Powerful Characters for Skull and Shackles PFS Credit (Inactive)

Game Master DoubleGold

skull and shackels map

Pirates have kidnapped you onto the ship. Find out how and why. Survive, reclaim your stuff, retaliate or investigate.


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DungeonMaster

As you all wake up on the ship, you are tied up, with an item or two left behind as these pirates are getting careless at checking you for stuff. You all vaguely remember what happened last night, but many of you feel asleep after you drank as there was something in those drinks. If you made a character who does not drink, you were shot by a blow gun dart.

Hereos wake up in the dark hold, you get untied and six pirates force you all to move forward or at least try to. you can lead a horse to water but you can't force it to drink. They push you around. Move, move it, move it they say very loudly but not shouting. We have orders to bring you all do the master, oh and your weapons, and other stuff, you don't have them, you have to earn your rights here.

what do you all do? Doing nothing but following orders is still an option, but you still have to say that.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Allie moves along as the ruffians jostle her, but as she realizes her weapons are missing, she.looks for an opportunity to filch a dagger from one of their belts.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Using Measure the Mark class ability.


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Lillian takes in her surroundings as they are hustled forward. She smiled as she saw the ocean around them, she felt at home, even if it was forced

Perception: 1d20 + 9 ⇒ (2) + 9 = 11


DungeonMaster

the other 3 still have something to do, but I noticed Lillian has knowledge nature. To speed things up, any time there is a knowledge check within the book, I will automatically roll it for people, a 1 on a knowledge check however is always a failure, regardless of dc, other checks still pass if they would normally. When the other 3 post they can roll their nature checks as I don't know their modifiers yet. This includes knowledge checks to id creatures in combat. To id the specific stats for pirates, bosses and very specific creatures/people not found in the monster manual but in the ap itself, it is always knowledge local.

lillian nature: 9 + 1d20 ⇒ 9 + (14) = 23 yes you know something, but it will be revealed after everyone has posted for reasons.


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"No need to be rude, you coulda' just asked." Her head hurt, but she took comfort from the familiar sway of the sea. The last place she could be imprisoned is a boat.

I do not have Know:Nature.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

GM Doublegold: info on Measure the Mark class ability:

Measure the Mark (Ex): When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target's Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target's Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.


DungeonMaster

oh, gotcha, I misread it as you withdrawing your dagger. perception: 1 + 1d20 ⇒ 1 + (18) = 19 we will just say it is the same for all pirates watching. also, if combat breaks out, I will roll local checks for everyone, but I won't do it now.

okay for those of you who score above a 10 perception, you notice the aftertaste of oily nutmeg which is how you are poisoned. Lillian identifies this taste before the pirates come in and she relays the info. This is a clear sing of oil taggit poisoning. So for those of you who don't drink, well the blowgun dart was shot on your tongue when you opened your mouth, wow, that was an impressive shot. You all know that oil was added to your food, or you can feel the place where your tongue was shot, and no your tongue didn't bleed much either, very impressive indeed.

there is one more check to roll besides local, but I'll wait for everyone to get here, since this one is personalized to the character.

in case Allie Cat wants to go against sense motive:
sense motive: -1 + 1d20 ⇒ -1 + (12) = 11


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Sleight of Hand: 1d20 + 10 ⇒ (20) + 10 = 30

Allie takes advantage of the bumping and jostling to snag a weapon from the belt of one of the pirates. She then tucks it into the folds of her dress.

Sleight of Hand to hide the weapon: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32

The extra +2 is a bonus from the picketpcket's outfit It gives a +2 to Sleight of Hand to hide objects.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Ohh. Big pirates... What you want? says Ondan grogily
Perception: 1d20 + 7 ⇒ (1) + 7 = 8


M American Nerd 3/Cleric 1

I dont have an alias/avatar yet -- I'll work on that tonight.

Afli gets up groggily, looking for his backpack. Where is it? My spellbook. Oh, no!

Realizing what has happened, Afli follows the orders of the human. After all, Afli knows he is no good in melee.

Afli, Ratfolk Wizard (water) 1, HP 8/8:

STR 10
DEX 19
CON 15
INT 20
WIS 15
CHA 8

Fort/Ref/Will = 2/5/4
Init = +4
Speed = 20
AC/Tch/FF = 15/15/11

===== Skills =====
Acrobatics (1 ranks) +5
Appraise (1 rank) = 9
Bluff -1
Climb 0
Diplomacy -1
Disguise -1
Escape Artist 4
Fly 6
Heal 2
Intimidate -1
Knowledge Arcana (1 rank) + 9
Knowledge Local (1 rank) + 9
Knowledge Planes (1 rank) + 9
Linguistics (Aquan) (1 rank) +9
Perception 4
Ride 4
Sense Motive 2
Spellcraft (1 rank) = 9
Stealth 8
Survival 2
Swim (1 rank) = 3

===== Traits =====
Deft Dodger and Focused Mind

Darkvision 60 ft
Languages: Aklo, Aquan, Common, Draconic, Gnoll, Orc Undercommon
Arcane Bond (ring)

===== Feats =====
Scribe Scroll
Spell Mastery (Detect Magic, Expeditious Retreat, Feather Fall, Mage Armor, Air Bubble)

Special Attack: Cold Blast (Su) 1d6 cold and Staggered in 5ft radius, DC 15, 8/day

===== Spell Book =====
===== Cantrips =====
<all>
===== Level 1 DC 16 =====
Air Bubble
Comprehend Languages
Ear-Piercing Scream
Enlarge Person
Expeditious Retreat
Feather Fall
Hydraulic Push
Mage Armor

===== Spells Normally Prepared =====
===== Cantrips =====
Acid Splash
Detect Magic
Ray of Frost
===== Level 1 =====
Ear-Piercing Scream
Expeditious Retreat
Feather Fall

===== Gear =====
Arcane bond ring
Backpack (small)
Spell component Pouch
Spellbook


DungeonMaster

intelligence: 2 + 1d20 ⇒ 2 + (18) = 20 allie
int: 0 + 1d20 ⇒ 0 + (19) = 19 lillian
int: 2 + 1d20 ⇒ 2 + (13) = 15 annie
int: 0 + 1d20 ⇒ 0 + (15) = 15 odan
int: 5 + 1d20 ⇒ 5 + (9) = 14 afli

doublechecking modifiers, give me a minute to edit.

edit: actually it don't matter because the dc is 10.

You all remember seeing this guy last night as you get onto the deck. He is a total jerk, but he likes to toughen people up and he thinks he is above all.

Glad you could join us at last! Welcome to Wormwood! My thanks for 'volunteering to join my crew. I'm Barnabas Harrigan. That's Captain Harrigan to you, but if you address me, business related only, I'm not here to solve your personal problems. Also do your job and we won't have problems, those who don't do their jobs will receive severe punishment. And recruits should treat each other will respect and they will treat my more experience pirate workers with respect as you will obey them or they can punish you all well.

Heroes can see that there is another group of 4 recruits with them on deck.

He then leaves the captain in charge. okay everyone, the name is Plugg, and I'm the captain. First thing is first, as you were told, here you must earn you freedom and respect and I have a task for you all

Oh and here are your tasks for the day. For the whoever decides to climb, here is something to make sure your don't die of a fall, but return them when you are done please. He lets whoever wants to climb something to borrow boots of the cat but he only has two pair, and each task takes all day, so only two, not three people can use them. As in one person climbs cleans the flag and hands them off to the next person would not be possible. and you don't want to risk throwing them down either, because I'll treat the boots as if they took damage if they aren't equipped on your person when it falls. Boots don't take damage when they are on you.

Task: Each hero has to do a different task, there are more tasks than there are heroes, so you can assume the other recruits do any tasks that you all do not cover.

1. Climb the 60 foot pole and clean the flag at the top, unless you have another means of doing it, you'll have to make a climb check dc 10, more than one in fact since noone here has a climb speed of 60. Take 10 cannot be done because of the rockiness of the ship. No Dexterity check needed here.
2. Cooks assistant: No skill checks involved, small roleplaying opportunity, though this will give you a +2 to all cha checks involving a certain other person in the game, so cha character preferred.
3. Rigging Repair: Repair the ship. Reach the rigging 30 feet high with a climb check of 10, making the appropriate checks. again take 10 cannot be done.
4. Line Work: Hard work hoisting and lowering sails requires a profession sailor or dexterity check, dc 10. Also make a con dc 10 to avoid fatigue.
5. Upper Rigging work. 50 feet, climb dc 10 followed by a sailor or dex check of 10
6. Rope work: Handling the ship's ropes, including coiling them, slowing them, and securing them to cleats and single and double bollards. Sailor or dex check of 10.
7. Lookout: Get to the crows nest, 60 feet, dc 10. Then make a perception check of 10. Take 10 not allowed.
8. Mainstall Duties: Tough work raising and lowering the mainsail, dc 10 sailor check or a str dc 10 check. also give me a con dc 10 to avoid fatigue


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Bluff Check vs Plugg: 1d20 + 7 ⇒ (4) + 7 = 11 +1 more if he might be attracted to Allie.

"I used to help my ma and gran in the kitchen quite a bit," Allie says in a meek voice, as if to suggest that cooking is all she can do with any passable skill.


DungeonMaster

At allie, are you really trying to bluff Plugg the captain. Or are you trying to bluff the cook? his name is Ambrose.

as a guy, I'm attracted to 9/10 women to some degree, regardless of age, race, ethnicity, skinny and fat, and I'm going to give all the male NPCs my level of attraction, to make things easy for that ability. Unless the AP specifically says the NPC swings the other way, I roll for something.

whichever one it is, he has a 90% of finding you attractive, high numbers are good, so 11 or better. chance: 1d100 ⇒ 41 not rolling sense motive until I know which one.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

I was under the impression that Plugg was assigning duties, and in that vein, Allie was trying to convince Plugg to giver her the cook's assistant job. If she gets to pick the job, use the bluff on Ambrose.


DungeonMaster

yeah, you get to pick the job, no questions asked, first come first serve, though if people are worried about stepping on each others toes, use dicussion.

sense motive: 5 + 1d20 ⇒ 5 + (5) = 10 and I bet you make a good cook too. I need you to fetch me the creamer. as he smiles and points to the fridge since I have to keep things pg 13 at best in paizo, I will use code as much as possible, some material may have double meaning. Ambrose is a chubby but not fat man. He is middle-aged and loves his rum, but not an alcoholic as he does not drink excessively. His teeth are yellow and he is missing one, but has been replaced by a golden tooth.


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

Annie looks over interesting group she had been put with. She didn't recognize anyone on the ship, and there certainly were a few oddballs. The ratfolk probably looks funny when wet. "You sure have a lot of faith we know how to do those things." She takes the boots from the man and removes her own. Might as well play along till I figure out where I am. "Anyone who touches my boots will regret it." She confidently approaches mast with the flag. I guess pulleys are out of their budget.

I'll take #1, since it's impossible for me to fall, unless someone else really wants it.
Climb: 1d20 + 7 ⇒ (5) + 7 = 12
Climb: 1d20 + 7 ⇒ (20) + 7 = 27
Climb: 1d20 + 7 ⇒ (10) + 7 = 17
Climb: 1d20 + 7 ⇒ (4) + 7 = 11

Even with the aftereffects of the poison, she easily makes it to the top.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

I'll take the crows nest
Climb: 1d20 + 1 ⇒ (11) + 1 = 12

Perception: 1d20 + 7 ⇒ (4) + 7 = 11


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Allie moves around the kitchen, fetching as ordered. Meanwhile, she is casing the kitchen as she goes, looking for anything that might be useful.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

"How long have you been a pirate, Mister Ambrose?"


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

I'll take the line work.

DEX: 1d20 + 4 ⇒ (8) + 4 = 12
CON: 1d20 + 2 ⇒ (19) + 2 = 21


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Rope work. I auto pass :P Sailor +9

-Posted with Wayfinder


DungeonMaster

@ondan, since you don't have a climb speed of 60, you will have to make more checks. I'm assuming you too took the other set of boots to reduce damage if you fall. Since you can climb at 1/4 your speed you will have to pass 8 checks in a row to make it to the top, though I would let it go if it was impossible for you to fail.

climb: 7d20 ⇒ (20, 11, 8, 5, 14, 10, 2) = 70 and I'll add 1 to each result. Edit: you did roll a 2, but I'm going to say you made it to the top, besides you can do an accelerated climb so that you would need to make less checks and you did roll a 20 and 14 which means you would be able to take 2 accelerated climbs before you would fail once and you already made it to the top before you would have failed.

@Allie: I don't consider myself a pirate, because I don't do what pirates do, but I am a good cook and I've been part of this crew for 7 long years. with your perception, you notice the kitchen is well kept, all the food is stored neatly with expiration dates, several sharp knives, though in combat they would suck. They would be treated like daggers, but are semi-improvised weapons, they would get a -1 to attack rolls, -1 to damage rolls and cannot be thrown like dagger. You also notice several bottles of rum organized in a certain order and turned a certain way as if Ambrose was OCD about it. You can tell he has many different flavors of Rum and he keeps a daily time chart of when he drinks and what he drinks as he has it planned ahead for the next several weeks. You know puts down 3 alcholic drinks a day, drinks not whole bottles. He has the price of each Rum marked. also, you should probably get some equipment. Cut-Throat Groc, has some. You can probably bargain for some items from her. She is also superstitious as heck, so ignore he tales of vodoo and all that crap. But she is only found during the day in her store and goes out dancing and socializing during the night. And she locks her door, so don't even think about breaking in. If you want to catch her, you have about 10 minutes before she leaves and as you help him finish, you have several fish cooked up, 2 large apple pies, and some alligator soup.

Onto nightly tasks: the exploring. Each character has a chance to fully explore 1 before heading off to bed. Being out of our room after a certain hour can result in punishment, so if you really want to explore 2, I'll need stealth check and fort check. By the way the dc on that stealth can vary, but the fort is 15 to not become tired from sleepiness though allie can still talk to Groc before this.

onto night stuff, the exploration

Places to explore: Some of these areas may be locked or trapped or both. An area explored will require a perception check of 7 or higher to fully explore as I'm assuming 7 is the average after 1 hours worth of exploration. There might be other checks to roll depending upon what you explore.
1. Foredeck
2. Poop Deck
3. Main Deck
4. Officer's Quarters
5. Armory
6. Peppery Longfarthing's lab
7. Captain's cabin
8. Cabin Girl's Quarters
9. Captains storage
10. Middle Hold
11. Quatermaster and cook's cabin
12. Galley
13. Quatermaster's store.
14. Lower hold and crew berths.
15. Bilges


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Afli will look carefully at the main deck.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9


DungeonMaster

oh, right forgot to roleplay ondans lookout.
I'll get to Aflis just now perception check later after everyone has explored. oh yes and you can double up on rooms. But first the roleplay of ondans lookout, as that is something I wanted to roleplay. I won't be able to roleplay every task, but I do try to roleplay ones I can from time to time.

as ondan makes it to the top, he is told to lookout for any danger, fortunately no other opposing ships out there anywhere, however, he does a good job of spotting the icebergs and rocks what would be in the way and he is told what to shout if an object is in the way, what to shout if sharks are nearby, what to shout if another ship is near and what to shout if natural disasters are nearby using a code for each word, in fact they write down all the "one words" for him so he won't forget the code. Even if the objects like the icebergs and rocks weren't in the ships path line, he still had to point them out so the captain can be sure where he is going and be prepared.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Ondan will look at the armoury and the officers quarters

Perception in armoury: 1d20 + 7 ⇒ (18) + 7 = 25
Perception in officers quarters: 1d20 + 7 ⇒ (15) + 7 = 22


DungeonMaster

@ondan, since you explored 2 places instead of 1, remember to roll me stealth and fort. Even if they were like right next to each other, you still have to roll, though the stealth dc would be easier if they were next to each other.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Fort: 1d20 + 4 ⇒ (7) + 4 = 11
Well I can make it... If I don't fall asleep first


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Allie makes her way to the quartermaster's shop. She knocks gently on the door and peers inside. "Hello? Is anyone here? I'm looking for Grok."


DungeonMaster

@Ondan, nah, you just have a level of fatigue the next day.
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

yes what do you want? as she opens the door you see a half-orc women, not very attractive but very tough looking. also you have a +2 to all cha related rolls against her since you were the cooks assistant.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Um, hello! I'm Allie, the new cook's assistant. Mister Ambrose suggested I come down here and introduce myself."

Allie smiles warmly and looks around. "Nice little shop you have here. What sorts of things do you sell?"

Diplomacy: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22


DungeonMaster

Cut Throat Groc looks at you funny with a stupid question. open your eyes girl, everything here is laying out in front of you. in her store, weapons and armor is not kept in the back like it would have been in the midevil days, everything is laid for you. Think of it as if you were shopping at walmart, only far from being that big. The store is as big as the average house room is.

You see that you can purchase any martial or simple weapon here as well as a bastard sword. She also has masterwork versions too. She also sells any armor up to 200 gold in price, or up to 350 gold if you are looking for a masterwork version. all other mundane items such as a backpack, silk rope can be found, thieves tools, anything up to 110 GP in that department.

But I'm pretty sure you don't have much money on you, most of our new recruits do not, so I'm assuming you would like to borrow something? By the way, I'll be honest, we don't have any of the stuff we stole from you. In fact none of you recruits had any stuff in the first place. You see all of you recruits have memories of having had some armor and weapons and other stuff on you, but when we poisoned your alcohol we were able to implement false memories into everyones brain, as it is something we do to every recruit. We look for new recruits that have nothing, but we give them false memories that they had stuff with them, when they really didn't, as it is a test to see peoples true nature, to see if someone will try to pull out their greatsword when threatened only to find it not there or look for their lost longsword only to find out they never had one in the first place. Will they look for their stuff? and how far will they go?

she then pauses for a second but don't worry, even if we did not tell you, the false memory of it all wears off in 1d3 days. You know that masterwork silver dagger of yours, what masterwork silver dagger, you never owned one in the first place, and you didn't have masterwork wood armor on either. Don't worry we don't implement other false memories into you other than the idea that you had stuff you didn't.

she pauses for another few seconds alright, so what would you like to borrow? or I can start you and the people you came on with some very cheap stuff for free, just don't ask for too much, because Scourge is very strict about profits. Consider the gold value of everything you ask for, you can get more if you borrow instead of keeping as the prices are listed.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Well..." Allie says, trying to take in everything the large woman told her. "I'm not sure that I need to borrow anything at the moment, but I really appreciate the offer."

"It was nice meeting you, Grok. If there's anything I can do for you, just ask. I'm always glad to do a friend a favor." She gives the woman another warm smile and heads back to the galley.


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

I think everywhere I want to look will be locked. I'll try the cabin girl's room. She must be important if she warrants her own room.

Perception: 1d20 + 1 ⇒ (20) + 1 = 21


DungeonMaster

wow, you are brave. and strong too, being here out in the middle of nowhere without weapons when there are other ships out here that can attack, giant sea creatures. You and all of your friends get this, and appropriate at sea item while you can all tell tales of mermaids and of course Poseidon.

She hands you enough tridents so that everyone in the group can have one. And if you are not proficient in them, you gain proficiency in them automatically as a bonus feat.

see ya later.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Allie's jaw drops in astonishment as Grok hands over the stack of weapons.

"Erm..uh..thanks," she says, somewhat bewildered by the half-orc's philanthropy. "Will this be okay with the captain, or that Plugg fellow? I don't want to get you into any trouble...I mean, won't someone be suspicious if I go up on deck with all of these?"


DungeonMaster

oh right, I should probably do something about that. and she sprinkles some dust on those weapons. The tridents are invisible to everyone except the PCs. But if you attack with those weapons or plan to attack with those weapons, they become visible again to everyone for the duration of combat. this does not give you an in-game mechanical advantage of any kind. You do not get an added attack bonus, you do not get a surprise round because you are wielding the weapon, npcs don't get negative acs, etc.

Yeah, I'm very paranoid at times, not to mention not only could someone steal my own personal weapons, but at any time they could curse them and give them back to me. I myself have some good quality weapons of my own, but noone can see them, except me.


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Lillian will simply stay on the deck till she has to go down. Enjoying the view and the salty smell of the ocean

she isnt the sneaky type... yet ;)

-Posted with Wayfinder


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Allie makes her way back to the galley with an armload of invisible armaments.

As she enters the galley, she says to Ambrose. "That Grok lady was very nice, and unusually helpful. Would you say that most of the crew are as accomodating, or should I watch my back with them?'

She grunts as she awkardly shifts the stack of invisible tridents into the corner.

"She loaned out several weapons to me and the rest of the newcomers...ooof..uh...she even sprinkled some dust or something to make them invisbile. I guess I can pass them out to the others as I move back and forth from the deck to the galley tonight....uhm...we are serving dinner tonight, aren't we?"


DungeonMaster

At allie. she actually gave you, not lent you tridents. Oh, right that conversation took 10 minutes, so what is the once place your character explores in that one hour time? The Galley right?
perception: 7 + 1d20 ⇒ 7 + (1) = 8
Actually you already explored this, as the Galley is in a sense the kitchen, you did notice a lot of treasure earlier, or places where treasure might be kept or hidden but would not have been able to see it or fully explore the place because Ambrose was there. Now that you come back to the this place, you can take the treasure. Do you wish to take the treasure? If so, make me a single stealth check. The rum cannot be resold, so I'll assume you left his precious rum there even if you stole the treasure, unless you are playing a heartless character you can take the rum, but you would notice instantly and really look for it more so than the rest of his treasure. this treasure translates to all gold, which is added at level 2, the you could get 20% more rule.

Lillian. You stay on The Foredeck and fully explore it since you can't fail. There is not much here, this raised deck stands some 10 feet above the main deck. You see Ocean and it looks better even at night. The foremast rises 30 feet above this deck.

Annie explores the Girls quarters, which is surprisingly not locked or trapped. There is no bed here, just a cot, and the room is full of nothing, just a few decorations, that is it, but nothing of value here and nothing to take note of. This is where Caulky Tarroon sleeps.

Afli explores the main deck, unfortunately does not pay much attention. He knows this is the main deck and it has a sweatbox near it.

At Ondan, both doors are locked and trapped, so you do not explore these rooms, the good news is you will not be fatigued. Though if you still want to enter, I will need two disable device attempts for each room. One for the trap, one for the door. Or you can disable only the door and hope the trap misses you.

The next day. Rrr mates says scourge. The Bilge is full of spiders, I'll let you keep any treasure you find in there, assuming you survive, he he. You have two options kill all the spiders in the bilge or work today. And I have a different set of tasks for you to do.

The bilge has spiders: 2d12 ⇒ (11, 6) = 17 spiders

Tasks:
1. Rat catcher: catch a rat in below decks, dc 10 stealth, dex or survival check, or combat with 6 rats if you go that rat. if you don't do combat, make a con dc 10 check to avoid fatigue as combat takes seconds while catching one without combat takes an hour or so.
2. Swab the Decks: mopping the decks dc 10 str or con check. You complete this task regardless of what you dc you have, but you are fatigued if you fail
3. hauling rope and knot work: This requires a dc 10 sailor or dc 10 str check. Also make a con save dc 10 to avoid fatigue.
4. Runner. Pass messages along to pirates. requires acrobatics dc 10. then a con dc 10 to avoid fatigue. If you have the run feat, you autosucceed, but you must still make a save to avoid fatigue.
5. Repairts. self-explanatory. dc 10 sailor or dc 10 dex or dc 10 knowledge engineering check. no save to avoid fatigue needed.
6. The combat against the spiders. You can gain treasure by risking your life.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

I will fight the spiders anyone with me?


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

"I will help"

I dont know if animal empathy will work here. But will help anyway

-Posted with Wayfinder


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

[b]I'll go fight the spiders with you[b]

DM - Do I have my spellbook?


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Seeing her fellow conscripts heading down to the bilges, Allie decides to tag along.

"Smashing a few bugs doesn't sound very hard," she says optimistically.

"Ohh, wait, just a moment!" she says, as she runs back to the galley and retrieves the tridents.

"These are a gift from the quartermaster," she whispers conspiratorially. "Here...feel," as she hands a trident to each of them. "Insvisible, but still pointy, and dangerous."

She gives her companions a nod, and then says with a smile:

"Let's go squish some spiders!"


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

Annie takes one of the invisible items and swings it around. She looks rather silly. "What IS this? A sledgehammer?" She sits down and takes her boots off, muttering angrily to herself. "I'll go with you guys, then. Wouldn't want giant spiders to kill us in our sleep. Anyone got a light?" At the very least, this should help her gauge her companion's capabilities.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Hmmm... I prefer my hands Ondan will head down


DungeonMaster
Afli, Ratfolk Wizard wrote:

I'll go fight the spiders with you

DM - Do I have my spellbook?

yes and your bonded object or familiar as the objects you could have kept?

okay to you all go down there with your tridents, your weapons will become visible during the fight, but they will turn back after the fight is done and scourge has ordered his pirates not to enter while you are fighting and will lock you in. He will leave you in there for a whole hour, more than enough time for the fight to happen and then come back for you assuming you had enough time to clear the place or die. And the room blocks out most of the sound, not to mention they will be far away from it.

init: 5 + 1d20 ⇒ 5 + (9) = 14 spiders
init: 7 + 1d20 ⇒ 7 + (15) = 22 Allie cat
init: 3 + 1d20 ⇒ 3 + (19) = 22 lillian
init: 4 + 1d20 ⇒ 4 + (6) = 10 ondan
init: 4 + 1d20 ⇒ 4 + (12) = 16 annie
init: 4 + 1d20 ⇒ 4 + (3) = 7 afli

okay you are all in a square, a 2 by 2 square, covering 4 squares, but I know there are 5 of you, so one of out is outside the square, the room is not that big, so the one outside the square can only be as far as as 10 feet from the nearest spider that is it, and I recommend the wizard be outside the square, unless the wizard prefers to be up close so he can cast burning hands. By the way you can only hit 2 at a time if you have that spell and you would have to be inside the square to not hit your allies. At least 5 spiders are next to each PC, though killing your spider also means you kill someone elses spider, meaning less surrounding your ally as well. If afli want to be outside, he can 5 of them or 6 of them if he has a line attack without hitting his allies.

Also, some of you can't possibly fail the nature check to identify these things, so here you go. bilge spider

and the part about Jakes Magpie, you will hear about that after the battle, I know you will see it there in the link.

Lillian, Allie, and Annie are up.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Allie lunges at the nearest spider with her trident.

Attack: 1d20 + 2 ⇒ (3) + 2 = 5

Damage: 1d8 + 2 ⇒ (1) + 2 = 3


DungeonMaster

oh yeah, in cast people missed it, you do have proficiency with the trident as a bonus feat if you don't already have proficiency with it, it is like the item was really blessed.


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Afli will definitely be outside the room. But, I assume he can still see the spiders.
Afli points a finger at a spider, "Splash of Acid"
Acid splash (This is assuming I take a -4 for shooting into melee and another -2 for shooting through cover) vs touch AC: 1d20 - 2 ⇒ (2) - 2 = 0


DungeonMaster

At afli, you are still in the room, just outside the square, all the pcs are gathered around in a square, and the spiders are surrounding the square, so there is no soft cover to the rats. If you are outside the room completely, you would be locked out, because scourge closed and locked the door behind you. a 2 is still a miss. Think of it as 4-square, that is how the pcs are positioned. Now imagine an audience surrounding the game area just outside those lines, those are the spiders. You are part of that audience but further back.


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"The state of this ship is revolting. People should take more care of their possessions than to let them be filled with spiders." She stabs clumsily with the invisible weapon at one of the spiders.

Trident ×2: 1d20 + 2 ⇒ (12) + 2 = 14
Piercing Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Parry/Riposte the first one that attacks me in melee.
Trident Parry vs opponents attack roll ×2: 1d20 + 7 ⇒ (19) + 7 = 26
Trident Riposte ×2: 1d20 + 2 ⇒ (6) + 2 = 8
Trident Piercing Damage: 1d8 + 1 ⇒ (7) + 1 = 8

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