begin play with 2 Hero Points. There are a variety of ways to earn them as well;

Character Story:
GMs can award a hero point for the completion of a written character backstory. This reward encourages players to take an active roll in the history of the game. In addition, the GM can use this backstory to generate a pivotal moment for your character concerning his past. When this key event is resolved, the GM can reward another hero point. Alternatively, the GM might award a hero point for painting a miniature or drawing a character portrait in the likeness of your character, helping the rest of the group visualize your hero.

Completing Plot Arcs:
The GM might award a hero point to each of the PCs who were involved in completing a major chapter or arc in the campaign story. These hero points are awarded at the conclusion of the arc if the PCs were successful or advanced the story in a meaningful way.

Faith:
In a campaign where the gods play an important role in every character’s life, hero points might represent their favor. In such a setting, the GM can award hero points to characters whenever they uphold the tenets of their faith in a grand way, or whenever they take on one of the faith’s major enemies. Such hero points might be temporary, and if not spent on the task at hand, they fade away.

Heroic Acts:
Whenever a character performs an exceptionally heroic act, she can be awarded a hero point. This might include anything from slaying an evil dragon when the rest of the group has fled to rescuing townsfolk from a burning building despite being terribly wounded. It does not have to be related to combat. Convincing the reticent king to send troops to help with a bandit problem or successfully jumping a wide chasm might earn a character a hero point, depending on the circumstances. Note that a hero point should only be
awarded if the PC involved did not spend a hero point to accomplish the task.

When a character dies, she does not lose any hero points she has accumulated. If she died with no hero points remaining, she gains 1 hero point when she is brought back from the dead through powerful magic, such as raise dead or resurrection.

Characters can have no more than 3 hero points at any one time. Excess hero points are lost.

Hero points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects;

Act Out of Turn:
You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus:
If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action:
You can spend a hero point on your turn to gain an additional standard or move action this turn.
Inspiration:
If you feel stuck at one point in the adventure,
you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

Recall:
You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll:
You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special:
You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on
such an attempt, either by the character or her allies.

Cheat Death:
A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

I will also be allowing the Antihero option if any of you want to take it.
Antiheroes:
A PC can elect not to use the hero point system, instead relying more on his skills and abilities. Such characters do
not receive hero points, regardless of the source, and can never benefit from their use. In exchange, such characters receive a bonus feat at 1st level.