DM Immortal's Blood Red Roses: A Skull & Shackles Campaign (Discussion)


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Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Javell DeLeon wrote:

HA! I guess that would explain it then. :)

Sure could've fooled me, that's for sure.

HA! Jacobo! That dude is awesome! Man he's so dang funny. That's exactly who I thought of when you put that name out there. Count of Monte Cristo is a fantastic movie.

And Horatio Hornblower! Another one who came to mind when I first read your name. That's awesome. My wife bought the entire DVD collection a while back. That is a great show. We haven't watched them all yet though. It's just too bad they didn't finish making the rest of the books. Cost killed it in the end. Ioan Gruffudd really wanted to continue making them but obviously never got the chance unfortunately.

Dude, Jacobo was awesome, indeed! I'm glad you got the Count reference, too :)

As for all the other stuff; I try pretty hard to put as much accuracy in my writing, especially when it comes to Old-Timey science stuff (I find it fascinating to read about, but I also love history, too).

As an aside, one time I ran an off-shoot of a Kingmaker Game when the players put together a team of Crime-Solving experts who had to solve cases in the game using Alchemy, Meta-Magic, Sorcery, and other quasi-Steampunk/Science techniques... It didn't last long, but I thought it was pretty cool concept :)

That said, I'll have more up tonight when I get home, but now I'm off to work!

See you all later tonight :)


Island of Empty Eyes Map Current Map

Hey guys! Sorry for the delay. Things be crazy right now and I'm exhausted but I will post during the day tomorrow guaranteed! Only was able to read a little bit before I started falling asleep at my keyboard Flynn but want to give it the consideration it's due as the little bit I read was amazing.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
Hey guys! Sorry for the delay. Things be crazy right now and I'm exhausted but I will post during the day tomorrow guaranteed! Only was able to read a little bit before I started falling asleep at my keyboard Flynn but want to give it the consideration it's due as the little bit I read was amazing.

Thanks! It took a few hours to track down the links to corroborate the research for the piece; but if you click them, they should coincide with the techniques pretty well.

Again, if it wasn't high enough to get things done, I will happily try using a Myth Point to modify it, but knowing how much it missed first would help - also; I'm hoping the details/descriptions may have done the job already, though :)

See you tomorrow; though I'm working 13 hour days between now and Thursday, so my posting will be limited to evening time, unfortunately; but I'm eager to see what happens next!

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

hey guys just letting you knw I am still here just didn't have much to add earlier. Rain did a fine job with the orders for the crew and Rajah and Horatio have the healing in hand.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Sorry for not getting back sooner; it was a long day at work and then I had to finish a brief Op/Ed piece for a newspaper...

GM - the post is up; what's the status of the subject?


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Since it's summer school holidays here, I have my two youngest nieces staying with me for a week (starting today). My posting will be slow/sporadic over this week (but I won't need botting). I'll get back into a proper posting schedule from my Monday (19th).


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Tomorrow is a crazy-busy day for me, so I won't be able to post again until my late evening.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I tried. I've tried to come up with something on how to fix the rudder but I know absolutely ZERO about boats and that makes it REALLLL difficult.

So, if some of that doesn't really make any sense it's because I've got about 2 hours worth of knowledge there. :P

@Horatio: A friendly word of advice, bud: Just go with what you want to go with. Don't worry about what the EXACT nature of the problem is, just roll with something. That's what makes it fun!

That's the reason I threw out there what I threw out there. Just to get something moving and see what happens. If I'm wrong, then I'm wrong. That means one of you will get the shot at getting it right. And it'll be fun! It's all good to me, man. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

And on a side note: I looked up a multitude of "boat rudders" type things and due to how much time it took, I was worn down.

I had most of it pretty much typed up and was going to delete it because of what I feel to be quite inaccurate. Mainly due to the level of knowledge I have about boats. Which would be none to none. I mean, I can't even put "slim" in that statement is how bad it is. :P

Anyway, after a couple of hours of wearing myself out, instead of deleting it I said to myself: "Forget that. If I'm gonna beat myself down on this, I'm gonna post SOMETHING." :P

So that's why I went with it. And I would have ZERO problem if Immortal wishes to go a different direction with it. But there was no way I wasn't gonna at least throw something out there after a couple of hours of reading about rudders. Just no way. :P

So, if I needed to make like 10 acrobatic checks or something and wind up falling down or out of the boat or whatever, which in turn would actually nullify what I posted earlier, then by all means Rock On, I say! :)

Just thought I'd give y'all a heads up and why I threw it out there. Especially with you folks who do know all about boats and you're looking at it and saying: "That doesn't even make any sense! What the heck is he trying to say?!" :)


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Rajah, it's all good. And for what it's worth, I would have posted something sooner myself - but I was enjoying a tall glass of Blue Milk while watching Rogue One...

Meanwhile, I'll have something up soon :)


Island of Empty Eyes Map Current Map

I know about as much as you and never be afraid to post whatever man. I loved it! Even if you pull something out of your ass. lol


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

LOL!

Man, I think "boat lingo" should be an official language. With all the terminology those cats use(and man there is a TON of it), I couldn't understand jack they were saying. It was normal English of course, but it was all Greek to me. :P


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Javell DeLeon wrote:
Man, I think "boat lingo" should be an official language. With all the terminology those cats use(and man there is a TON of it), I couldn't understand jack they were saying. It was normal English of course, but it was all Greek to me. :P

Yeah, sailing lingo's all Greek to me, too - or, if you prefer...

Thálatta, thálatta... Oînops póntos…

;)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

HA! Greek!(Yes, I did have to copy and paste for me to know that). And yep, it's now been confirmed. I actually do understand that just as well as I understand "Boat". :P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, when the Sail got blasted I went and looked for how to fix a sail. I found this(it's in the Player's Guide):

Repairing a Ship
The fastest and easiest way to repair a ship is with spells. Mending is not powerful enough to meaningfully affect an object as large as a ship, but Make whole affects a ship as if it were a construct, repairing 1d6 points of damage per level. In addition, more mundane methods can also be used to repair ships. Because of their specialized construction, ships (as well as oars and sails) usually require the Craft (ships) skill to repair. Depending on the nature of the damage, skills such as Craft (carpentry) or Craft (sails), or even various Profession skills, can be used to repair ships with the GM’s approval. In general, a day’s worth of work by a single person using the appropriate skill to repair a ship requires 10 gp of raw materials and a DC 10 skill check, and repairs 10 points of damage on a success, or 5 hit points on a failure. Fabricate can also be used to create the raw material needed for repairs. New oars can be purchased for 2 gp each (Core Rulebook 159).

and got a bit deflated. So can we actually fix the sails fairly quick? If not, it looks like Make Whole will have to do the trick to at least repair it somewhat.

Sails and Rigging
Sails (including the rigging that controls them) are often weaker than the vessels they propel, though they are relatively easy to repair. Destroying a ship’s sails is a good way to capture a vessel. Sails take double the normal damage from acid and fire attacks (multiply the damage roll by 2). Sails gain the broken condition if at least half the squares of sails on a ship are destroyed. If all of a ship’s sails are destroyed, the ship can no longer use wind propulsion and must rely on current or muscle propulsion only.

And with this information, how many hit points do the sails have?

All this is copied/pasted from the Player's Guide. I've yet to check to see if any ship info is in the regular books.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Javell DeLeon wrote:


Repairing a Ship
The fastest and easiest way to repair a ship is with spells. Mending is not powerful enough to meaningfully affect an object as large as a ship, but Make whole affects a ship as if it were a construct, repairing 1d6 points of damage per level. In addition, more mundane methods can also be used to repair ships. Because of their specialized construction, ships (as well as oars and sails) usually require the Craft (ships) skill to repair. Depending on the nature of the damage, skills such as Craft (carpentry) or Craft (sails), or even various Profession skills, can be used to repair ships with the GM’s approval. In general, a day’s worth of work by a single person using the appropriate skill to repair a ship requires 10 gp of raw materials and a DC 10 skill check, and repairs 10 points of damage on a success, or 5 hit points on a failure. Fabricate can also be used to create the raw material needed for repairs. New oars can be purchased for 2 gp each (Core Rulebook 159).

and got a bit deflated. So can we actually fix the sails fairly quick? If not, it looks like Make Whole will have to do the trick to at least repair it somewhat.

Sails and Rigging
Sails (including the rigging that controls them) are often weaker than the vessels they propel, though they are relatively easy to repair. Destroying a ship’s sails is a good way to capture a vessel. Sails take double the normal damage from acid and fire attacks (multiply the damage roll by 2). Sails gain the broken condition if at least half the squares of sails on a ship are destroyed. If all of a ship’s sails are destroyed, the ship can no longer use wind propulsion and must rely on current or muscle propulsion only.

And with this information, how many hit points do the sails have?

All this is copied/pasted from the Player's Guide. I've yet to check to see if any ship info is in...

Quick side notes -

1. We have Silk Sails - I'm not sure about specifics, but I believe that does effect their durability and HP.

2. Since most of the Crafting rules in the book are not very well written, the GM worked on creating a set of "House Rules" for crafting. One that is most important here is that the speed can be radically effected; in short, we can Craft things faster than the book says, and this can be augmented by aid checks. So, in short, if multiple people make the check, the person with the highest roll gets to add a +2 to their checks for every successful Aid Checks.

3. Crafting, unfortunately, requires a set of appropriate tools (that's why Amen-set has that handy little magic tool thing she lent you earlier). If not, it lowers the roll by 2, unfortunately.

4. Any "Aid Check" needs to be rolled - it can't have a "Take 10" on it, only because a Natural 1 negates the Aid Check (though I may be wrong on that).

As for specifics - I spoke to the GM earlier about Crafting/Repairing stuff before and while it was not stated explicitly, the gist of the conversation about what was going on for this part of the adventure relying on repairs and so on was that he preferred to have things a bit more relaxed rather than having to deal with lots of extremely specific details.

Nuances such as penalties to move and climb with adverse conditions would stack with penalties to craft in the weather (not counting penalties built in for low visibility; as well as penalties from doing any Standard Action while also using Climb) and other issues - basically what I got from the conversation was that he could micromanage all of those things in great length, or things could simply be "summed up" with a quick roll (GM, I may be wrong, I apologies if I am) but for now I'm going to assume he's going to simplify things, though I may be wrong.

I mean, as far as I know, given that "Make Whole" takes 10 minutes to cast, and that we're in terrible gale with lots of penalties to cast (possibly?) it feels like that would have to be 600 Spellcraft Rolls to maintain concentration until that spell was finished being cast - and that would kind of suck...

Anyway, for now I guess we'll hear more from the GM when he's back, but here's hoping things are going to be simple rather than complex :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

So is it a Masterwork tool? Or does it act like a Masterwork tool for anything? Or what exactly? If so, I actually have Masterwork tools for each of my skills. (Craft: Sails, ships, carpentry, and siege engines) I figured they would be useful. :)

Actually, aid checks are just skill check rolls that need to hit 10. As long as you have a minimum of +10 on your skill, you don't need to roll and it's an automatic aid. A natural 1 on a skill check is never an automatic failure. No more than a 20 is an automatic success. Unless, of course, Immortal has his own rules on that which is highly possible. But outside of that, per Core rules it's not.

Yeah, Make Whole was only gonna be good for when we're clear of this mess. It's definitely a faster way to do it than to spend all day just to get 10 hp's back on sails, but, practically impossible to cast with these conditions.

And I'm all for a relaxed way to fix things that's for sure. Seeing how it takes a full day to get back only 10 hp's kinda stinks, I gotta say. :)


Javell wrote:

And with this information, how many hit points do the sails have?

From the S&S Player's Guide (under the stats for Sailing Ship - Colossal ship) there is 90 squares of sails and the sails have 360 hp.

****

For future reference, we could look into magically treated sails:

Magically Treated Sails: The ship’s sails are magically
treated, doubling their hit points and hardness. This
improvement can only be added by a spellcaster with the
Craft Wondrous Item feat.
Requirements: Craft Wondrous Item, Craft (sails) DC 15
Cost: 500 gp per 5-foot-square of sails

****

Silk Sails: Few ship improvements are as beautiful as
the addition of silk sails. These sails can be designed
in whatever color the player desires; they are often
embroidered with striking images of the sea. Such sails
are usually imported from faraway lands. Silk sails give
the ship superior rates of movement, as they capture
and displace the wind more efficiently. A ship with silk
sails gains a +1 bonus on opposed sailing checks to gain
the upper hand. The ship’s tactical speed in ship-toship
combat is not affected, but its waterborne speed is
increased by 10%.
Requirements: Craft (sails) DC 16
Cost: 15% of base ship cost


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Javell DeLeon wrote:
So is it a Masterwork tool? Or does it act like a Masterwork tool for anything? Or what exactly? If so, I actually have Masterwork tools for each of my skills. (Craft: Sails, ships, carpentry, and siege engines) I figured they would be useful. :)

You are quite correct! You having MW tools is absolutely useful, and I should have thought you’d at least have MW Carpentry tools if you had the skill, that was my bad – sorry for that.

The magical item has the advantage of creating any set of tools via MW quality, plus it’s lightweight and it’s easy to carry and store. But man, I feel ridiculous via offering the tools earlier now.

Javell DeLeon wrote:
Actually, aid checks are just skill check rolls that need to hit 10. As long as you have a minimum of +10 on your skill, you don't need to roll and it's an automatic aid. A natural 1 on a skill check is never an automatic failure. No more than a 20 is an automatic success. Unless, of course, Immortal has his own rules on that which is highly possible. But outside of that, per Core rules it's not.

I may be wrong on that – I know he does have specific penalties for us if we get Natural One’s in combat, and I knew about the Core Rules thing – from what I’ve understood (and again, I may be wrong) if you roll a Natural One there is the “Chance” for it to “Convert” into a lower roll, kind of like how you need to “Convert” a Natural 20 for something higher – but I don’t know.

Javell DeLeon wrote:

Yeah, Make Whole was only gonna be good for when we're clear of this mess. It's definitely a faster way to do it than to spend all day just to get 10 hp's back on sails, but, practically impossible to cast with these conditions.

And I'm all for a relaxed way to fix things that's for sure. Seeing how it takes a full day to get back only 10 hp's kinda stinks, I gotta say. :)

I know, right? Anyway, here’s hoping for “Smooth Sailing” from here on out :)

Co-DM's Tricorne wrote:
From the S&S Player's Guide (under the stats for Sailing Ship - Colossal ship) there is 90 squares of sails and the sails have 360 hp.

Thank you for the follow-up, Co-GM!

Man – I really need to go back and re-read things – in this case I honestly thought the silk sails would have more HP. I mean, doesn’t it feel like Silk Sails would be – I don’t know, tougher than regular sails?

I mean, I saw what you posted about what the rules say, but it just felt like since silk is a pretty tough material, kind of like how spider web is really strong if it was as thick as normal rope, maybe it would be harder to damage?

Anyway, thank you for the information and I guess we’ll see what the GM decides to post next :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Horatio Flynn wrote:

You are quite correct! You having MW tools is absolutely useful, and I should have thought you’d at least have MW Carpentry tools if you had the skill, that was my bad – sorry for that.

The magical item has the advantage of creating any set of tools via MW quality, plus it’s lightweight and it’s easy to carry and store. But man, I feel ridiculous via offering the tools earlier now.

Heck no! Don't at all, bud. If I'd of known exactly what it did I would've responded differently. But I really didn't know what the heck it was but you mentioned it gave a bonus so I just thought: "Sure. Why the heck not?" I didn't realize it was simply acting as a Mwk tool. That's my bad.

Horatio Flynn wrote:
I may be wrong on that – I know he does have specific penalties for us if we get Natural One’s in combat, and I knew about the Core Rules thing – from what I’ve understood (and again, I may be wrong) if you roll a Natural One there is the “Chance” for it to “Convert” into a lower roll, kind of like how you need to “Convert” a Natural 20 for something higher – but I don’t know.

I gotta confess, I've never heard of that. That's interesting. But I also didn't know what the heck that tool contraption was either, so, well, there ya go. :P

Thanks for the copy/paste, Rain. Yeah I went back and read that and really the only thing good about Silk Sails is the bonus speed. Like Horatio, I was thinking they would be "tougher" than normal Sails. Kind of anticlimactic to see they're really only good for speed. Oh wait! And they're pretty! :)

It's funny, Magical Sails double the hp's and hardness. The funny part about it is, the hardness of Sails is 0.

Psst! Hey, guys, maybe if we cheated and quadrupled them... Immortal will never catch on MWAHAHAHAHAHAHAHA! I know, I know, it's a great idea, you don't have to thank me. Man I am one sly cat.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Since it's Xmas Eve for me, I'd like to wish everyone a Merry Christmas/Happy Holidays. :)


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

won't be xmas eve til tomorrow night for me, but Merry Christmas/Happy Holidays to you too Rain...

Tomorrow night is both xmas eve and first night of chanukah! The mad wrapping is upon us.. I've done mine today... but there will be more tomorrow after the ups truck has been here.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Thanks, Jiro, and good luck with the rest of the wrapping!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Merry Christmas to you all!


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Merry Christmas to you all, be it today, tomorrow - or even January 7th :)

I hope everyone had a wonderful time and that you're all doing well.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Happy holidays, Feliz Navidad, and all that jazz!

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Merry Christmas eve everyone


Island of Empty Eyes Map Current Map

Happy chrismahannukwanzikaliolstice!

Family caught stomach flu yesterday so I've been taking care of my family. Will post Monday. Have a good one!


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Everyone have a great holiday - and Imm, hope your family is feeling better soon, and that you don't catch it too! Be well.


Island of Empty Eyes Map Current Map

Family doing better but I caught it last night and haven't slept. F&~+ you 2016


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Glad the family is better, now, but sorry you aren't. Feel better, Immortal.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

The year is almost over Immortal. 2017 will be better.

Merry Christmas everyone!


Island of Empty Eyes Map Current Map

Hey everyone!

I'm so sorry about the long delay. This illness really kicked the s#@+ out of me and the family. I'm going to just say this, let's just put a pause until after the 1st and get back started on the 2nd of January. Enjoy your families and have as much fun as you can so then we can say go f**# yourself to 2016 and hello 2017! Or to put it another way!


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

I personally had no issue with 2016, but good luck on getting better, Immortal.

Wishing everyone a happy new year. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Sounds good. Happy New Year to you all.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
Enjoy your families and have as much fun as you can so then we can say go f+&@ yourself to 2016 and hello 2017!

Happy New Year all!

Here's hoping this year kicks ass for everyone :)


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Happy new year.

Hope you and your kin are feeling better, Imm!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
DM Immortal wrote:

1d20+31

Rajah is now prone under the elemental.

Lol! +31! This thing could trip over itself and STILL pin me! And that's even with his eyes closed and an arm tied behind its back! Oh man that's just crazy awesome.

By the way, is there a hornet's nest nearby that I can stir up? Because I'd rather just do that if it's all the same to y'all. :P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Horatio wrote:

So it looks like the 20 may convert and the natural 1 probably failed, even though it hits a "Touch Attack" of 15...

Okay this has me fantastically curious. Due to the nature of this phrase, I'm gonna guess that natural 20's don't auto hit and natural 1's don't auto miss?


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Javell DeLeon wrote:
Horatio wrote:

So it looks like the 20 may convert and the natural 1 probably failed, even though it hits a "Touch Attack" of 15...

Okay this has me fantastically curious. Due to the nature of this phrase, I'm gonna guess that natural 20's don't auto hit and natural 1's don't auto miss?

I don't think they always hit.

So, for example, if you have a +1 to hit and the Enemy has an AC of 50 and you roll a Natural 20 - meanwhile if I have a +10 to hit and the enemy has an AC of 30 and I roll a natural 20 - then we have the same mathmatical chance of hitting the enemy; sometimes the GM will make a person roll again to see if the person has the chance to even hit an almost godlike enemy when the player is grossly unqualified - but I'll see what the GM decides :)

Meanwhile, I am certain that even if the shots do hit with a 20, they may not convert. So I'm pretty sure it hits, but does it "convert" for the standard 4x damage?

Meantime, the GM will sometimes use a deck to roll if we get a natural 1.

So in this case, my Natural 1 probably missed for sure (unless the GM is very generous ;) but the GM may decide to create some additional penalty (though hopefully not; he generally does that only if we're fighting a "boss" - but if he decides to use that deck, that could be a problem for Horatio and if he has to deal with a problem, that will probably effect what Amen-set decides to do next.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Nat 20 always hits. I don't know if a Nat 20 always confirms, and a 1 always misses. But firearms sometimes misfire on a 1, and I don't know those rules

Now on skill checks, that is not the case, so if you have a +9 to Handle animal, you always pass DC 10 checks, because even on a 1, you get a the 10 you need to pass.


Island of Empty Eyes Map Current Map

Nat 20 always hits.

Nat 1 always misses.

I do require confirmation rolls on critical hit even on a 20 and the reverse is also true since I do critical fumbles.

i.e. a 20 and then a hit on confirmation is a critical hit

a 1 and then a miss on the confirmation is a critical fumble

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

Also remember that ranged attacks are, normally impossible in windstorms but I don't like that rule, so instead are incredibly difficult, I made it a -12 which is the same as the fly check penalty for hurricane force winds. Same goes for the heavy rain and such in terms of visibility. Remember that I said beyond 30' is total concealment for those of you that cannot see through rain and dark and the like.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
Also remember that ranged attacks are, normally impossible in windstorms but I don't like that rule, so instead are incredibly difficult, I made it a -12 which is the same as the fly check penalty for hurricane force winds. Same goes for the heavy rain and such in terms of visibility. Remember that I said beyond 30' is total concealment for those of you that cannot see through rain and dark and the like.

Since the ship is moving at more than 50 feet per round and the elemental is kind of hovering above Rajah via a stationary position; wouldn't that mean we'd leave the elemental far behind us like a candle in the wind?

Sorry, this combat has been sparking some puns ;)

Meantime, given that many people are probably busy, I'll happily bot the players who are unable to post their combat action by this evening.

Good times - and see you then :)


Island of Empty Eyes Map Current Map

You would not move until Rain's turn and considering this creature has a 100' movement speed, it can move much faster than you all.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
You would not move until Rain's turn and considering this creature has a 100' movement speed, it can move much faster than you all.

So many things to say, of course - I kind of assumed you'd have only one response to my ridiculous barrage of questions in this creature. Specifically - "Elementalry", my dear Horatio... :D

It's all good, though. Mainly I'm just trying to decide what I want Amen-set to do. Since it looks like Rajah is hurt but not unconscious and since it looks like Horatio didn't get his hand blown up by his pistol, she will probably attack. But for now Ill likely hold her actions until after all the melee fighters have moved, that way - if she needs to heal someone - shell be ready to do so.

Also, I'm assuming our crew of NPCs is unable to fight this creature due to the fact that they're sailing? That said, since you botted Adular last round, are you planning on doing that this round, or would you like one of us to do it? I can do it, if you like - but if anyone else want's to, that's all good with me, too :D

Also, regarding your earlier post about the other PC's moving in to aid, were you suggesting that they need to make a Perception Check to see the Lightning ELemental on the ship at all, or was that specifically in reference to Rajah's condition (and do things like low-light vision and dark vision aid in those checks vs. a glowing enemy)?

Finally, I know it's been a while, but before the ship went into the storm Horatio and Amen-set cast "Light" on the forward part of the ship to help steering in these conditions as well as on the main mast to help light up the middle of the ship in case it got too dark in the storm.

Will those spells aid our comrades in moving forward around on the ship? And have they also been helping Rain with steering?

Okay, that's pretty much it - I'll likely have more later. Meantime, I hope everyone has a great day!


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

I'll be making a post later today my time.

A reminder: We have Jamba and Adistan who can be used/botted to help in this fight, as they're still part of our crew during the regatta.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Rain Taneththir wrote:

I'll be making a post later today my time.

A reminder: We have Jamba and Adistan who can be used/botted to help in this fight, as they're still part of our crew during the regatta.

Well done on the Profession: Sailor rolls, Pilot-Major!

At this point Variel had taken his action earlier and advanced.

Dhaavan has his hounds up, but he hasn't acted this round - nor has he commanded them to act, and Jiro hasn't acted either.

I'm probably going to have Amen-set cast a spell at this point, but I'm not sure what she'll do yet until I see the others act.

GM: if the others don't post soon, I don't mind botting them, just let me know what you think.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, well, I was wondering. I knew a 20 always hit and a 1 is always a miss but I was thinking, "Maybe Immortal rolls with his own rules on that", so that's why I asked.

Now while I knew about having to confirm the crit on the 20, I did NOT know you are going with confirming on the Natural 1 as well. I've never played critical fumbles so I'm really interested to see how that plays out.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Crit cards? Okay now THAT'S interesting.

A broken thumb?! Oh man that just sounds painful! And, oddly enough, kinda cool. :)

I'm actually kinda loving these crit cards. The twisted side of me can't wait to see what happens to Rajah when his 1 pops up. I think it's gonna be awe-some! :P (Yeah I know, but therapy is just way too expensive.) ;)


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19
Horatio Flynn wrote:

Well done on the Profession: Sailor rolls, Pilot-Major!

Thanks, Flynn. :) It shaved some time off, so I'm happy.

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