The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

[OOC D&D 5E:] Crew of the Whispered Curse

1121314151618»

Posts

  • AustinP0027AustinP0027 Registered User regular
    Oak shared his opinion on it. The others are free to ignore the hell out of it if they disagree.

  • mrpakumrpaku Registered User regular
    edited June 2022
    Jack/Urixes: Gil’s advice to follow the purple kelp growing below the waves will add ample time and work to your journey back to the Curse. Do you follow his advice (one of you make a Strength Check)? Ignore it, and return the way you came (one of you make a Perception Check)? Or chance your skills in the Longboat to get back as quickly as possible by cutting it close to the treacherous rocks (one of you make a Survival Check)?

    You may also each make an Insight Check to attempt to decipher the message being emitted by the Boathouse light

    Oak (and Meepo and Fusspot): As the doors shut behind you, you find yourselves to be in a strange and exotic place
    ibl4pfb697c0.png

    There is a stone pathway under you feet, and you’ve been specifically told not to dawdle or stop. Do you heed Gil’s warning and move through here and towards the Abbott as quickly as possible (Constitution Check)? Or do you take some time to look around the island, get a feel for this place and it’s strangeness (Investigation, Perception, or Nature, depending on what you’re looking for)?

    Oak may also make an Insight Check to attempt to decipher the message being emitted by the Boathouse light

    mrpaku on
  • AustinP0027AustinP0027 Registered User regular
    Assuming you meant Check there and not save.

    If for some reason it was a save instead, add an additional 3 to it.

  • mrpakumrpaku Registered User regular
    edited June 2022
    Jack: Another skill Jack happened to pick up from idle chatter and crew mates not thinking he was actually paying attention! Secret light messages sent between guarded locations during times of uncertainty and war. Less effective than a Sending Stone, but perhaps more elegant, and can be encoded in order to be shared out in the open. Unfortunately for the people of the Abbott, they’re using the most basic form of this language, the one Jack watched Fiver the Lapine painstakingly attempt to teach to Rax’s Ravagers

    Jack doesn’t pick out every word (sometimes missing the light as the Longboat glides along, sometimes missing the timing from lack of practice), but he gets a lot of it:
    NEWCOMERS…LARGE SHIP…SEEK HEALING, NOT (Read like a bunch of nonsense letters)…(Seem/Appear/Are?) PEACEFUL…DEMONTOUCHED AND POTENTIAL NEOPHYTE EN ROUTE…GLUTTONY AND (Another long string of nonsense letters) RETURNING WITH (...”Gasps?”)…REQUEST HAMMER TO BOATHOUSE…SEND THE ENVOY TO SHIP? REMEMBER VILLAM”

    mrpaku on
  • mrpakumrpaku Registered User regular
    Oak: Roll a d6 please!
    1. “The Kingfish of the Abbott”
    2.“The Accursed”
    3.“Newt”
    4.High Priestess Daisium
    5.“The Embraced”
    6.Confessor Grampus

  • GlalGlal AiredaleRegistered User regular
    I'd personally go the kelp route, howeeeeeeeever I don't think Strength is either of our fortes, we might actually be better off returning the way we came and crossing our fingers. Denada?

  • AustinP0027AustinP0027 Registered User regular
    Geth, roll 1d6

    1d6 3 [1d6=3]

  • DenadaDenada Registered User regular
    Glal wrote: »
    I'd personally go the kelp route, howeeeeeeeever I don't think Strength is either of our fortes, we might actually be better off returning the way we came and crossing our fingers. Denada?

    Yeah I'm leaning towards the kelp route too, but I'm a +0 for anything Strength-related. I'm also +0 for Perception, so the only thing I have a bonus to is the dangerous route with a +3 Survival check.

    If Jack's got something better you could roll and Urixes can Help, then at least we've got Advantage?

  • GlalGlal AiredaleRegistered User regular
    edited June 2022
    Jack has -1 Strength, +4 Perception and +4 Survival. I suspect the kelp route check will only incur a bigger time penalty on a failure, so either Jack helps Urixes with that, or we try with the Perception route (where I imagine a failure will bring Some Consequences).

    Any preferences?

    [edit] Hey, DM, any bonuses for these checks from Jack's water vehicles proficiency?

    Glal on
  • mrpakumrpaku Registered User regular
    - For future reference, Urixes absolutely could use his Language ability to decode the Boathouse light signals, although that probably would've brought an Advantaged Perception Check (to keep track of the whole message without losing it among overhead growths, hanging rocks, flashes of light from the sun overhead, etc) instead of the Insight Roll. You can make a roll here if you'd like to try for that twenty, but otherwise at the present, you're unlikely to learn more than Jack just did

    - Jack can add his Proficiency to any Longboat or like-craft related checks!
    Vehicle Proficiency: If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

    He can't do this while piloting the Whispered Curse itself yet, but will eventually be able to with practice!

    - Urixes can add his Help action to anything you guys decide to do here

  • mrpakumrpaku Registered User regular
    Oak: Make a Perception Check to get a general sense of the Urchin. If you wish to question/calm/befriend them right now, make the appropriate Charisma Check.

    Now then: do you help the Urchin retrieve his vegetables? Attempt to hold him as a probable thief? Holler for assistance from the temple? Do nothing, and simply watch to see what happens?

  • AustinP0027AustinP0027 Registered User regular
    Trying the soft way first.

    Oak's patience may wear thin quickly knowing they are on the clock for the Queen.

  • mrpakumrpaku Registered User regular
    Oak: Someone else now emerges out from the same gate that the Urchin had just stepped from, and the little orphan darts away to remain unseen…
    Geth roll 1d6 Making Friends

    Oak, as a fun little mental exercise: from your character sheet, what are the six items the Barbarian is most likely to have close at hand at any given time; and as a follow up, what is your Passive Perception score? (need to get new links to you guys sheets here soon, haven’t managed to unpack my physical copies just yet)
    Geth roll 1d20+6 Sleight of Hand (Newt)
    Geth roll 1d6 Just For Fun

    Making Friends:
    1d6 3 [1d6=3]
    Sleight of Hand (Newt):
    1d20+6 22 [1d20=16]
    Fun:
    1d6 5 [1d6=5]

  • AustinP0027AustinP0027 Registered User regular
    Here's my char sheet link.
    https://ddb.ac/characters/35842258/hzsrpB

    6 items:
    Great axe
    Drox's Necklace (wearing around neck)
    Torc of Restoration
    Ring of Water Walking (wearing on hand)
    Potion of Healing
    Harpoon of Returning

    Passive Perception is 13

  • DenadaDenada Registered User regular
    Glal wrote: »
    Jack has -1 Strength, +4 Perception and +4 Survival. I suspect the kelp route check will only incur a bigger time penalty on a failure, so either Jack helps Urixes with that, or we try with the Perception route (where I imagine a failure will bring Some Consequences).

    Any preferences?

    [edit] Hey, DM, any bonuses for these checks from Jack's water vehicles proficiency?

    Anything you roll is going to be better than mine, so I say Jack goes with his gut!

  • mrpakumrpaku Registered User regular
    Oak: Those maddened individuals who have spilled from the gates near the Abbott are "the Accursed", a group of commoners and seamen with simple equipment, that look like they were driven mad by their journey across the sea. There appear to be more than a dozen of them- Please roll Initiative!
    Geth roll 1d20-1 Initiative (Meepo)
    Geth roll 1d20+1 Initiative (Infected Mob)

    The Urchin has just made away with one of Oak's prized possessions: which prized possession remains to be seen. Organizing your items into a list from top to bottom, I've replaced the Urchin's ability to steal the Great Axe (since it doesn't make sense that he could even carry it) to making an attempt on the Great Axe, and stealing Oak's belt instead (Oak will need to find and grab his Great Axe as an Action, and the first attack made against Oak will have Advantage as he tries to find his pants)

    1. Oak's Belt
    2. Torc of Restoration
    3. Ring of Water Walking
    4. Harpoon of Returning
    5. Potion of Healing
    6. Drox's Neclace
    Geth roll 1d6 Taking Stuff (Newt)

    Initiative (Meepo):
    1d20-1 4 [1d20=5]
    Initiative (Infected Mob):
    1d20+1 14 [1d20=13]
    Taking Stuff (Newt):
    1d6 6 [1d6=6]

  • AustinP0027AustinP0027 Registered User regular
    Geth, roll 2d20k1+2 for Init

    Init:
    2d20k1+2 22 [2d20k1=[20], 8]

  • DenadaDenada Registered User regular
  • GlalGlal AiredaleRegistered User regular
    Geth, roll 1d20+8 for Con Save

    Con Save:
    1d20+8 17 [1d20=9]

  • mrpakumrpaku Registered User regular
    Jack and Urixes:

    - Do you share with the Captain that you think the Abbott people are on the up-and-up? Or that you think there’s definitely something (cough) fishy going on around here?
    - Are you ready to return to the Boathouse, and bring the “Queen’s Chest” with? Any preparations/planning before you go?
    - What do you advise the Captain do with the Whispered Curse: attempt to follow behind and force their docking at the Boathouse? Attempt to head back to the village and find another way ashore, to possibly meet up later? Simply stay here and wait until the Wild Bunch has more information on the Abbott and its inhabitants?
    - Out of an abundance of concern, the Captain has offered the last Longboat and Rax’s Ravagers as a sort of B-Team, to make their way stealthily to the island and keep an eye out for you all. Good idea/bad idea?

  • AustinP0027AustinP0027 Registered User regular
    For tracking purposes:
    - All attacks other than the one from #4 missed, so just the 3dmg (rounded down to 1 with Bear resistance)
    - Oak activated feral form, so gained 3 HP and AC went up to 16.

  • AustinP0027AustinP0027 Registered User regular
    Oh also, what's the action economy on drinking a potion? Action? Bonus Action?

  • mrpakumrpaku Registered User regular
    Oh also, what’s the action economy on drinking a potion? Action? Bonus Action?

    Bonus Action! For yourselves and any bad guys who might have them on hand!

    Meepo took a dagger to the neck back there as well, so rolling the damage for that here. After Meepo and the Accursed Horde take their actions, the brawl will be back to Oak!
    Geth roll 1d4+1 piercing (Meepo)

    Jack and Urixes:

    - Jack was torn on whether to trust the people of the Abbott, but said he was willing to roll the dice and take a chance. Urixes, do you concur?

    - Jack suggested that the Captain maybe provide a Frontman from the crew, someone to join you who could better handle the social niceties required to engage with the folks from the Abbott. After some consideration, the Captain offers you both three names (Choose one to join the expedition as the “Ambassador” of the Whispered Curse: Cardan Byrne- Former Baron, Survivor of the Sanguine Seeker, and Current Master Deckhand; Doctor Hugo-Luson- Skeptic, Secret Aasimar, and the Ship’s Medic; Natali-Gravedigger- Half-Orc Master Rigger and Scholar of Religions)

    - Jack seemed to suggest that the Whispered Curse hold steady at its present location while the Ambassador attempts to negotiate docking for the Whispered Curse. Urixes, do you concur?

    - Jack was on board sending in Rax’s Remaining Ravagers as infiltrators just behind, to keep an eye on things and act as B-Team. Urixes, do you concur?

    piercing (Meepo):
    1d4+1 3 [1d4=2]

  • mrpakumrpaku Registered User regular
    klbeomi1svf8.jpg
    So that's: -5 piercing damage to Meepo and "Spirit Guardians" drops from breaking their Concentration (watch your backs! They'll be looking to box you both in now!), looks like -20 (?) damage to Oak, and Mad Man #8 isn't affected by the Guardians/didn't get in a hit either

    Cannibal A just left a Bear Trap next to the Main Gate, and is now headed this way!

    Turn to Oak!

  • AustinP0027AustinP0027 Registered User regular
    Drank potion of heroism Oak had, so 10 temp HP plus the bless spell for an hour.

  • mrpakumrpaku Registered User regular
    Spending today taking the kids to the beach- update to come tomorrow/early Monday. Have a great weekend, Wild Bunch!

Sign In or Register to comment.