1st time GM Skull and Shackles (Inactive)

Game Master Adventurer#33

Skull and Shackles #1 The Wormwood Mutiny!
The Man's Promise


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Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Perception: 1d20 + 6 ⇒ (17) + 6 = 23
"I think Amamer and Allie are right. Kroop isn't happy about this either."
Ashrem looks around at the large group of pirates circled around. It looks like we have the edge in numbers, though there is a few who's loyalties I'm uncertain about... if we could make certain of their allegiance, I think we could stage a successful coup... he thinks to himself.

After the evening prayer, Ashrem is back to his usual grinning self. He thanks the Sandman after the meal. "It seems like things are starting to come to a boil. If Mr Plugg keeps this treatment up, eventually someone will crack and do something about it. Hopefully this dream of yours comes before that happens."


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

After she gets rid of her food, and drinks her rum, Amamer wanders down to where Maheem sits, and sits beside him.

fort: 1d20 + 1 ⇒ (8) + 1 = 9
fatigue: 1d8 ⇒ 2
Cha: 1d4 ⇒ 1
diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11

Oh screw it. The dice don't want him on our side. Unless

She looks up at the stars.

"Fipps put something in the stew. As Sandman to bless it and it should be safe," she murmurs, softly.


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Diplomacy: 1d20 + 1 ⇒ (13) + 1 = 14 plus any bonuses for un-poisoning his food

"Here, I'll take care of it for you." Ashrem says as he takes a seat on the other side of Maheem. He takes a few seconds to purify the food.
"It's not right that our crew is being divided like this. We should all be working together and not against one another. It's apparent that Mr Plugg doesn't like a good portion of this crew. For what reason that is, I don't know. But it isn't fair that some of you are getting caught up in this bad treatment. Still, I want you to know that we look after our own despite the hardships and as long as you don't turn against us like Plugg's cronies, we'll look after you too."


male Human 2nd Cleric HP 15/15 AC 14

Perception: 1d20 + 4 ⇒ (10) + 4 = 14
"Thank you Sandman. Well done."


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 decides to approach Crimson Cogward.

"Tastes horrible, doesn't it? That's what happens when you put a pig like Fipps in the galley. Who knows what he did to it. If you go see Ashrem, or the Sandman, either one of them will put a blessing on it that'll purify it of whatever Fipps decided to add to the pot. Just thought you'd like to know."

Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21


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

"I've had to eat a lot of bad food. Fipps' gruel is a gourmet feast compared to what they used to feed us on the Galley. Tricks to keep it edible was one of the first rites I ever learned. In a way, its just a small version of every other trial. Victory is about transformation. Either you change the trial itself, or you change yourself to suit the trial."


The food isn't poisoned it is just disgusting.


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

I'm assuming "suitable for eating or drinking" includes somewhat palatable. I guess if anyone has prestidigitation that would work too.


GM rolls:
Sandman = 1
Allende = 2
Ashrem = 3
Allie = 4
Amemer= 5
1d5 ⇒ 5

If you have more roleplaying to do go ahead.

The rest of the evening passes uneventfully. The crew is unhappy and it shows. There is no singing that night. When asked to play her violin Rosie Cusswell refuses saying she doesn't feel like it. Most of the crew are quick to seek their bunks.

Dawn brings with it another beautiful day. The ship again changes course heading back in the direction it came from. You are all again assigned to swab the deck except for Amamer who is sent to work in the bilges with Syl Lonegan and Aretta Bansion.

Amamer:
please update your profile to show your weapons and equipment, and feel free to check the GM rolls to see that the dice gods picked you for this not me.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

I am trusting and all unsuspicious, GM, and at this point, I believe Amamer's sheet is up to date. To date, she has no gear, except a few exotic shells on a string worth 150gp (or whatever our starting wealth was).

Amamer heads down into the bilges and tries not to be annoyed by Syl and Aretta.

str: 1d20 - 2 ⇒ (19) - 2 = 17
con: 1d20 + 1 ⇒ (16) + 1 = 17

At the end of the day, she climbs up the ladder and casts Prestidigitation on all three of them to remove the stench of the bilge.

"May as well smell nice when you're kissing Plugg's plug," she says with a friendly smile.


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

When Sandman hears the day's assignments he is instantly suspicious. He makes a point to pass by Syl on his way to grab a deckmop.

"The Bilge can be a dangerous place. Accidents can happen. It would be a shame if they were to happen today. You three should look out for each other."

Intimidate: 1d20 + 7 ⇒ (13) + 7 = 20

Sandman casts Sow Thought on Syl. The thought is "whatever I do to Anamer will be done to me."

The Will DC to resist is 15.


Amamer:
As you make your way to the bilges you are stopped by Mr. Plugg and Master Scourge. They search you and finding you unarmed they send you on your way. when you arrive in the bilges Syl and Aretta are already there.

Amamer DC 15 perception:
Though Syl and Aretta don't appear to be armed you spot lumps in their clothing that could only be concealed daggers.


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

After hearing the day's assignments Ashrem takes a moment to speak with Amamer.
"Be careful down there, and accept this blessing." he says, quickly casting guidance on her before getting to work.

swabbing: 1d20 + 2 ⇒ (18) + 2 = 20


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

Swabbing: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Amamer wonders why she is being searched when she is quite plainly not carrying any weapons, especially when she had never been searched before, and she keeps her distance from Syl and Aretta.


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

"Oh not again," Allie sighs, as she drops to her hands and knees and begins swabbing. She grits her teeth, and sets herself to scrubbing diligently.

Strength Check: 1d20 + 1 + 4 ⇒ (6) + 1 + 4 = 11


Amamer:
You aren't in the bilges long before Aretta ans Syl start making trouble. Aretta accuses you of slacking and not doing your share of the work even though it is her and Syl that have been slacking. Syl who is know to be crazy whispers to Aretta What are you doing Plugg said we can kill her!
Aretta whispers something back roll perception
To this Syl replied in a normal voice. To hell with that1 I'm going to kill her. Syl draws a dagger and lunges at You. Reflex save please

DC 15 perception:
Aretta whispers Plugg said to make it look like an accident.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

A#33:

Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Reflex: 1d20 + 2 ⇒ (3) + 2 = 5

Apparently, the dice want to kill me.

Amamer gives little thought to their conversation, and is unprepared for Syl's ambush.


male Human 2nd Cleric HP 15/15 AC 14

Allende diligently works at swabbing the decks, but is worried when he sees Amamer being searched. Why are they doing that? he wonders. Just to be on the safe side he tries swabbing the deck near the bilges and tries to keep an eye out for trouble.

For once, Allende is not working dilligently. Instead he is trying to be in a position to help Amamer if she needs it.

Swab: 1d20 + 1 ⇒ (11) + 1 = 12


Amamer:
Suprise round
Syl Attack: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d4 + 1 ⇒ (2) + 1 = 3you take 3 damage
Aretta draws her dagger but doesn't attack

intitive pirates: 1d20 + 2 ⇒ (4) + 2 = 6
intitive Amamer: 1d20 + 8 ⇒ (20) + 8 = 28

Combat round 1 your move

Allende you could not have seen the search it took place below decks you are on the upper deck scrubbing. Amamer is three decks bellow you in the bilges
Everyone make a sense motive check

GM Rolls:
Master Scourge Bluff: 1d20 + 6 ⇒ (3) + 6 = 9


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer yelps as the dagger draws blood, and takes a step away from Syl.

She calls out "Kulay tibalsik," and pushes her hands towards her enemy.

Color Spray DC 15, at both if possible, but definitely at Syl.


GM rolls:
Syl: 1d20 - 1 ⇒ (16) - 1 = 15
Aretta: 1d20 - 1 ⇒ (11) - 1 = 10

Amamer:
Aretta slumps unconcious into the stinking bilge water.
Syl is dazzled and stunned.you can act again


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer sees that at least one of her foes has fallen. She steps back to Syl and picks up the dagger she dropped, holding it to her throat.

"Why are you all so afraid of me?" she whispers. "We are shipmates, we should be allies."

diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26


Amamer:
Syl cackles and blinks her eyes rapidly. I'm not afraid of you. I just want to kill you! I haven't killed anyone in weeks! If I don't get some blood on my soon I am gonna go nuts! Syl presses against the dagger as if she is trying to drive it into her own throat. The point breaks the skin drawnig blood. Blood! Blood! Blood! Blood! Blood! Blood! Blood! Syl starts chanting softly. Then she lunges for you.

grapple: 1d20 + 3 ⇒ (7) + 3 = 10 You are now Grappled


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

Sense Motive: 1d20 ⇒ 17


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Teach me to try to reason with a psychopath.

Syl grabs her and Amamer squirms in her grip, trying to thrust the dagger into the other woman's ribs.

1d20 - 2 ⇒ (7) - 2 = 5


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Sense Motive: 1d20 + 2 ⇒ (9) + 2 = 11


male Human 2nd Cleric HP 15/15 AC 14

Sense Motive: 1d20 + 7 ⇒ (19) + 7 = 26


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

Sense Motive: 1d20 + 5 ⇒ (7) + 5 = 12


Master Scourge got a bad Bluff roll

You notice that scourge seems unusually please with himself. He keeps looking at Sandman with a gleeful look in his eye. you don't know what he has done but it is intended to hurt Sandman and your group. He seems to be loitering around the ladderwell as if waiting for something to happen below.

Amamer:
Syl is trying to strangle you. Make a CMD roll to keep her from getting a grip on your throat. Then it is your turn. Every turn the two of you are grappled you need to make a CMD roll to keep her from getting a grip or start taking damage


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

"What are you up to, you miserable sack o' bones?' Allie mutters under her breath, as she watches Scourge from the corner of her eye.


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

Sandman looked around. The only one of the group that had come aboard with him who wasn't swabbing the deck was Anamer. Scourge wasn't even trying to be subtle about what he'd done. She was down in the bilge with Scourge's flunkies and there wasn't much he could do about it. At least not right now.

Scourge wasn't completely stupid though. Even if Anamer survived whatever Scourge had planned for her, if she fought back and won she'd be punished. This wasn't going to end well no matter what happened.

Today is not the day. Now is not the time. he said to himself, feeling his anger rising. He put a hand on his mask and breathed, pushing the negative emotions down into the wood. The mask became heavier darker, like it has gotten wet. It drank the pain of Sandman's frustration and left him feeling calm and even a bit hopeful.

After seeing what Anamer did to the Reefclaws there was a good chance she could get subdue Scourge's cronies without killing them. She was smart and had plenty of tricks up her sleeves. She would be alright.

Sandman looked back and met Scourge's smirk expressionlessly. Soon, you pathetic waste of skin. You think you understand pain. You know nothing.

But you will.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

CMB?

CMB: 1d20 - 2 ⇒ (4) - 2 = 2
Concentration: 1d20 + 4 ⇒ (17) + 4 = 21

Feeling the other woman's fingers lock around her throat, Amamer kicks wildly and manages to choke out "Kulay tibalsik," again.

Color Spraying that &@#%* right in the teeth.


GM rolls:
Syl will save: 1d20 - 1 ⇒ (15) - 1 = 14

Amamer:
Syl slumps into unconsciousness and falls down in the rank water collected in the bilges. neither of your enemies are in danger of drowning. You have several minutes before they wake up. Syl failed that check by 1


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Using the daggers she takes from them to cut their clothes into ropes, she binds their wrists and ankles and gags them, making sure to soak the cloth in the foul bilge water and wring it out before she stuffs it in their mouths.

Profession Sailor to make sure the knots are tight. 1d20 + 6 ⇒ (12) + 6 = 18

When she's sure they're secured, she checks the hatch to see if it's locked.


Amamer:
you are able to tie Syl and Aretta up securely with strips of their clothing. They aren't going to be able to escape with out help. The hatch does not lock it can be tied shut from the outside to secure it during rough weather. Right now it is unsecured because the three of you are down in the bilges.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer takes the dagger's sheathes and rigs a belt to hang them from. Then she finishes her work, pausing occasionally to stick her tongue out at Syl and Aretta.


When Amamer emerges on deck later that day. Master Scourge look first confused and then angry. He hurries below deck and emerges a short time later with Syl and Aretta. Syl and Aretta's clothing is cut to rags and bolth look a little green.

Kroop managed to keep Fipps from destroying the crews food though to here him talk about it it was nigh impossible.

congratulations! You have all reached level 2! please update your characters. We will be moving on with the adventure on monday. Allende if you want to try to win the master work rapier from Slippery Syl Lonegan let me know and we can run through that. Thanks for sticking with me.


male Human 2nd Cleric HP 15/15 AC 14

Allende manages to corner Slippery Syl that evening. "You know, Syl. I know Plugg's good for it, but I keep wondering when he's going to pay me my winnings for the fight with Owlbear. I know you're friends with him. What say we make some sort of wager. I'll stake my winnings, you stake your rapier."


I forgot all about your winnings from beating owlbear

Slippery Syl is in a foul mood because of what happened ealier in the bilges with Amamer. The story of which is rapidly making it's way around the crew. Syl has drunken more than her share of rum, if she hadn't she probably would have refused to gamble, but your in luck.

Syl laughs loudly. You want Magpie's rapier eh. Yeah, I'll make a wager with you for it, but it will take more than just gold. If I win I want that silver coin I've seen you playin with too.

Aretta! go get Magpie's rapier from my bunk.she barks So whats your game bilge rat.

The rapier Aretta brings back is a thing of beauty. scabbard and belt are glossy black leather chased with silver. The rapier itself is a masterpeice in black and silver. The slim blade is razor sharp and perfectly balanced. Someone, not the make, has engraved a skull and crossbones on the pommel.


male Human 2nd Cleric HP 15/15 AC 14

Allende's eyes light up at the sight of the rapier. He could feel it calling him. Well mate, call me crazy, cause you know I can't hold my liquor but I feel lucky tonight. Lets try a little of the Heave ho." He takes his lucky coin, flips it through his fingers and places it on the table.
He also throws Guidance on himself while he's at it.


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

The day comes to an end, and Allie decides again to pass on the rum. She leans on the rail, looking out at the sunset, as if lost in thought and quickly pours the rum overboard as she moves to set her mug on the gunnel.

Stealth: 1d20 + 9 ⇒ (8) + 9 = 17

She decides to watch as Allende makes a wager with that crazy rigger, Syl. He must want that sword badly to risk gambling with this shrew.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

fort: 1d20 + 1 ⇒ (10) + 1 = 11
fatigue: 1d8 ⇒ 2
charisma: 1d4 ⇒ 2
diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27

Amamer is in a wonderful mood, and after cleaning off the stench of the bilges with a spell, she takes her share of rum and sits down with Maheem, once again, determined to win him over.

"Scourge had me down in the bilges again today," she said, with a sigh. "Made a big deal of making sure I wasn't armed, as though I was smuggling a weapon in here." She rattles the necklace of shell beads that she wears around her neck.

"Turns out there were a few rats down there with unusually large teeth," She grins, and shows the two daggers that hang on the belt she made of Syl's leggings.

"I know you aren't the kind that likes these underhanded tricks Plugg and Scourge and their arse-lickers keep playing. There's still a few honest pirates on this ship, though," she looks back at where the other PCs and our allies are "and we'd like ... I'd like to have you with us when those others push too far."


Syl sets the rapier down on the table with Allende's coin. A pint of rum is brought and set down in front of each competitor. the rest of the crew gathers around to watch. Many of them start making bets on who will pass out first.
Alright, boyo. Syl slurs Lets see if you got the stomach for it. Down the hatch. with this she snatches up her pint, drains it, and bangs the cup down on the table.

Syl's Fort Save: 1d20 + 3 ⇒ (6) + 3 = 9
Rum constitution damage: 1d3 + 1 ⇒ (1) + 1 = 2

Syl takes 2 constitution damage. Roll your Fort save and con damage. If you fail the DC 15 fort save like Syl did the damage is 1d3+1. If you succeed at your will save by 5 or more you don't take any damage.


male Human 2nd Cleric HP 15/15 AC 14

Fort Save with guidance: 1d20 + 5 ⇒ (13) + 5 = 18
Not sure what I take if he makes it but not by 5
"Take what you will." Allende says as downs the rum. With a satisfied sigh he continues. "And send nothing back." as he bangs his cup down on the table. "That feels...good." he says as the alcohol hits his blood. Surprised, he feels Besmara's guidance even without the silver coin.


roll 1d3 for constitution damage from the Rum if you fail the fort save then it is 1d3+1

Syl takes a second pint and drains it. Banging the mug on the table and belching loudly.
Syl's Fort Save: 1d20 + 3 ⇒ (19) + 3 = 22
no damage


male Human 2nd Cleric HP 15/15 AC 14

Con Damage: 1d3 ⇒ 1
Fort Save: 1d20 + 5 ⇒ (5) + 5 = 10
Con Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Allende takes a second pint, winces a bit, but finishes it.

I'm not going to be able to post again until Sunday and I don't want to slow the game down, so if needed here are 5 more saves. His Con score is 12.

Fort Save: 1d20 + 5 ⇒ (11) + 5 = 16
Fort Save: 1d20 + 5 ⇒ (12) + 5 = 17
Fort Save: 1d20 + 5 ⇒ (10) + 5 = 15
Fort Save: 1d20 + 5 ⇒ (2) + 5 = 7
Fort Save: 1d20 + 5 ⇒ (16) + 5 = 21


Okay I will see if we get to a conclusion with these five saves.

Syl laughs at Allende's discomfort and drains another pint of rum.
Syl's fort save: 1d20 + 3 ⇒ (19) + 3 = 22 no damage

Allende grimaces and drains another pint
con damage Allende: 1d3 ⇒ 3

I think your good luck piece is going to be mine! Syl crows and drains another pint of rum.
Syl's fort save: 1d20 + 3 ⇒ (3) + 3 = 6
con damage: 1d3 + 1 ⇒ (1) + 1 = 2

Allende downs another pint of rum.
con damage: 1d3 ⇒ 2

Syl is starting to be affected by the rum. I wazsh gonna kill your lil bitsch fren' thish morning she slurrs as she finishes her next pint.
Syl's fort save: 1d20 + 3 ⇒ (14) + 3 = 17
con damage: 1d3 ⇒ 1

Allende is also being affected by the rum but he doggedly keeps drinking.
con damage: 1d3 ⇒ 3

Syl struggle to drain her next pint of rum.
Syl Fort Save: 1d20 + 3 ⇒ (3) + 3 = 6
con damage: 1d3 + 1 ⇒ (3) + 1 = 4

Allende is in trouble. His head is swimming from all the alcohol he has drunk he leans heavily on the table between them and his hand rests breifly on the pommel of the rapier on the table. Suddenly he sits up straighter. He drains his next pint of rum and bangs the mug on the table with renewed energy.

Allende:
When your hand touches the pommel of the sword. your mind is filled with the sound of laughter. Then you hear a womans voice say You really can't handle your liquor can you matie, but I can't have a preist of mine being drunk under the table by a mad-dog like your shipmate there. So, I will help you out this once. You again here the laugter and surge of energy that washes away the affects of the rum.

con damage: 1d3 + 1 ⇒ (1) + 1 = 2

Syl looks confuse at Allende's renewed vigor. Not to be out done she drains her next pint and like Allende bangs the mug down on the table.
Syl's fort save: 1d20 + 3 ⇒ (18) + 3 = 21

Allende drains another pint that seems to have no affect on him.
Syl also drinks down another pint.
Syl's fort save: 1d20 + 3 ⇒ (15) + 3 = 18
Allende has no choice but to keep going.
Allende's fort save: 1d20 + 4 ⇒ (5) + 4 = 9
con damage: 1d3 + 1 ⇒ (3) + 1 = 4

Syl drains another glass of rum. She carefully sets the cup on the table and then slowly falls out of her seat.
Syl's Fort Save: 1d20 + 3 ⇒ (13) + 3 = 16
con damage: 1d3 ⇒ 3

Allende:
You again her the sound of laughter and the woman's voice say You didn't think I was going to make it easy did you?

Allende wins his bet. With a little divine help. Allende has one constitution point remaining. He is automatically fatigued after the next days work.


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

GM:

That night, once everyone has gone to bed and Syl is passed out in her rack, Sandman will cast Ill Omen on her and then brush by her and cast Sow Thought. DC 15 Will save negates. She'll have to take the worse of two saves.

The thought is: I left something important in the bilge.

At some point in the night she'll probably wake up to puke or piss or something. When she does she'll have an impulse to go retrieve what she forgot. When she does, Sandman will be waiting for her.


Sandman:
Syl is down for the count. She won't be waking until morning after drinking so much. You will get to kill her later.

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