Shoanti

-The Sandman-'s page

159 posts. Alias of Doomed Hero.


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HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

"Technically the toxins I would be making would really just be spoiled food. That's all dysentery really is. That would work. We jut won't add the spider venom."

Severe food poisoning happens fast and can be really dangerous, especially in a situation without a good water supply (like, say, on a ship). I'm not sure what kind of poison or disease this would qualify as though. GM, care to weigh in on what the mechanics behind eating a lot of bad fish and poultry would be?


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

"Hmm. I'm not sure that trick is powerful enough to get rid of actual poison. It would probably be best if we just eat something else."

Isn't Neutralize Poison a different spell?


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

"Almost anything can be made into poison." Sandman says with a shrug. "Poison is easy to make, especially the ingested kind. The entire art of cooking is about preparing things in a way that isn't harmful. Screwing that up can make a person very sick by accident. Doing it on purpose is laughably easy. Every fish we catch and clean has at least three organs that are full of things that will kill a person. The kitchen is full of things that are toxic int he right mixtures and dosages. Give me an hour in the larders and I'm sure I can make something appropriately terrible."

Alchemy +7. Maybe a little salmonella-botulism-fish bile cocktail. A few spices to hide the flavor and the whole ship will spend the night trying to expel their guts out both ends.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

My fault. I like sleep. Sorry.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman casts Sow Thought…

"These people seem trustworthy."

:D


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Or is stranded on the island of blood and tentacle monsters that we're going to run into really soon.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman nods and smiles to Sandara. "Talk to them when we're done here. Bad idea for all of us to be seen conspiring. Glad you're all aboard."

"I think Plugg will be in for a surprise. I'm almost certain we aren't going to make it to Bloodcove."

"Anything important to you, keep with you. Whatever is going to happen, its going to happen soon and fast, and there might not be time to retrieve your things when it does."


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Whatever works best for you. We definitely have a feel for the way things are under Scourge's command. Unless they are going to do something that really hinders or hurts us, fast forwarding through the awful days is fine with me.

Sandman spends a little time etching small new marks into his mask, then goes to sleep. It wouldn't be long now, and he needed to know more. The dreamtime was waiting for him.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Prof. Sailor, guidance: 1d20 + 6 ⇒ (6) + 6 = 12
Con, endurance: 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18

Sandman was smiling while he worked, but the smile never reached his eyes. He was quiet for most of the day, and spent a lot of time watching the horizon.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Thumbs up from me.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Prof. Sailor, Guidance: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Con, endurance: 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18

Sandman sings through his shift as usual, keeping cadence with a low rumbling song.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

"Things are about to get… challenging." Sandman said. "We are nearly upon the trial that will create the beginning of our legend."

"They will send us somewhere. There will be blood. Creatures in the water with teeth and tentacles. Dead women walking. A place of disease and death, and when it is done and we are worn and bleeding, we will return to the ship and they will try to kill us."

"This is what the dreamtime tells. We can walk the path laid out, or we can blaze our own trail."

"But first there will be a storm."

"Then we choose."


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

No questions here. I've seen Noro in action. I know what to expect. :)


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Oh that's awful. Well done. :)


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Thanks


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Is Mage Armor visible?


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Profession Sailor, Guidance: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Constitution, Endurance: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27

Sandman struggled a bit getting used to where things were on the new ship, but managed to complete his tasks.

That night he takes a better look at his new boarding pike.

I mentioned this earlier, but I didn't notice a response. What do I need to do to figure out more about it?


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Port Peril was a good ways off. A lot could happen between here and there. He looked up into the clear sky and scanned the horizon. "Storm's finally coming." he said to himself.

He smiled.

When Sandman is down below getting ready to leave, he's going to take a good look at the boarding pike and the runes on it.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Is everyone alright with me taking the pike?


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman spent the evening with the prisoners who were being held in the hold, patching up wounds. He wasn't a diplomat so he didn't say much, but he did make sure they knew that he bore them no ill will and would help as much as he was able.

"Don't do anything to upset Plugg or Scourge. They'll take any excuse to make an example out of one of you. I'll try to make sure you're fed well and patch you up as much as I can."

Then he left the crew to their revelries and went to sleep. He woke up sometime in the middle of the night with his heart pounding.

He walked out on deck amid the passed out drunks and a few random stragglers still up playing knucklebones. He walked to the prow and gripped the rail, processing as he stared down into the black waters. He pulled his mask from his belt and slipped it on. It gripped his face and held it, drinking in his fear. His heart rate went from a fast throb to a slow drum almost instantly. His whole body seemed to ripple as he took a deep breath.

He was glad for the fear. He would need it later.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

You're doing great. Life happens.

We still have 4 players, all the necessary party roles are (loosely) covered. We've got this.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

GM? What do you think of replacing metal studs with skrimshaw?


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

I thought everyone could use crossbows. Aren't they simple weapons?

As for the armor, what if we replaced the studs with bone? Sandman can do that for you.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

My thoughts on loot go like this:

Cash and gems, and anything that no one needs should be liquidated and divided equally.

Everything else should go to whoever needs it.

Because of the diminishing returns of selling things in Pathfinder, its almost always better to try to find a use for something than sell it.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

The Loot!

8 shortswords and

9 heavy crossbows with 180 bolts.

8 studded leather armor.

2 masterwork shortswords,

a boarding pike with strange glyph and symbols carved on its haft.

a chain shirt

3 potions of cure moderate wounds

a potion of invisibility.

I'm interested in the boarding pike because it's a simple weapon. I'm willing to put my new +1 shortsword into the communal loot as trade if everyone's alright with that.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman gestures to the deck where the other prisoners sat, bound. "Go sit with your mates. We'll patch ya up. Oh, and toss the uniform jacket. You aren't an officer anymore, and you don't want to stick out as one when the captain comes to take a look at you."


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

"Or you can become one of us." Sandman says "Doubt the sharks will give you the same offer."

"You want to live or not?"


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman barely grunts, rolling his eyes at the wound and stepping in close to swing his flail.

Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d10 + 3 ⇒ (7) + 3 = 10


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Wow, Amamer can catch them all with color spray again. Usually the big drawback to that spell is that it's hard to use because allies tend to get in the way.

"Shhhhh…" says Sandman, waving a hand toward the Rahadoumi officer as he moves down the stairs toward her.

Slumber hex. Then move up next to her.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Basically, color spray has a bunch of effects that stack. The more hit dice something has, the less they are effected.

A 2 hit dice creature takes all the effects. They are knocked unconscious. When they wake up the are still blind and stunned.

Color spray is one of the nastiest low level spells in the game. :)


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman laughs heartily at the scene. "Never before have I seen a kitten with blue fur."


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Well, now that the fight's over, how many Hit Dice were the sailors? If we start with that, I think we can explain how Color Spray works in a way that will make sense to you.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Heh. I'm going to wait until I see the results of that color spray before deciding what to do. Nice work Amamer. :)


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman's not the type to kill if he can help it. He's also Chaotic Neutral, but he can't justify killing when there are other choices. The occasional death in battle is fine, but killing people who are trying to run away crosses a line to him.

Besides, prisoners are worth more than corpses.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Slumber Hex.

Sandman wrapped a knot of dreamtime around one of the sailors heads with a wave of his hand.

Why are we killing the ones trying to flee? These guys are just sailors.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Reflex: 1d20 + 1 ⇒ (14) + 1 = 15

Sandman managed to roll with the blast, a lifetime spent on ships keeping him stable with unexpected lurches.

"What was that? Did someone set off the powder? Everyone alright?"


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman ran to the other side of the stern castle, jumping down the stairs to thud heavily onto the landing.

Readied action, hit the first enemy to come up the stairs.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Oh, hmm. I guess I did too. Easy to get confused. I feel like with my AoO crit I've already gotten to do a little more than the rest of the group, so I really don't mind using this round's action to help the captain. The situation is pretty well in hand anyway.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Got it, sounds good.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Perception: 1d20 ⇒ 12

"Captain, behind!" Sandman warns, sending a wave of dream energy towards the man sneaking up on Harrigan.

Not sure what point in the initiative this falls in, but I'd like to Slumber Hex that sneaky fellow, if possible. DC 15 Will save.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

I forgot to mention it in my last post, but after the slumber hex, I five foot adjust diagonally to help Allie threaten her guy.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman still had his grapple hooked to the ship. When he saw Alende go over the rail he gritted his teeth and tossed the line over the edge after their overboard crewman. Alende was an able sailor. If he got to the rope fast enough, he'd be clear of the sharks.

Move action, toss the rope down to Alende.

Then he extended his hand and sent a pulse of lethargy toward the man on the far side of the deck.

Standard action: Slumber Hex DC 15 Will save negates.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Stairs are usually difficult terrain, which cost double movement and prevents charging, but doesn't actually prevent acrobatics checks. I think the acro skill lists some DC modifiers though. Seems like it would be reasonable to apply them in this case.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

CMD isn't a check normally. It's a static number that sets the DC. Mine is 13. Would you prefer we rolled CMD as an opposed check?

Reflex, Resistance: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15

AoO, flail: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d10 + 3 ⇒ (5) + 3 = 8

Crit Confirm: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d10 + 3 ⇒ (2) + 3 = 5


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

This is the last time I ever skip putting ranks in climb…

Climb: 1d20 + 2 ⇒ (8) + 2 = 10

Sandman barely makes it across.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Ah, gotcha. Thanks.

If we're swinging across, where do/can we land? It's a climb check? Why are we climbing? I thought we were swinging.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1
Quote:
It is a DC 10 acrobatics check to leap the gap or you can do the boarding with the grapple like was practiced. If you choose to leap across only one person can cross per round.

So does this mean that because Allie jumped, no one else can cross, or does it just mean no one else can jump this round?


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Profession Sailor, Guidance: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19

Sandman locks his grapple into place.

Can we move the same turn we grapple?


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman closed his eyes. They fluttered like he was dreaming. He opened them a moment later and the bluish ritualistic scars that traced his chest and shoulders became much richer in color. They seemed to spiral and crawl over the rest of his body, lighter, paler scars that normally just blended into his skin were suddenly thicker and raised and far more more apparent.

Scarshield. Miscalculated armor earlier. Armor Kilt stacks with other armor bonuses, so current AC is 17.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Mage Armor. Current AC 14

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