Lyn's High Seas Adventure


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Female Aventi Druid 3

She was still waiting to see who would row next to cast her spell on, but she looks at the dwarf and thinks a moment.

Knowledge nature: 1d20+7=19 to figure out what sort of beasties are in the water.


Male Human Fighter 3

I think the dwarf rowed next, and if your spell was in effect for his con check, then he would have passed it. The question would be for Lyn though, since bears endurance would only last a few minutes and he was rowing for 5 hours, whether that would let him pass or not.


male hobgoblin Fighter 1/Evoker 2

Kauul should be ready to row again after 11 hours off the oars, yes? Also, after resting as best he could he prepped his regular spells except replacing message with prestidigitation.


Male Human Fighter 3

I think where we stand right now for rowing is this:
Kauul - 5 Hours
Nimm - 5 Hours
Quick - 6 Hours
Garan - 4 Hours

I figure the storm is going to have hit at some point before we get that far, and the dwarf may be able to row farther if Lyn lets the bears endurance effect him so he didn't fail the first roll, but that should mean you'd have 15 hours before your turn came up again Kauul.


male hobgoblin Fighter 1/Evoker 2
Quentin Silverhome wrote:

I think where we stand right now for rowing is this:

Kauul - 5 Hours
Nimm - 5 Hours
Quick - 6 Hours
Garan - 4 Hours

I figure the storm is going to have hit at some point before we get that far, and the dwarf may be able to row farther if Lyn lets the bears endurance effect him so he didn't fail the first roll, but that should mean you'd have 15 hours before your turn came up again Kauul.

Spiffy! I'd missed Garan's rolls.


Female Aventi Druid 3

She would be willing to row as well, though it seems the menfolk have been handling it pretty well so far.


Male Alzanti Sorceror 3
Garan wrote:
"Arioch, what sorta BLEEPing critters can we be expectin' if one of us falls into the BLEEPing drink?"

Eyes glittering, "There are wonders down there, Garan. Sharks, Squid, and jellyfish. There are also the bigger creatures, such as the mighty Kraken! And my Lord, his cold, slimy flesh, and those cold blank eyes..." Drifts off into silence for a bit, and seems to be far, far away before snapping back to the present. "Does that answer yer questions?"


Female Aventi Druid 3

Do not forget Arioch, the sea can also be a beautiful place.


Male Alzanti Sorceror 3
Sanura Agashti wrote:
Do not forget Arioch, the sea can also be a beautiful place.

"Strange, I never say there were not. All these creatures are very beautiful, and seascape is fantastic. Never before have you seen such things. With colors I have never seen on the surface."


The storm hits about two hours into Garan's turn at the oars. It starts out as a drizzle, which quickly leads to fat drops of rain. The waves are becoming choppy as the wind picks up. (Currently counts as rough water for the purpose of swim checks. DC 15)


Male Human Cleric 3

As the rain pelts the boat with rain, Adrick continues to mutter his prayer to the Sun Goddess, asking her to keep the boat and crew safe and afloat in the rough waters and to find a safe port soon


Male Human Fighter 3

When the boat starts to rock, Quentin moves to the middle, spreading his feet wide and trying to use his weight to help stabilize the boat and keep it steady.

Wasn't sure if that would be acrobatics or prof:sailor, but I have the same bonus on both so the roll is the same either way.

1d20+6=25


Female Aventi Druid 3

Sanura starts to looks a little worried, looking up at the sky as the raindrops falls down. She scoots closer to her animal companion, keeping him close for warmth.


Male Dwarf Fighter 3

Does the storm hit?


Female awww, but that would be telling unknown
Garan wrote:
Does the storm hit?

Sorry for the delay. I was offline yesterday due to being on vacation and being in the car all day driving from Michigan to South Carolina. But I had a lovely day today, including spending some time at an aquarium getting all sorts of fun inspiration. ;) Updating the action now.


The winds increase as the storm moves in. The waves rise tossing the boat up and down like a toy. You are pelted with huge drops of cold rain and soaked further by the crashing waves.

Everybody make a Reflex save with a +2 bonus to avoid being swept out of the boat. DC 15.
Also make a DC 15 Fort save or be sickened.

Thanks to Quick's quick thinking, the boat just barely manages to avoid being capsized by the waves, but it's questionable how long it can stay upright.

Garan make a DC 15 Str check to hang onto the oars.


Female Aventi Druid 3

Sanura normally would not have minded being thrown into the water, but with the others, she tries desperately to stay inside. After almost being tossed out, she barely is able to keep from going over the side.

Reflex: 1d20+4+2= 15
Fort: 1d20+5= 23

Fish also tries to stay in the boat, and manages only a little bit better than her to stay inside.
Reflex 1d20+7+2=16
Fort: 1d20+7=11


Male Human Fighter 3

I forgot to add the +2 to the reflex save, but I made it anyway. I was going to ask if we could pull profession sailor instead of fort saves, since we would be used to the roll of the water, but I failed either way on that. Quentin is not proving himself to be overly impressive thus far. Invisible Castle doesn't like me very much.

Reflex 1d20+4=19
Fortitude 1d20=5=11

Keeping his feet wide and trying to maintain the boat to the best of his abilities Quentin struggles to help balance things. He's just yelling for everyone to hold on as its only getting worse when a splash of the water catches him square in the face his his mouth open, causing him to noticeably blanch as he fights to keep from retching.


Male Alzanti Sorceror 3

Moves into position to help stabilize the boat with Quick and ready himself to jump after anyone who does fall or is swept overboard.

Ref save: #199 1d20 + (+5) = 25 / Profession [Sailor] #201 1d20 + (+6) = 22


male hobgoblin Fighter 1/Evoker 2

hehe, figures Reflex save: 1d20+6=12, Fort save: 1d20+4=16 looks like I'm going for a swim: 1d20+6=11


Reflex: 1d20+6=17
Fort: 1d20+4=14 Crow, looks like I'm sickened, unless it's been more than a day since we got thrown off ship and I can use my class ability to add a +1 to the roll?

Nimm hunkers down in the boat and keeps an eye out, watching for any cre overboard. He readies his 50 ft of hemp rope to throw to any who need it.

Attack: 1d20+6=18


Male Alzanti Sorceror 3

Dive in when Kauul disappears overboard!
Swim : #202 1d20 + (+12) = 27


Male Dwarf Fighter 3

I screwed up the first rolls, put a , instead of a ; to seperate them, so I rolled again. Failed everything except the str check to hang onto the oars.

Spoiler:
http://invisiblecastle.com/roller/view/2022232/

"OOOOH BLEEEEEEP!!" Garan shouts as he is thrown from the boat, taking the oars into the water with him.

Garan readies an action to drink his potion if he starts to drown. Swim check=8. Yeah, I suck at rolls today.

Spoiler:
http://invisiblecastle.com/roller/view/2022232/
Wait a sec, didn't I say I lashed him to the boat? It's your call Lyn.


Male Human Warlock 1

Although he clings to the boat like a madman, the heaving is making Fin a tad sick.

Reflex, Fort: 1d20+6=24, 1d20+3=7


Male Human Cleric 3

Adrick grips his rope tightly as the boat gets tossed around. He then tries to keep the fish he just ate down as the waves rock back and forthReflex (1d20+4=19)
Fort (1d20+3=22)


Garan wrote:

I screwed up the first rolls, put a , instead of a ; to seperate them, so I rolled again. Failed everything except the str check to hang onto the oars. ** spoiler omitted **

"OOOOH BLEEEEEEP!!" Garan shouts as he is thrown from the boat, taking the oars into the water with him.

Garan readies an action to drink his potion if he starts to drown. Swim check=8. Yeah, I suck at rolls today. ** spoiler omitted ** Wait a sec, didn't I say I lashed him to the boat? It's your call Lyn.

Yes, you are lashed to the boat, but I was assuming you were leaving enough give to that to not drown if the boat got flipped, which means you can still get knocked out of the boat. You are currently needing to hold your breath since you failed your swim check. Because you are tied to the boat you can be reeled back in by your shipmates, who are likely going to be very happy that you didn't lose the oars :)


Arioch the Gillman wrote:

Dive in when Kauul disappears overboard!

Swim : #202 1d20 + (+12) = 27

Arioch is able to reach Kauul before he is swept too far away from the boat and help him back to the dinghy. Kauul will need help to get back in the boat, and Garan is in the water along with the oars. There is a rope connecting him to the boat, but he needs to be pulled back towards you and helped into the boat as well.

DC 20 Str check plus DC 25 Profession Sailor checks to get someone back into the boat. Seperate DC 20 Str check to pull Garan back to the boat so he can be pulled in. Failure by 10 or more on the check to pull someone in will result in tipping the boat over. Don't forget to use aid another.


Male Human Fighter 3

True to his name, Quick grabs the rope attached to the dwarf since the gillman seems to have Kauul under control. He pulls tight at it, but it seems that even with help from others in the boat he isn't going to manage to reel him in yet.

Damn, missed the strength by 8 and the sailor by 6. Don't think the rest could aid another that into working, though luckily I didn't cause us to tip. The scary thing, is with the dwarf in the water, I might have the best chance at this. Three of us are tied for strength and out of those, I have the best sailor. Still rough checks to make though, especially when the dice don't like me.

Strength 1d20+2=12, Sailor 1d20+6=19


male hobgoblin Fighter 1/Evoker 2

Don't know how much it'll help, but: Swim to help get back to the boat::1d20+6=22, Strength to get in back in the boat :1d20+2=19, Profession (sailor) 1d20=16. Yep, whole lotta good there.


Using Might of the Effreet to pump up his Strength: 1d20+3=22

Profession Sailor: 1d20+7=21

Nimm seems to puff up as he hauls on the rope, and with help from his friends, (who are using the Aid Another action, eh?) he manages to haul the wayward dwarf into the boat.


Male Human Fighter 3

I didn't even notice that might of efreet feature, Nimm. Awesome, thats a bit help.


Female Aventi Druid 3

Aid another eh? Why of course!

Sanura aids Nimm in his attempt of getting the dwarf back on the boat.
1d20+2=18


Okay, Garan is in the boat, and Kauul is still in the water, although he will be easily able to aid anyone helping him back in.

The waves continue to buffet your small craft, cold rain mixing with cold sea spray to thoroughly drench you and your belongings.

You still have time to get Kauul back in the boat, the rest of what I am describing here happens several minutes after your first round of saves.

The winds increase yet again and the waves become even rougher, rising and falling, tossing your dinghy about like a small child playing with a ball.
Water is considered stormy. DC 20 Swim. Also, DC 18 Ref saves to stay in the boat. DC 18 Fort saves to avoid being sickened, those already sickened DC 18 to avoid becoming nauseated. And a DC 25 Profession Sailor check to keep the boat from tipping.


Male Human Fighter 3

Bah, I just rolled the save and got all happy because I tied the 18, and then I realized I was already sickened and I didn't factor that into my first save. So I'm out of the boat. But at least he's not nauseated. Fort save 1d20+3=21 Don't know if I could have been helping steady the boat before I got tossed overboard, but with me being sickened, its probably better if someone else does the sailor check and I just aid on it. If I can aid another, I did. Profession:Sailor 1d20+4=19

Quentin tries to help everyone else as the boat begins to get hit harder and harder by the storm. Eventually a wave crashes against him too solidly though, dumping him from the boat and out into the sea.

Once in the water quentin takes to sea as a natural sailor though and moves to help anyone who seems to be struggling to stay afloat. Swim 1d20+7=27


Female Aventi Druid 3

After the first attempt of staying in the boat and succeeding, she is then toppled over the side into the water.
1d20+4=8

While in the water, she is pounded by waves, becoming sickened.
1d20+5=7

Fish then attempts to stay in the boat as well, already having gotten sick the first time. He is also tossed into the water.
1d20+7=19 -2 for sickened so that's a 17
He does not get sickened further though.
1d20+7= 27, -2 is 25


Female Aventi Druid 3

Forgot swim checks! Sanura is taking 10, since she can do that due to being Aventi

Swim check for Fish: 1d20+2=11, -2 is 9


Male Alzanti Sorceror 3

Attempts to assist Kauul back into the boat. #214 1d20 + (+1) = 19 Once Kauul is back into the boat, swims out to rescue others.


male hobgoblin Fighter 1/Evoker 2

hehe, Arioch got his post in before me, so now I have to roll everything over.
Ref: 1d20+4=21
Fort: 1d20+4=24
Profession (sailor) to aid: 1d20=16

Okay, so I'm in the boat, not getting sicker, and aiding in keeping the boat from flipping.


Male Alzanti Sorceror 3

Swims out for "Fish" #218 1d20 + (+12) = 28 and brings the animal back to the boat.


Male Dwarf Fighter 3

Ok, since I had a few minutes, do you think we should secure the oars to the boat? Or do we need them for the Sailor's checks? I'm just thinking that if we lose the oars but save the dinghy, we are screwed, but if the boat is gone, what good are the oars doing us anyways?

"BLEEPing gods of the sea! Quit playing with me BLEEPing dinghy!"


Male Human Cleric 3

Holding on for what hes worth Adrick continues to try and keep his food down and his balence in the boat all the while still praying to his goddess to keep them afloat

Fort (1d20+3=13) Reflex (1d20+2=12)


Nimm begins to swear and curse as the waves ride higher.

Reflex to stay in the boat: 1d20+6=23

Fortitude to keep from being nauseated: 1d20+4=8

And Nimm vomits loudly over the side of the boat.

Profession: Sailor to keep the boat right: 1d20+7=17 Add mine for the Aid Another!

And the boat is not looking so seaworthy. I commend my body to the sea!


Male Human Warlock 1

Fin also vomits over the side of the boat, and he's very nearly going over.

In fact, I will be over if Spider Climb doesn't mean I don't get thrown off. Do I at least get a bonus? It would have to be +9 or above, but still. Fort, Reflex: 1d20+4=9, 1d20+1=13


'Honest' Fineal wrote:

Fin also vomits over the side of the boat, and he's very nearly going over.

In fact, I will be over if Spider Climb doesn't mean I don't get thrown off. Do I at least get a bonus? It would have to be +9 or above, but still. Fort, Reflex: 1d20+4=9, 1d20+1=13

Yes, you can get a bonus from Spider Climb on your save. I'll give you a +10 on your save.


Female Aventi Druid 3

So what does it take to get back in the boat?


Sanura Agashti wrote:
So what does it take to get back in the boat?

DC 20 Str check for people who are trying to pull/push someone back in. DC 25 Str check if you're trying to get in unassisted. Aid another is a good idea on these checks. Also, DC 25 Profession Sailor checks to keep the boat balanced while all this is going on. Failure by 10 or more on that check means the boat capsizes.


Male Alzanti Sorceror 3

Yelling over the shrieking wind, "Everyone, let's get over the sides of the boat, and hang on or tie yourself on to the sides of the boat, and spread out your legs. It will make for a larger area to help keep the boat more stable and reduce the amount of wind over the top of the boat, hopefully so it won't flip! Sanura, can you convince "Fish" to lay down in the bottom of the boat?" Pushing "Fish" over the side of the boat, and kicking hard in water to push him high enough to make it over the side.

Strength check: #226 1d20 + (1) = 18 / Swim: #228 1d20 + (+12) = 26


Female Aventi Druid 3

She goes over to Arioch, and helps him push in Fish, "Yes, I can get him to do that."

Strength check to aid Arioch: 1d20+2=19

Once inside the boat, she tells Fish, "Down!" He lays down, resting his muzzle on his paws, feeling sick like the most of the group.


Male Human Fighter 3

Quentin grabs onto the side of the boat to keep near it, but watches in case anyone else seems to need help, ready to swim out after them. "Just hold on tight, everyone. The storm could go for a bit, but with it this strong it shouldn't take too long before it blows itself out and drops down to something more managable. We're all going to be tired, but make sure we know if you are starting to lose your grip, that way someone can be there to make sure you get ahold again."


Male Human Cleric 3

Adrick gets tossed out of the boat but luckily he was tied to the boat from his rope as he tires to pull himself in he yells " Hey! Any one hear me! Pull me in!"

Strength check to pull myself in (1d20=2)

lol dam

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