Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin wants to follow his own advice, and tries to avoid harming any of the crew. In order to maintain his performance, he moves out of danger so that he can keep it up. He will withdraw into the obscuring mist. They just need to hear him. Using a free to maintain bard song.
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
With both Reck and Noro going after Plugg, Durvin continues to focus on the fight amongst the crew. Continuing to bolster with his song he also tries to help by stopping the opposing crew from fighting. with a suggestion towards his allied crew. "Don't kill each other, we will need every hand to get off this island. Go for the knock-out if you can." He will use Harmoninc spell and cast Daze every round on a different enemy pirate (DC 14 Will saves).
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin is actually pleased to see a good soul like Owlbear come out of the fog, and feels like he can help out a little more now because of it. He speaks to the man lyrically, maintaining his tempo, as he magically enlists his aid. "Owlbear, my good man.
Standard, Harmonic spell, (bard song maintained, no round used), Charm Person on Owlbear (he's within range before I move)
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Sorry, I guess I didn't clarify in the OOC, only in the text. His 20' move was supposed to be toward the enemies (up on the map, not to the right). Durvin maintains his song, his abiltiy to try and enthrall the crew so that no one gets hurt while they dealt with Plugg and Scourge has ben lost. He keeps his distance, simply by not knowing where exactly Reck saw the pits, so he sings while trying to spot them enough to safely pass through them. Once he picks them out along the beach, he makes his way between them to try and get closer. Once within range he can try to daze and flare the opposing crew, so that the fight may be over sooner without too many of them losing their lives. Free, maintain Bard song
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
On a more forgiving shift for posting now, should be able to daily post. Durvin is a little startled by Reck's advance and spellcasting. He had suggested they let him enthrall most of the the crew, and no one responded, instead just doing what Reck said in the first place. The ensuing fight completely makes the idea of enthralling them useless. Instead he moves forward and draws his bow, and begins to sing. He knows who his allies are, and they should know him, so he hopes they all get the advantage of his song of battle. He's tried to find the best in everyone, and thought maybe that they were just creul and misguided, but seeing Plugg and Scourge with some of the crew laid out to die he's decided he's had enough. He uses his voice to let them know that he and his friends won't take it any more. Circling your, circling your, circling your head
Round 1:
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Perception 1d20 + 8 ⇒ (7) + 8 = 15 Durvin squints at where Reck points, not quite making out the spots he's talking about. "If you can go unseen, then that may work to our advantage without you going alone. I've been working on a spell that will hold a large audience captive. If I can get close enough that they all can hear me, I can sing one of my motivational tunes, and then branch into my enthralling performance, all while maintaining both benefits. Noro, if Reck goes unseen, then I may need you to keep me from getting disrupted." I can Perform (rounds goes up to 14 with level), then cast Enthrall. With Harmonic Spell I can maintain both at the same time.
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
I've leveled him in my HeroLabs at home, just haven't had time to transfer him. Off the top of my head, I upped all his core skills, and added the two spells CMW and Enthrall to his list of known spells.
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Sorry, was waiting to see if Noro's damage killed it. Round 3: Now that Noro had the creature occupied, and Ambrose was free of its grip, Durvin was better able to try healing him again. This time without having to worry about the eel all the while. He wraps Ambrose in healing, and then does what he can to help the man swim to safety. CLW again on Kroop 1d8 + 3 ⇒ (8) + 3 = 11
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Sorry, finally just got a chance to get back on the computer after my trip. Round 2: Durvin, after singing a rousing tune to help everyone face the eel, tries to swim close enough to help heal Ambrose. Once he's close enough he sings a spell while avoiding opening himself too much while casting. Swim check, 1d20 + 7 ⇒ (19) + 7 = 26
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Once Sandara is feeling better, he asks, concern heavy in his voice, "What about Ambrose? Do you know where he was taken? He was also missing, and we need to find him as well." Both Sandara and Ambrose were missing.
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin will use one of his own healing spells on her, to help her out. After that he reminds them, "Well, we found her, but don't we still need to find fresh water to bring back to the Wormwood?" Did she channel? If so, do any of us get healed from it, and how much?
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
This is just a heads up. I will have limited accessibility due to travel from 25 Jul until 9 Aug. I will have my computer, but will only be able to post as the wife and available internet access allow.
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin attempts to cut the bonds, and whether successful of not, works towards getting Sandara to the surface. Attack the bonds? 1d20 + 5 ⇒ (10) + 5 = 15, damage 1d4 + 2 ⇒ (1) + 2 = 3
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
All Durvin can do is continue his waterborne rush to reach Sandara. He swims for all he's worth to get to the woman and try to get her to safety. Move action, Swim 1d20 + 7 ⇒ (15) + 7 = 22
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
I was the first one to go. I posted before init order was determined that I would bard song then swim to Sandara, then afterward I posted the skill checks (perc and swim) and included drawing my weapon while swimming.
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Man I wish Touch of the Sea was a bard spell. I so would have taken it from the start. Durvin takes a deep breath, and dives under the water, easily swimming down towards the woman. He draws his sword, in case he may need to either fight, or cut her ropes, to get her to safety quicker. Perception 1d20 + 8 ⇒ (15) + 8 = 23
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin follows Reck's reasoning, and points out the western path being the larger of the two. "If you're right, we should find them there." He points west. I say D8. If we go that way, 1d20 + 3 ⇒ (13) + 3 = 16
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Finally overcoming the disgust over the odor the creature exuded, Durvin renews his motivational song. He hopes that Noro and Reck will continue to pummel the thing into submission. Inspire Courage for 3 more rounds
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Fort save 1d20 + 1 ⇒ (6) + 1 = 7 Durvin is thoroughly disgusted by the stench of the inky mix. The most he can do is try to stay close to his allies. He moves closer to them, no more than 5' away if possible.
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
If there are still signs of life left after his companions act, Durvin attempts to put and end to them. He lets the power of his song fade as he stabs what's left. Bard song ended after his turn last round
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin feels secure swimming up into the gap between the two warriors, and tries to stab at the one beside Noro as she misses it. Attack Noro's enemy 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14, damage?? 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin reluctantly draws his weapon, the new short sword, and swings it at the nearest creature. He then moves back out of the way between Noro and Reck, more where he belongs in a fight. Move, draw weapon
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin calls out to the group, "I've got you both, go ahead and jump toward the center on three and you will float down. 1.. 2.. 3!" Ready an action to jump in as soon as Reck and Noro let go, since it's a free action. (Assuming we are all within 20' of each other since we all came from the same side of the opening) Casting Feather Fall which will get all 3 of us for 3 rounds.
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin looks worried, if she had only waited they could have discussed another way in. He draws his bow and tries to hit the other bug stuck to her, "Careful Noro, try not to move too much, I don't want to hit you." Attack the other bug on her 1d20 + 6 ⇒ (10) + 6 = 16, damage 1d4 ⇒ 1
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin decides to move closer to the others, and draws his bow as he does so. Once he gets to where he feels he has a clear shot, he fires at the one over both Noro and Isabella. Move 15', drawing shortbow
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin hears the commotion and moves back towards the others. As he clears the corner of the small structure inside, he casts a quick spell to try and stop one of the creatures in it's tracks. Move
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Perception, stockade 1d20 + 8 ⇒ (13) + 8 = 21
Durvin takes in the little fort, looking at it's more virtuous qualities. For him, the most prominent one being the spyglass, "Oooh, neat, a spyglass. I love those, there is so much more to see with one on your eye up in the nest." He moves up to look through the thing in excitement, "Hey, this one is pointed at a cave with some of those goblin squids in it, and one of them is wearing... um, Sandara's hat." This last he says sheepishly as he is concerned about upsetting Sarenth.
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin is startled to see a giant insect burst from the gound, with a quick "I told you so" he moves back to a safer distance and begins to sing. I saw a girl, she reminded me of you
Yes but I survived, it was on the beach
Move to stay about 15' from the thing
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Knowledge Nature 1d20 + 8 ⇒ (3) + 8 = 11
Durvin looks at the field with worry, "A trail through overripe corn decorated with putrid displays? Yeah, I'll go around. Everything about that says we shouldn't go inside. Even if there were people inside, it's not like we could find them. I heavily vote for go around." His mouth is curled in disgust.
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin ponders for a bit like he's deep in thought, before he summarizes "It seems there's signs of a building to the south, and a cave to the south-west. The cave might be what we're looking for. But if we go to the building, people there may know where we can also find water, and it's roughly in the same direction. Which, Sarenth will be pleased to know, is left of here."
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin listens to them both, pondering the options, before he beams with a glorious idea. "My new friend!" he exclaims, like it should answer the question for everyone. When he realizes they might not get what he means, he begins to explain. "I befriended one of the local seabirds, the osprey I've been feeding now and again. We've formed kind of a special bond. Maybe I can get him to look for signs of life, some clue from his bird's eye view." He whistles and waves Sietel toward him, the bird responding as it always does to his call, swoops down to land near him and look for crumbs. He offers it a hunk of the crab meat, before talking to it. "Sietel, seek! Seek my friend." he pictures the goblin-things, Sandara, Ambrose, just people in general, as he tries to get what he wants across to the bird. "If he can fly around the island real quick, looking for any signs of inhabitants, that may tell us where to go." His familiar has the trick Seek, which means the animal moves into an area and looks around for anything that is obviously alive or animate.
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin keeps the beat as he puts his bow away, then draws his blade as he climbs out of the rowboat. Bard song 'Lingers' for this round (and the next)
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin is dismayed to see his shot make no mark, and instead decides to once again sing the crabbing son he had sung whilst they fought the reefclaws. Les poisons
Bard song for Rounds 2-4 (+1 to atk/dmg)
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
As the boat lurches toward the shore via vigorous rowing, Durvin takes aim with his drawn bow at the nearest crab. Shortbow attack 1d20 + 6 ⇒ (7) + 6 = 13, doubt that would even hit a FF crab, JIC, damage 1d4 ⇒ 2
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin looks at the big man curiously, "We don't need a full crew, correct, which for a ship that size is about twenty. We just need a minimal crew, which is roughly about half the full. Based on who is with us and who is against us, though, removing Plugg, Scourge, and his cronies may find us with too few people to have the minimal. Which, is why it is vital that we find Ambrose and Sandara. We need everyone we can get."
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin chuckles at the saying, enjoying the carefree attitude of it, "Well, that sounds like as good a reason as any other we got to go any particular direction." I don't know if we're heading North or South, so whichever direction is left of us.
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
My own GM'd Skull & Shackles game died, and I have decided to scrap it and start over with Mummy's Mask. As such I have started an invite only recruitment thread, and everyone here is encouraged to apply to the game. I still have a few players from the previous game, so am only looking for 2 players. I may possibly need up to 4, based on whether all my S&S players are staying or not, in order to get a 6 person team. Link to the recruitment
Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)
Durvin screws up his face at Reck's suggestion, "So, we strand ourselves, so they can die, and then the five of us, maybe seven if we can find the others, sail a ship that needs at least twice our number?" He shakes his head in disbelief, "I don't know if you are really thinking things through. Sadly, even if we rid ourselves of just Plugg and Scourge, we need EVERY single hand on deck we can possibly get."
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