Blood and Gold - The Changing Tide Skulls and Shackles Team Three

Game Master DarkestHeart

This Campaign is Team Three for Changing Tides Skulls and Shackles, the Sinking Ship edition.


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Keelhaul that filthy landlubber,
Send him down to the depths below!
Make that bastard walk the plank,
With a bottle of rum and a yo ho ho!

Your temples feel like drums someone has spent the night playing quite vigorously, your eyes throb behind your eyelids and your tongue feels… hairy? The smell of unwashed bodies, blood and urine mix in your nostrils as you awaken to find yourself totally in darkness. You do not recognise your surroundings, but you can feel the floor shift under you, signalling you are probably on a ship and no longer in the Formidably Maid, the Tavern you ended the night in.

Amara:
The rhythm beating in your head matches the drums of the natives back on your home island and for a brief second you feel like you are back at home, minus the potential to run into some of the Mantis. Well… at least you hope not anyway. Your eyes flutter open and you begin to search around yourself, but you come up empty, your gear has been seized and along with it, your weapons. Your breath catches and for a second you panic, before you find your holy symbol, still where you had left it, tucked away safe.

The Lady is kind, you have your symbol and you are on a ship, how bad can things be?

Cadj:
You awaken feeling groggy, your stomach churning like a boat tossed by a Storm, your throat burning like the pits of hell. You sit up slowly, beginning to take stock of your situation, your time working as a Ships Doctor allowing you to diagnose yourself in the blackness. You bear no physical wounds, no bumps bruises or scrapes. Your throat is burning from a buildup of acid, probably due to vomiting. Your head is throbbing, enlarged blood vessels due to dehydration from alcohol. You have a faint taste of spice in your mouth and an oily texture you instantly recognise as Oil of Taggit. You were poisoned, but it has left your system and is no longer dangerous. Satisfied you are not dying, you reach for your equipment, only to find yourself devoid of it all, book, weapon and gear, gone.

Whoever these bastards are, you are going to make sure they pay for shanghaiing you!

Cuff:
You cough violently and sit up, spitting out a mouthful of blood and something white and sharp. You groan, sitting forward, your head feeling like a recently rung bell. You laugh softly to yourself, propping yourself up against a barrel and staring around you. There are five other people in the small cramped room with you, all of them slowly stirring and attending to their own injuries. You freeze, panicking slightly when you realize your gear is gone. One hand flies to your shirt and you breathe a sigh of relief, you still have your brassknuckles. You relax and stare down at the pool of blood beside you.

’Huh… a tooth.’

Nameless:
You jolt up into a setting position, gasping for air, covered in sweat. Your head catches up with your motion and you feel your eyes swim and your mind threatening to cut out again and send you back to unconsciousness. You lay one palm down to your side, searching for your sword, only to come up empty. Your gear is gone. You remember going to the waterfront last night, to stare at the sea, then a sharp pain, bright flash of light and the waves reaching up for you. You hair is sticky with blood from where you were struck. You dont seem to be bleeding any more though.

You can feel the ship shift under you, rolling in the sea, and it gives you comfort.

Ondir:
You sit up slowly, your hand going to your face. The men who attacked you had done a good job on you, you are bruised and bloody, there may even be broken bones. You pant, your hand dropping away to your hip, searching for weapons you are reasonably sure aren’t there. You had spent the last of the night with an intriguing Half-Orc woman by the name of Cut-Throat Grok. She was a powerful one, all fire and brimstone. Interesting to say the least. The night had gone well, well, till the men had came. They burst through the door and ordered Grok to come with them, and she had obliged. She hadn’t however obliged them when they ordered her to help in capturing you, electing instead to leave.

It wasn’t much, she didn’t help you or anything, but at least she didn’t harm you! You shrug your shoulders and smile as you feel two of your daggers shift in their sheaths where they remain hidden. They haven’t got the better of you yet!

Vex:
There once was a Pirate by the name of Luckless Lou. Lou had begun life as a bard, a tavern entertainer, much like yourself, till one day he was drugged and drawn in to a life of piracy and adventure. You know this tale, it is one of the first tales you learned. You are cursing yourself for not taking it to heart. You spent the night telling tales in the Formidably Maid and at the end, you ended up drugged and dragged off. You sit up and reach around you, unable to find your gear. You do however notice your lockpicking kit is still safely tucked in to your boot, so there is still a silver lining.

Luckless Lou lived a long and happy life, and died with a mountain of treasure so you know… Adventure here you come!

Before you can do little more than open your eyes and wonder about the lack of equipment and your circumstances, you hear heavy footfalls on the boards, before being blinded as light floods the hold. Squinting against the glare of the lamp, you find yourself staring at a man with long black hair, holding a whip. Behind him stands a collection of burly, grizzled looking pirates, each carrying a sap in their meaty fists, grinning at you maliciously. Before you can register much more, your eyes are drawn back to the man before you with a loud crack of his whip.

“Still abed with the sun over the yardarm? On your feet, ye filthy swabs! Get up on deck and report for duty before Cap’n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!”

Knowledge Local DC 15:
Captain Harrigan is a well known Free Captain of the Shackles. His ship is the Wormwood. You can guess that you must be in her hold. Lucky you.

Intelligence Check DC 10:
You faintly recognise the mans face and after a little bit of pondering, you realize you have seen him before, the night before, in the Maid. He must have been the one who kidnapped you.

Welcome one and all. Here is the first part.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Vex groaned a bit, her hands quickly shooting up to her head, anyone else might think it was due to a headache or to hold her ears from the sudden burst of sound, but in reality, she was checking if she somehow maybe reverted to her kitsune form. She hadn't. She gave a mental sigh of relief

Local: 1d20 + 7 ⇒ (5) + 7 = 12
Int: 1d20 + 3 ⇒ (19) + 3 = 22

She slowly gets up, groaning a bit more, but mostly for their sakes. To hide the fact that she is more worried about her 'looks' at this point in time than anything else

"I'm up... I'm up..." she grumbles, still a bit shaky on her feet. Yes, feet. No tail. Good.


Female Human Cleric of Besmara/2

Sodding damnation. Shanghaied. How did I let that happen?

Intelligence: 1d20 + 2 ⇒ (19) + 2 = 21

Sizing up the situation, Amara decides to make the best of it and tries to manipulate the man to get him more favorable.

"Whips so early in the day? Why, I thought we were friends last night in the Maid." Amara stands up and smiles.

Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8
Amara Mel wrote:

[dice=Diplomacy][1d20+11] 2 + 11= 13

Cinematicly Appropriate Dice =^^=


Basic rolls:
[Dice=Attack]1d20+9[/dice] [Dice=DMG]1d8+11[/dice] [Dice=Fort save]1d20+7[/dice] [Dice=Ref save]1d20+2[/dice] [Dice=Will save]1d20+4[/dice]
Basic stats:
Male Halforc bloodrager | HP-39/39 (47) | AC 17 (15) Touch 11 (9) FF 16 (11) | Fort 7 (9 when raging) Ref 2 Will 4 (+6 when raging)

Cuff grin's at the situation he has found himself in, a challenge was always something that interested him and what greater challenge better than this? Mama will be so proud of him when he brings her back these men's corpse's and all as the captain of a ship. For now though, it is time to play along... Shame about the tooth though.

Int: 1d20 - 1 ⇒ (8) - 1 = 7


Male Human Flying Blade Swashbuckler 1

"Oh me aching..." Ondir shuffles to a kneeling position, and from there to his feet, doing his best to shuffle the two blades into properly concealed locations on his body.

That done, he rises to his bare feet, callused and worn from years on the decks of many ships. Fingers of one hand poking and prodding at the bruises and wounds around his face, he turns to face the man with whip. "You could ave' just asked if you needed some new crew mate, never let it be said a Stormeye refused the call of a ship. Up we are though, wouldn't want to upset the Cap'n would we."


Male Human(Tian-Min) Samurai, Sword Saint, Ronin

Nameless rises slowly, eyes narrowing to slits, attempting to take in every detail. For now, outnumbered and unarmed, Nameless obeys, remaining silent, watching for any opportunity he may take advantage of.


Just a quick note guys, all speech should be put in quotation marks and in bold, thanks.


Basic rolls:
[Dice=Attack]1d20+9[/dice] [Dice=DMG]1d8+11[/dice] [Dice=Fort save]1d20+7[/dice] [Dice=Ref save]1d20+2[/dice] [Dice=Will save]1d20+4[/dice]
Basic stats:
Male Halforc bloodrager | HP-39/39 (47) | AC 17 (15) Touch 11 (9) FF 16 (11) | Fort 7 (9 when raging) Ref 2 Will 4 (+6 when raging)

Cuff stands up and locks eyes with the whip wielding man.

"We'll... Wot we doin this day sir? I'm ready teh work." The words drip from his mouth in a tone that makes his inner anger clear. He is, however, not lying. Mama always said "be patient Cuff" and cuff always listens to what mama says.


Female Human Cleric of Besmara/2

My diplomacy roll above should have had an additional +1 because I'm Charming. I'm sure it won't make a difference.


Male Human Wizard 1 (Evocation School)/ Unch Monk 1-HP 14/14 ; AC 14 Touch 14 FF 12 (+4 with Mage Armor,+2 Monk); Fort+3 Ref +4 Will+4; Perc +6; Spd 30 ft ForMiss 5/5 (1d4+1)

DC 10 Int: 1d20 + 3 ⇒ (9) + 3 = 12

I let my guard down. Too bad. I should have been more cautious. Let's try to make sure there will be another time for cautiousness.

Cadj looks at the other people shangaied by the pirates crew

What a ragtag. An half orc, some women, and some strangely-skinned folks. And no slip to serve me. This is not Cheliax anymore.

Cracking his neck, Cadj looks at the crew of pirates and the whip carrying man.

Let's say that the night before was tougher than expected.

Could I turn this disaster into an opportunity? By Asmodeus, I'll rise to the challenge and work my way up. For now I'll take orders, but then I'll give them. And I'll get my cruel revenge on you, whip man. I swear it, by the Nine Hells.

A warmless smile on his lips
I'm ready to serve Captain Harrigan to the best of my abilities.


DM Rolls:
1d20 + 6 ⇒ (7) + 6 = 131d3 + 2 ⇒ (3) + 2 = 5

Scourge arches an eyebrow at the burly, lippy Half-Orc, before lashing out with his whip, catching Cuff on the cheek and inflicting a small, superficial cut.

Cuff takes 5 points of Non-lethal damage.

"You'll bloody mean those words and lose that attitude boy, if you know what's good for ya. And as for the rest of you..." He turned to glare at the others. "Just shut yer damn mouths and get up on Deck. Cap'n is waiting to talk to the lot of ya!" Scourge grumbles, stepping out of the door and allowing the six burly pirates to move in and being hustling you all out of the room and up towards the main deck of the ship.

After a bit more pushing and shoving, eventually you find yourself on deck, set apart from the rest of the crew, and standing beside a group of four people who, by the looks of their clothes and confused expressions, must also be new 'recruits'. Standing before you, hands pressed to his hips, is a tall fierce looking man who exudes an air of command. As you settle in to place, he steps forward with a cruel grin beginning to cross his face.

“Glad you could join us at last! Welcome to the Wormwood! My thanks for ‘volunteering’ to join my crew. I’m Barnabas Harrigan. That’s Captain Barnabas Harrigan to you, not that you’ll ever need to address me. I have only one rule—don’t speak to me. I like talk, but I don’t like your talk. Follow that rule and we’ll all get along fine." He makes to turn away, before glancing back at you all, as if he had just remembered something.

“Oh, and one more thing. Even with you new recruits, we’re still short-handed, and I aim to keep what crew I have. There’ll be a keelhaulin’ for anyone caught killin’ anyone. Mr. Plugg! If you’d be so kind as to make pirates out of these landlubbers, it’ll save me having to put them in the sweatbox for a year and a day before I make pies out of ’em.”

The Captain turns and walks away, leaving you to the tender ministrations of his Lieutenant, Mister Plugg and the ever pleasant Master Scourge. The willowy Lieutenant steps forward, glaring down at you with obvious distaste.

”Welcome aboard the Wormwood ladies and gentlemen. My name is Jacoma Plugg, but you can call me Sir, or Lieutenant, or Mister Plugg, at the very least. Anything less and I will have you beaten. Do it twice and I’ll have you locked in the hotbox myself. Now, down to business, this is not a pleasure boat, nor are you guests, you will work while you are here and you will work hard!” He turned and moved over towards the center of the deck, his hands clasped behind his back.

”This is the mainmast and up above us is the Crowsnest. This is where our lookouts are stationed. The lines and ropes are known as the rigging. Now we are in need of a rigger so we are going to have a little competition, first one up to the Crowsnest becomes a rigger and doesn’t have to swab the deck. Savvy? Boots off and to the line here,” he pointed at a marking on the deck.

”On my mark you’ll scurry up to that Crowsnest or you’ll wish you had. Now…. GO!”

First Test - The Crows Nest is 60ft up from the deck. You have to make a DC 10 Climb check to advance. You travel at ¼ your full speed for each successful Climb you make.

Mister Plugg


Basic rolls:
[Dice=Attack]1d20+9[/dice] [Dice=DMG]1d8+11[/dice] [Dice=Fort save]1d20+7[/dice] [Dice=Ref save]1d20+2[/dice] [Dice=Will save]1d20+4[/dice]
Basic stats:
Male Halforc bloodrager | HP-39/39 (47) | AC 17 (15) Touch 11 (9) FF 16 (11) | Fort 7 (9 when raging) Ref 2 Will 4 (+6 when raging)

Cuff roars and charges ahead of the rest of the pack, if you hadn't just heard the challenge you would think he was going to tear the mast apart.

climb: 1d20 + 4 ⇒ (8) + 4 = 12

1/4 of 40=10


You can roll the rest of your climb attempts if you like Cuff. If you'd prefer to see everyones rolls you can wait. It is up to you.


Basic rolls:
[Dice=Attack]1d20+9[/dice] [Dice=DMG]1d8+11[/dice] [Dice=Fort save]1d20+7[/dice] [Dice=Ref save]1d20+2[/dice] [Dice=Will save]1d20+4[/dice]
Basic stats:
Male Halforc bloodrager | HP-39/39 (47) | AC 17 (15) Touch 11 (9) FF 16 (11) | Fort 7 (9 when raging) Ref 2 Will 4 (+6 when raging)

Nah I'll do it now. Kepp things moving

climb: 1d20 + 4 ⇒ (5) + 4 = 9

climb: 1d20 + 4 ⇒ (11) + 4 = 15

climb: 1d20 + 4 ⇒ (19) + 4 = 23

climb: 1d20 + 4 ⇒ (15) + 4 = 19

climb: 1d20 + 4 ⇒ (12) + 4 = 16


Female Human Cleric of Besmara/2

Amara watches Cuff scurry up the rope, and looks down at her skinny arms. This isn't going to go well, she thinks.

"How bad is swabbing, anyway?

Amara mutters a prayer to Besmara (Guidance: +1 to next skill check. She can do it over and over.

Climb: 1d20 + 1 - 1 ⇒ (17) + 1 - 1 = 17

"Ha! Not so hard! 1/8 of the way

Climb: 1d20 + 1 - 1 ⇒ (17) + 1 - 1 = 17
Climb: 1d20 + 1 - 1 ⇒ (7) + 1 - 1 = 7

"Besmara, grant me strength and I'll be such a pirate as would make you proud!" says Amara under her breath, holding on tightly to the rope.

Climb: 1d20 + 1 - 1 ⇒ (20) + 1 - 1 = 20
Climb: 1d20 + 1 - 1 ⇒ (15) + 1 - 1 = 15
Climb: 1d20 + 1 - 1 ⇒ (10) + 1 - 1 = 10

Wow, I'm not doing so badly!
Climb: 1d20 + 1 - 1 ⇒ (10) + 1 - 1 = 10
Climb: 1d20 + 1 - 1 ⇒ (17) + 1 - 1 = 17
Climb: 1d20 + 1 - 1 ⇒ (4) + 1 - 1 = 4

Amara loses hold of the rope and slips, falling to the deck.


Amara is about to take 4d6 points of damage, unless someone can make an aid another check on her last Climb attempt. I'll roll the damage in the open, to add an incentive towards saving her.

4d6 ⇒ (6, 5, 1, 4) = 16

This will put her on -9. 1 point from death.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

she can make a DC15 Acrobatics to avoid 1d6 of damage
Climb: 1d20 - 1 ⇒ (17) - 1 = 16
Climb: 1d20 - 1 ⇒ (10) - 1 = 9
Climb: 1d20 - 1 ⇒ (13) - 1 = 12
Climb: 1d20 - 1 ⇒ (15) - 1 = 14
Climb: 1d20 - 1 ⇒ (19) - 1 = 18
Climb: 1d20 - 1 ⇒ (2) - 1 = 1
Acro: 1d20 + 5 ⇒ (11) + 5 = 16

She wasnt far behind the other girl as she too seemed to slip and fall at the last stretch of the climb. She does a little tumble as she hits the deck. That couldve been worse... she silently thinks to herself. Trying to look over the bruises she just received from the fall. Seems the other girl isnt doing....
"Gah!" she yipps in surprise and dives to try and help her ease her fall. She was falling from a greater hight than her after all!

GM call if i need to roll something or if i just reduce her fall by another 1 or 2d6?

-Posted with Wayfinder


The acrobatics check only applies if you let go on purpose, if you are falling, from failing, you can not make the acrobatics check.

Vex will take 3d6 points of falling damage, and sadly an Aid Another will not save her.

3d6 ⇒ (5, 1, 3) = 9

Vex will hit the deck and be dropped straight to 0


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

oh well. On 0. Can still try and help her from taking that 1d6 or even 2d6 if gm allows

-Posted with Wayfinder


The only way you could save her from the deck, would be to try put yourself in under her. But that wouldn't really do much to stop it, she would still fall 40feet and land on a hard surface. She would also damage you in the process. Really it needs to be someone up on the mask to aid another with her.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

cant say i didnt try =^^=

-Posted with Wayfinder


Male Human Wizard 1 (Evocation School)/ Unch Monk 1-HP 14/14 ; AC 14 Touch 14 FF 12 (+4 with Mage Armor,+2 Monk); Fort+3 Ref +4 Will+4; Perc +6; Spd 30 ft ForMiss 5/5 (1d4+1)

Cadj listens intensely to the captain of the ship, trying to get an idea of his personality, but without too much success

Sense motive: 1d20 + 2 ⇒ (6) + 2 = 8

Then, the man calling himself "Plugg" dares them to climb up the mast.
Cadj waits patiently, as the half orc and the two women start to climb.

Of course, the Chelaxian doesn't have much too wait until someone loss his (or her, in that case) footing and falls down the mast, crashing on the deck.

His tone is cold and matter of factual, but respectuous, as he adresses Plugg

Lieutenant, may I take care of these girls quickly? As Captain Harrigan just said, the Wormwood is short of crew, and it would be a shame if someone dies "accidently" for following your orders without enough training beforehand. Let the half orc be our sentinel, if he manages to climb up the mast, he can see better than any human in the dark anyway.

Take 10 in Healing for 17 total, First aid to stop Amara bleeding


Basic rolls:
[Dice=Attack]1d20+9[/dice] [Dice=DMG]1d8+11[/dice] [Dice=Fort save]1d20+7[/dice] [Dice=Ref save]1d20+2[/dice] [Dice=Will save]1d20+4[/dice]
Basic stats:
Male Halforc bloodrager | HP-39/39 (47) | AC 17 (15) Touch 11 (9) FF 16 (11) | Fort 7 (9 when raging) Ref 2 Will 4 (+6 when raging)

Little late on this but.

Cuff flies into a rage as he See's Tamara fall merely feet below him.

to save Amara: 1d20 + 6 ⇒ (5) + 6 = 11

"CAPTAIN SAID NO DYING!"


Taking 10 means you sit back and take your time with the healing, being careful and not rushing. Amara has 6 seconds before she bleeds out, after hitting the deck.

Before you get a o the point, where the women have fallen, you feel cold, angry eyes staring at you. You look to find Plugg burning a hole in your face with his piercing gaze. "What the f#!~ are you waiting for Princess? A f%$&ing boost? Master Scourge, a boost if you please!

DM Rolls:
1d20 + 6 ⇒ (9) + 6 = 151d4 + 3 ⇒ (1) + 3 = 4

Scourges whip lashes out from behind you, licking across your ear with a sharp crack.

Cadj takes 4 non leathal damage.

"CLIMB PRINCESS CLIMB!"

You need to make Climb checks. And you can make an Aid Another for Amara, and it can save her from falling, but you would need to make 6 straight successful climbs to be in a position to do so.


Cuffs hand darts out and gets a good grip of Amara, pulling her back to the safety of the lines, stoping the woman from falling. He glanced down to look at hisxhandy work and finds his hand wrapped tightly around her hair. But she is alive, so silver lining and all that.

Good catch Cuff! Amara lives and can slide to the ground.


Male Human Wizard 1 (Evocation School)/ Unch Monk 1-HP 14/14 ; AC 14 Touch 14 FF 12 (+4 with Mage Armor,+2 Monk); Fort+3 Ref +4 Will+4; Perc +6; Spd 30 ft ForMiss 5/5 (1d4+1)

Climb, Acrobatic: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Climb, Acrobatic: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Climb, Acrobatic: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Climb, Acrobatic: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Climb, Acrobatic: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Climb, Acrobatic: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Climb, Acrobatic: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 Fail, but don't fall
Climb, Acrobatic: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Climb, Acrobatic: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23

Don't know if high results (24,19,18) means I go quicker. Base speed climbing 7.5, so 8 rolls needed

Cadj shows remarkable coordination for climbing


Basic rolls:
[Dice=Attack]1d20+9[/dice] [Dice=DMG]1d8+11[/dice] [Dice=Fort save]1d20+7[/dice] [Dice=Ref save]1d20+2[/dice] [Dice=Will save]1d20+4[/dice]
Basic stats:
Male Halforc bloodrager | HP-39/39 (47) | AC 17 (15) Touch 11 (9) FF 16 (11) | Fort 7 (9 when raging) Ref 2 Will 4 (+6 when raging)

One more check to reach the top

Finish it: 1d20 + 6 ⇒ (18) + 6 = 24

Cuff will stop raging at the top of the mast causing him to become exauhsted.


Basic rolls:
[Dice=Attack]1d20+9[/dice] [Dice=DMG]1d8+11[/dice] [Dice=Fort save]1d20+7[/dice] [Dice=Ref save]1d20+2[/dice] [Dice=Will save]1d20+4[/dice]
Basic stats:
Male Halforc bloodrager | HP-39/39 (47) | AC 17 (15) Touch 11 (9) FF 16 (11) | Fort 7 (9 when raging) Ref 2 Will 4 (+6 when raging)

Am I cool yet?


Male Human(Tian-Min) Samurai, Sword Saint, Ronin

Climb: 1d20 + 2 ⇒ (11) + 2 = 13
Climb: 1d20 + 2 ⇒ (6) + 2 = 8
Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Climb: 1d20 + 2 ⇒ (2) + 2 = 4
Climb: 1d20 + 2 ⇒ (17) + 2 = 19
Climb: 1d20 + 2 ⇒ (2) + 2 = 4
Climb: 1d20 + 2 ⇒ (12) + 2 = 14
Climb: 1d20 + 2 ⇒ (8) + 2 = 10


1d6 ⇒ 1

Nameless managed to scramble up the mast for 15 feet, before falling back on to the deck. He stands up, ignoring the minor damage he has taken, before scrambling up the pole again, getting up almost 8 feet this time, before landing on his ass again. Not to be deterred, he climbs up again, managing to get up 15 feet before stopping, clinging to the mast.

Wanna roll the rest of your climbs or just slide down? Also you took 1 point of lethal damage.


Male Human(Tian-Min) Samurai, Sword Saint, Ronin

With grim, almost stubborn determination Nameless struggles to climb higher, face set in a grimace, fighting through the pain, teeth clenched as he tries to continue higher, one hand above the other, focusing his gaze on the masthead above.

Climb: 1d20 + 2 ⇒ (13) + 2 = 15
Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Climb: 1d20 + 2 ⇒ (11) + 2 = 13
Climb: 1d20 + 2 ⇒ (8) + 2 = 10
Climb: 1d20 + 2 ⇒ (10) + 2 = 12
Climb: 1d20 + 2 ⇒ (14) + 2 = 16
Climb: 1d20 + 2 ⇒ (10) + 2 = 12
Climb: 1d20 + 2 ⇒ (15) + 2 = 17


Female Human Cleric of Besmara/2

Amara looks down at the deck, and back at Cuff, as she clings to the rope. "You saved my life!" She tries to give him a smile, but she still looks terrified. "Anything I can do for you, let me know. You've got a friend in me!" she whispers, and she slides down the rope.

Back on deck, she rearranges her hair and tries to calm down.


Basic rolls:
[Dice=Attack]1d20+9[/dice] [Dice=DMG]1d8+11[/dice] [Dice=Fort save]1d20+7[/dice] [Dice=Ref save]1d20+2[/dice] [Dice=Will save]1d20+4[/dice]
Basic stats:
Male Halforc bloodrager | HP-39/39 (47) | AC 17 (15) Touch 11 (9) FF 16 (11) | Fort 7 (9 when raging) Ref 2 Will 4 (+6 when raging)

Cuff gives Amara a affirmation in the form of a grunt and a (slightly less toothy) smile as he sits on the edge of the crows nest. "No one left to die lass, not here, not now."


Basic rolls:
[Dice=Attack]1d20+9[/dice] [Dice=DMG]1d8+11[/dice] [Dice=Fort save]1d20+7[/dice] [Dice=Ref save]1d20+2[/dice] [Dice=Will save]1d20+4[/dice]
Basic stats:
Male Halforc bloodrager | HP-39/39 (47) | AC 17 (15) Touch 11 (9) FF 16 (11) | Fort 7 (9 when raging) Ref 2 Will 4 (+6 when raging)

That would have taken about 3 rounds to get to the crows nest.

Cuff slides down the rope after reaching the top. He walks to the sidelines and watches to see who will get second.


Gonna give Ondir a few more hours to post. College is hard and comes first.


Male Human Flying Blade Swashbuckler 1

Ondir crosses his arms as he watches the others take first crack at the rigging, it had never been his favored shipboard task in the first place. "Ah well, nothing for it then..." He goes to the rigging and begins hauling himself towards the crows-nest as ordered.

Climb: 1d20 ⇒ 3
Climb: 1d20 ⇒ 2
Climb: 1d20 ⇒ 2
Climb: 1d20 ⇒ 8
Climb: 1d20 ⇒ 6
Climb: 1d20 ⇒ 9
Climb: 1d20 ⇒ 5
Climb: 1d20 ⇒ 12
Climb: 1d20 ⇒ 8
Climb: 1d20 ⇒ 14
Climb: 1d20 ⇒ 6
Climb: 1d20 ⇒ 19
Climb: 1d20 ⇒ 20
Climb: 1d20 ⇒ 3
Climb: 1d20 ⇒ 4

There's 15 climb checks. Ondir has no bonus, so I'm doubting he'll be the winner, but lets check my luck. If I need more rolls I'll add em later.

He manages to shuffle up some small distance before immediately slipping down the wet mast several times in a row. -_-


Ondir manages to scramble 30 feet up the mast, slowly, painfully, till his fingers slip and he plummets back to the deck.

3d6 ⇒ (4, 6, 5) = 15

Ondir will take 15 points of lethal damage


Female Human Cleric of Besmara/2

Amara's eyes burn with hatred of Plugg and Scourge, which she quickly conceals. She sees Ondir hit the deck and shudders at the sound. With a nod to Cuff, she says "Like the half-orc said, no dying!"

She rushes over to Ondir, clutches her carved wooden skull-and-crossbones, and casts Cure Light Wounds.

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6


Ondir had barely hit the deck when Amara rushed over and began to cast her spell. Golden energy flows from Amara to the unconscious Undine, healing his wounds and leaving him panting on the deck.

Amara Perception DC 15:
As you look up from your handy work, nodding to yourself, you spot a red haired woman staring at you. You notice she is also wearing a holy symbol of Besmara. She nods her appreciation to you, tipping her tricorne, before turning back to her job.


Female Human Cleric of Besmara/2

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Natural 20!


Amara:
As your eyes glance away from the woman, you find yourself attracted to something shiny, sparkling beneath the starboard rail. It is lost in the shadows beneath the rail and no one has seemed to notice it.

Plugg stared at the now conscious Undine, before shaking his head and turning to the rest of you. He pointed at Cuff, "Greenskin, you work for me now. Congratulations, you are a Rigger. Now as for the rest of you... we have another position to fill. Who can cook? Come on, one of you surely has the knack, you can't all be bloody useless!" He frowned, staring at each of you in turn. "I am sick of trusting that the cook will be sober every day, and having to eat slop when he aint, so he needs an apprentice. Now hands up there, which one of you layabouts can cook?"

How much does everyone, bar cuff, weigh?


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Without gear, 96lb


Female Human Cleric of Besmara/2

Spoiler:

Amara looks away from the shiny object so that no-one else will notice her staring, and looks for an opportunity to examine it further. Is it close enough to grab?

She attempts to sense motive of the redhead.

Sense motive: 1d20 + 11 ⇒ (8) + 11 = 19

108lbs.


Amara:
When you stand up and get in to line, you could pick it up and put it in your pocket without anyone noticing, you think.

Sandara seems interested in your little group, and you sense no hostility from her, just professional interest.


Male Human(Tian-Min) Samurai, Sword Saint, Ronin

175lbs


Male Human Wizard 1 (Evocation School)/ Unch Monk 1-HP 14/14 ; AC 14 Touch 14 FF 12 (+4 with Mage Armor,+2 Monk); Fort+3 Ref +4 Will+4; Perc +6; Spd 30 ft ForMiss 5/5 (1d4+1)

178 lbs


Female Human Cleric of Besmara/2

Spoiler:
I'll try to palm it unseen when I get up.

Amara stands up and turns to Plugg. "Can't say I know how to cook, but I worked as a barmaid. I can learn, and I know how to handle drunks."


Amara:
You manage to pocket the item without any trouble. Rubbing the coin in your pocket, you feel it is slightly larger than a gold coin. You have found a single platinum piece.

Plugg arches an eyebrow but nods, "Fine. You are our new Cooks Mate. You come with me, you too Greenskin!" He points at Cuff, as Scourge comes to collect the rest of the ground.

DM Rolls:

Amara-1d6 ⇒ 2
Cadj-1d6 ⇒ 4
Cuff-1d6 ⇒ 3
Nameless-1d6 ⇒ 5
Ondir-1d6 ⇒ 2
Vex1d6 ⇒ 5

Plugg turns to Amara, "Okay girl, you make your way down to the Galley and help Kroop cook the supper. It ain't fancy, if he is sober it'll be easy, but if he ain't and it don't taste good, you'll pay. Chop chop!"

Amara:
Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober, no check is
required. If Kroop is drunk, this requires a Profession (cook) or Intelligence check.

Dismissing the Cleric, Plugg turns to Cuff. "Your working the upper rigging today. Grab a climbing harness and a knife from the aft locker and get the hell up the ropes. Don't slip or I'll have to have someone clean ya off the boards!"

Cuff:
Work in the upper rigging, 50 feet up, requiring Climb checks, followed by a Profession (sailor) or Dexterity check.

Scourge calls the rest of you together in a group and begins to hand out your tasks for the day. "Fancy man, hows your knot work?" Cadj will be spending the day hauling rope and tying knots.

Cadj:
Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a Profession (sailor) or Strength check. The PC must also make a Constitution check to avoid being fatigued at the end of the shift.

"Mister Slant-Eye here will be working in the Bilges today. Take this knife, the vermin down there is huge and nasty" Scourge tosses Nameless a knife and directs him to go clean out the Bilges.

Nameless:
Vile and sweaty work cleaning out the bilges (area A11), requiring a Strength check. The PC must also make a Constitution check to avoid being fatigued at the end of the shift.

"The fish man will be catching rats and bugs below deck!" He threw Ondir a bag with a club inside.

Ondir:
Catching rats and other vermin below decks, requiring either a Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.

"And finally girl, you will be running messages for me and the other Officers. To start, take these to the Quartermaster and await her reply!"

Vex:
Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring an Acrobatics check and a Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.

You have your first days tasks. You can find a list of daytime actions in my profile. You can take one daytime action, along with doing your work. You can find the maps to the ship in my profile too.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Acro: 1d20 + 5 ⇒ (14) + 5 = 19
FS: 1d20 ⇒ 2

-Posted with Wayfinder

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