CrazyHedgehog's Skull & Shackles Game (Inactive)

Game Master CrazyHedgehog

Fun and Action on the High Seas!


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Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Arven grumbles to himself as he watches Scourge go overboard, "should have felt the cat first, like he let us feel it." He seems rather sullen and not his jovial self for the day.

.....

As he hears the Cap'n start to bargain with the shipwright, Arven sneers, This one wants to build a new ship with that reward, let alone some extras. Blah, Quara had best get a good price, we're owed reward for journey. He pipes up, "Wenches, are there wenches to be had on this 'paradise', and some ale to wash the salt from my throat." He smiles at the man.

The Exchange

If Hake has any qualms about a tiger-faced tiefling wrapping her arms around him, he doesn't show it. Indeed he pulls you a bit closer so that you smell his fetid breath. "Well, we're pretty creative, what modifications did you have in mind? Have ye any plunder to sell? We can give you a fair price. And any slaves? It's a rare Rahadoumi ship that has no slaves. I'll tell you what. I like you, Captain Sher. If you would take me on as a major stakeholder in your ship, I'll help underwrite your costs for refitting the Prince. Your next few voyages, you find plunder, bring it back here, I take a third as my cut, and we'll have the work paid off no problem. Normally in such circumstances I would up the price by fifty percent as interest, but for a comely captain such as yourself I'll only ask a third extra." As Hake is effectively gambling on your successful future voyages to recoup the costs of the work to be done on the ship, you sense this is not such a bad deal given the circumstances.

Have a look at the Skull & Shackles Player's Guide for a list of possible ship modifications, Hake's crew can install any of the modifications apart from those that need to be added in the original build. For example, you might consider adding additional ship weapons, a decorative figurehead, or replacing the missing ship's boat (some of original crew escaped on one of the two boats when you took the ship). Hake's offer takes into account Quara's Diplomacy check.

Hake flashes Arven a sly smile. "Ale we have. Main building yonder's got a taproom, it's not ambrosia but we like it just fine. In fact our latest brew's pretty potent, can't quite figure it out. As for wenches, it's just me and my workers here, and their families, but for the right coin some of the ladies might be persuaded to negotiate their virtue."

Side Note: If you're after hiring extra hands, you have three options with associated skill rolls: you can try to trick them aboard (Bluff check), impress and convince them to work onboard freely (Diplomacy), or pressgang 'em (Intimidate check). Consider though that while you are Hake's guests and he is refitting your ship it might be bad form to steal away all his workers. In any case it's against a DC 20 roll. Also have a look at the Skull & Shackles player's guide rules regarding infamy and disrepute - Rickety's Squibs might be an opportunity to enhance your reputation.

Sorry folks, got really swamped this past week, and the evenings when I did claw back some free time our broadband connection seemed to be on the blink.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

DM CrazyHedgehog:
I can't get the players' guide to work for me. ^^; Can you summarize the stuff on reputation and disrepute for me?
I don't suppose they can do us an underwater ram? It's the same as your basic sea-ram, except it's hidden under the waterline.
How are we doing for cannons, by the way? I would like a full complement for our next adventure. ^^
And yes, we definitely need to have enough lifeboats!

"No slaves, bless our souls," Quara says, smiling. "Or what passes for them. But I like your offer! Agree to make this, your place, the Rabbit Prince's home harbour, and we may do good business together. We'll hunt the seas aboard the Prince and bring back plunder and whatnot, and your place will grow in wealth and good fortune! This will be an even finer harbour than it alread is."


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Remember, Cap'n, we have two points of plunder from the previous bosses of the ship. It might be worthwhile to sell it, and pass out a couple of bonuses or at least shares to the crew.

Atajay takes the Captain to the side and reminds her about the booty they have from Scourge and Plugg. "If this Hake is square, he will give us a fair price, and we can work on developing our relationship. Might be a good test for him."


Batango remains on the ship during the rest of the group's interactions with Hake. Cloistered in his quarters, he gets to grinding fragments of the whale skull into a fine powder, preparing it for a magical beverage for Tabook.

The Exchange

Hake looks around at the rest of you, then extends a hand to Quara. "It's a deal! Well then Captain, let's get your ship kitted out. Your crew are welcome at our station. Boys! Let's get her towed into the harbour."

Infamy & Disrepute:

As much as skill with a blade or spell, pirates earn the respect of other pirates and sailors by developing a fierce reputation. The rules for Infamy and Disrepute are actually discussed in "The Wormwood Mutiny" rather than the player's guide as I thought, but are also updated in Ultimate Campaign if you have access to that.

You and your crew have two scores, Infamy and Disrepute. Infamy represents your level of notoriety in the region, as tales of your exploits are spread widely. Disrepute will start off the same but represents means by which you can trade on your reputation to get what you want or get people to do things for you. As such, your Disrepute score will probably go up and down throughout your career.

To earn Infamy points, you need to impress people with your exploits and convince them you are not people to be messed with. Do what you feel is appropriate, but in game terms this is represented by attempting a Bluff, Intimidate, or Perform check - the DC for these skills is currently DC 17. You earn points depending on your degree of success. You can earn a maximum of five points in any one port at any one time.

Ship's Weapons:

There are a number of different weapons that can be installed on board. A ram can be installed for 1,000gp. For a sailing ship it would be more common to attach it to the prow of the ship above the waterline, but could perhaps be hidden underwater as well.

Ship's Weapons

Firedrakes are a bit like cannons but fire gouts of alchemist's fire. You can also invest in cannons, but they cost a blinding 6,000gp apiece plus ammunition. Hake doesn't have the capacity to forge them himself, but would send as far away as Bloodcove for them.

Grendel's Children

Hake's folk lay into the Rabbit Prince with alacrity and gusto. For those of you who have grown attached to the Rahadoumi ship it's disconcerting to watch as they hack at her lines and railings.

It doesn't take long to get to know the surroundings. A pair of docks reach out into the muddy estuary. Three dinghies are moored there beneath canopies of wooden poles and dried palm fronds. Nearby is a boathouse with two piers extending out to the river, with Hake's boat tied up there. The commons is a once-grand building with broad wings extending from its ground floor, its octagonal dome topped by a cupola. It was obviously a fine villa in its day but time and the harsh sun and rains of the Slithering Coast have faded its paint and cracked its boards. It is now a gray ghost of its former self. A painted board above the veranda names it as "Rickety's Squibs". Smaller, less grandiose hovels and sheds clapped together from flotsam and jetsam surround the larger building and merge into the jungle behind it. There is a dry dock where Hake's workers can access all areas of the Rabbit Prince . And up above, along the ridge looking out to sea, is a watchtower. It is manned by one-armed Lyle Godwin and his parrot Rotgut, who alerts Hake to the arrival of any ships. Cats and scraggy dogs roam everywhere, to keep the rat population down, though Hake notes that the rats have been taking over of late. Where do cats go when you need them?

Rickety's Squibs

A1. Godwin's Watch
A2. Docks
A3. Boathouse
A4. Commons
A5. Dry Dock

Despite the place's small size, there is plenty to keep you occupied. It makes a nice change to spend some time ashore in a place where the locals aren't trying to eat you. Penta Slaughter and Sandara are both in demand as clerics are a rare sight in these parts. Hake and his workers bring requests for healing and for small blessings. Batango spends time grinding up the etched skull and feeding the powder in an elixir to Tabook. The otter pulls a face at the taste but eventually laps it up. There are plenty enough pretty faces to keep Arven entertained, though A'vandira may have something to say about it later. For the rest, re-provisioning the ship is full-time work.

Things are better at night. Rum and beer ale flow freely, and the locals share gossip from the Shackles and stories of the denizens of the Slithering Coast - snakes of all types, nagas, and even more terrible monsters. In turn, Quara and the rest of you are able to regale the workers with expanded tales of your exploits.

Second night. As the evening wears on, most folk are in the commons. For those of you imbibing, it seems they've brought out their strongest stock tonight! The taste isn't anything to write about, but it seems to have quite a kick. One by one, Hake and his workers slip into a drunken stupor. It's so tempting to lay your head on the table and sleep. And it must be catching as well - even those of you who haven't been drinking anything alcoholic feel as if the room is reeling.

Suddenly a small shape skitters across a dark corner of the commons. A cat? Sure enough a moment later you hear a feline howl of terror. Looking over you see a small, humanoid creature with a pot belly, sickly green hair and orange eyes and needle-sharp teeth. Those teeth are busy shredding apart a dead cat and are dripping blood. It looks up at you and hisses. Now there is scurrying all around you as horrid dirty rats hop on the tables and dozing workers. And, larger shapes as well.

A mob of rum gremlins has infiltrated the commons! As long as you are within 20 feet of a gremlin you are effectively drunk and affected as if by the spell touch of gracelessness [APG]. Please make a Fortitude save against DC 12, with a -1 penalty for every drink you have had. A failed save means you also feel sickened. Also - roll initiative!

=======

GM rolls:

stealth 1d20 + 12 ⇒ (11) + 12 = 23
Arven Perc 1d20 + 8 ⇒ (14) + 8 = 22
Atajay Perc 1d20 ⇒ 19
A'vi Perc 1d20 + 1 ⇒ (2) + 1 = 3
Batango Perc 1d20 + 3 ⇒ (13) + 3 = 16
Penta Perc 1d20 + 6 ⇒ (13) + 6 = 19
Quara Perc 1d20 - 1 ⇒ (1) - 1 = 0
Tabook Perc 1d20 + 1 ⇒ (12) + 1 = 13
aura 1d6 + 1 ⇒ (2) + 1 = 3
Arven Fort 1d20 + 7 ⇒ (20) + 7 = 27
Atajay Fort 1d20 + 3 ⇒ (19) + 3 = 22
A'vi Fort 1d20 + 2 ⇒ (10) + 2 = 12
Batango Fort 1d20 + 3 ⇒ (18) + 3 = 21
Penta Fort 1d20 + 4 ⇒ (15) + 4 = 19
Quara Fort 1d20 + 3 ⇒ (11) + 3 = 14
Tabook Fort 1d20 + 2 ⇒ (14) + 2 = 16


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Fort save 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16

Id suppose Atajay probably felt like celebrating with at least four drinks.

Initiative 1d20 + 2 ⇒ (3) + 2 = 5


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta will find a high end whore house, and ply her trade as an extreme dominatrix. She uses her healing abilities should she go to far, but specializes in pain and humiliation.

Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Fort: 1d20 + 4 ⇒ (4) + 4 = 8


With all the pretty faces around to keep Arven's eyes occupied, I am refraining from drinking in order to be able to keep an eye on him. Despite my abstinence I feel woozy and I can sense Shadow's confusion about that. Suddenly it becomes clear where all the cats have gone and the commons erupts into chaos.
As the little freaks start tearing up the place, I punch Arven in the shoulder: "Come on! We've got work to do. Pest Control!"


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Fortitude save 1d20 + 1 - 1 ⇒ (19) + 1 - 1 = 19. Initiative 1d20 + 3 ⇒ (6) + 3 = 9

DM CrazyHedgehog, how great is the penalty from pseudo-touch of gracelessness?

Quara rises from her seat and roars!

The tiefling has not drank anything stronger than tea during the crew's stay at Rickety Squibs' place of business; she's wanted to keep her mind clear in case of emergency negotiations.

"On your feet, you sons of gulper eels!" she shouts as she draws her sword. "On your feet, for your lives!"

Immediately, the tiger-striped captain launches into song, its magic curling about all who are awake and those who are asleep, as well. It even curls about the surviving cats...

Perform (sing) 1d20 + 8 ⇒ (9) + 8 = 17


Making spellcraft DCs for adding the following spells to Tabook (it will take a total of 7 hours to do all 4 of the spells, which I assume I have over the two days? If possible, I'd like to hold off on trying to give Tabook knowledge of black tentacles...it is the spell I want the most and is a higher DC, and I'd like to be a bit more skilled in spellcraft before I attempt it.

Enlarge Person (DC 16) 1d20 + 9 ⇒ (8) + 9 = 17
Hypnotism (DC 16) 1d20 + 9 ⇒ (11) + 9 = 20
Alter Self (DC 17) 1d20 + 9 ⇒ (11) + 9 = 20
Vampiric Touch (DC 18) 1d20 + 9 ⇒ (19) + 9 = 28

Cool.

Batango drinks nothing as the others around him slip into drunkenness. The old witch is far too suspicious to have his wits stolen in strange places, surrounded by strange fellows. The last time he had imbibed heavily, he woke up pressganged on a ship under some terrible folks...Regardless, when the rum gremlins appear, he feels as though he has shared a few bottles with Kroop, vision hazed and steps staggered.

Fort Save: 1d20 + 3 ⇒ (1) + 3 = 4
Initiative: 1d20 + 1 ⇒ (3) + 1 = 4 minus whatever penalties from Touch of Gracelessness.

The Exchange

Quara Sher wrote:


DM CrazyHedgehog, how great is the penalty from pseudo-touch of gracelessness?

Penalty is -3 Dexterity. You also gain the sickened condition.


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Arven enjoying the company and the 8 drinks, for he is a hardy fellow and enjoying the spoils of being a pirate. Through his drunken haze, as he rests his head on a young wench's breast, he feels a had sharp reminder of reality. "A'vandira!" he says in surprise, "What do you want me to fight for you, I will defend you alwayssssh."

Fort save 1d20 + 7 - 8 ⇒ (19) + 7 - 8 = 18
Init 1d20 + 2 ⇒ (7) + 2 = 9


Oh crap, forgot my rolls. That's what you get from posting from work ;-)
Fort save: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative: 1d20 + 8 ⇒ (11) + 8 = 19

The Exchange

Sorry guys will get this game updated. In the meantime, here are maps of the commons area. The rats that have gathered are forming two swarms, with the cat-munching gremlin in the center. The others in the commons have either drunk themselves senseless or are staggering in a stupor - they won't be much good in a fight. Penta, you might be disappointed that there are no bordellos at Rickety's Squibs, but certainly you can find private rooms where you can ply your trade. There are not a few workers who might be tempted to sample Calistria's favors, and Hake himself threw several looks your way. If you are going to be present in the commons though, post up an action as your initiative roll was highest.

Commons - Lower level and mezzanine

Commons - Upper Level

Initiative
20 - Penta
19 - A'vandira
11 - gremlin
9 - Quara
9 - Arven
5 - Atajay
2 - Batango

======

GM rolls:

gremlins initiative 1d20 + 3 ⇒ (8) + 3 = 11


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta leaps to action, but feels very drunk and sick. She makes a quick prayer to her god, and launches into a quick attack on the nearest nastie.

Swift Action: Fervor Swift cast Divine Favor +1 to hit and damage

Sickened

The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Penalty is -3 Dexterity.

Melee:
- Masterwork Silver Scorpion whip (Attack +7 / Damage 1d6+1 / Crit x2/ S) (Main Hand)
- Masterwork Cold Iron Scorpion whip (Attack +7 / Damage 1d6+1 / Crit x2/ S) (Off Hand)

Whip Main: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 ⇒ 4
Whip Off: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 ⇒ 5


Quickly reaching a decision on which spell to cast, magical energy gathers around my hands and a glittering ray springs forth from my finger, pointed at the gremlin.

Ray of Frost, attack: 1d20 + 4 ⇒ (17) + 4 = 21
Ray of Frost, damage: 1d3 ⇒ 1
Status: HP 19/19 - AC 12


Anyone alive in here?

The Exchange

Quick Recap
Having been pressganged aboard the pirate ship Wormwood, you have spent the last few weeks learning the trade of buccaneers, under the eye of iron-fisted Captain Harrigan and his cruel and sadistic first mate, Mister Plugg. Your chance to escape came when the crew captured the Rahadoumi merchant ship Man's Promise and were named to its prize crew. Running aground amidst a storm on the undead infested Bonewrack Isle, you managed to return and lead a mutiny against Plugg's rule and win the ship for yourself. Now, to avoid Harrigan's wrath you have sailed the re-christened Rabbit Prince to the Slithering Coast, where Rickety Hake specializes in disguising captured vessels as squibs. Whereupon, while celebrating in the common room you were being stalked by malicious rum gremlins, and lots of rats...

Round 1
Penta heads down the corridor with a sense of satisfaction. The dock foreman had been much more of a challenge than she had expected from any of these roughnecks. Still she had shown him who was in control. Callistria would be pleased! It would be a while before the fool found a way out of his restraints and she would have to put him in his place again. In the meantime, her exertions had worked up a thirst.

Odd, she thinks, the common room sounds awfully quiet. I should be hearing one of Quara's songs, or the crew joining in a lusty tune. Penta feels strange too as she lays a hand on the doorknob, her head spinning as if she'd had a few cups of mead.

Opening the door brings and unexpected sight. Across the octagonal shaped common room, the workers and ships crew all seem collapsed in their cups apart from Batango, Atajay, Arven, Quara and A'vandira. Across the room, they are staring at a small figure with a rounded pot belly, orange eyes and sharpened teeth. It's holding what looks like a dead cat with its spine bitten out. Rats mass all round, hungrily eyeing those slumbering.

Penta draws her whips, moving towards the vile creature. She kicks rats out of the way and gets as far as the center of the commons, beside Atajay. Her whips snap out, her silver masterwork whip smacking the gremlin in the ear. It squeals loudly, surprised to have been caught so easily! First attack hits, but it shrugs off the damage.

A'vandira reacts just as quickly, sending a glittering ray of frost at the gremlin. Its face is rimed with a thick white mist. 1 point cold damage to the gremlin.

The gremlin tries to scuttle away. It leers though as it waves the rats forward, and the vermin leap at you! A'vandira, Batango, Quara and Arven are engulfed in a tide of rats, biting and scratching. Two rat swarms are occupying the center of the commons room. The four characters above take 2 points of damage each, but you each get to make an attack of opportunity against the swarms as they move into your area. Please also make a Fortitude save against DC 12 to avoid contracting filth fever. Swarms also have the distraction quality, so spellcasters will need to make another Fortitude check at DC 12 to keep the swarm from distracting their spellcasting.

Arven flinches as a tankard goes flying by. Across the room, another gremlin is hunched atop a barrel, reaching for more ammunition.

Updated Map Commons Room Lower Floor and Mezzanine

Updated Map Upper Level

Initiative
20 - Penta
19 - A'vandira
11 - gremlin
9 - Quara
9 - Arven
5 - Atajay
2 - Batango

=======

GM rolls:

swarm damage 1d6 ⇒ 2
gremlin 2 ranged 1d20 + 3 ⇒ (2) + 3 = 5


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Fortitude save 1d20 + 3 ⇒ (20) + 3 = 23

Longsword attack of opportunity vs. rats: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 for 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4 damage.

Quara continues to sing -- but does not stand in place. Her voice continuing to wrap around the others, she leaps and tumbles, passing through the mass of swarming, teeming rats -- and heads directly for the gremlin egging the vermin on!

"Filthy vermin, rum for blood," she sings while slashing wickedly at the gremlin, "soon your corpse will rot in the mud!"

Acrobatics to get at the gremling without drawing AoO: 1d20 + 10 ⇒ (7) + 10 = 17. Longsword attack roll vs. gremlin: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 for 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7 damage.

Status: -2 hp, Inspire courage +1 active for all.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Atajay moves as far as possible directly south, away from the mass of rats. He starts casting Sleep on the gremlin.

Will be a DC 17 Will save to resist.


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Welcome Back :)

Divine energy blasts outward from the warpriest as she says a quick prayer. Penta races up the steps after the goblin. She sends a whip out to grapple it. She calls out to the crew. Use fire on the rats my friends

Swift Action
Fervor cast Bless

move action
Move up steps to get line of site on goblin

Standard Action
Whip Grapple: 1d20 + 5 ⇒ (17) + 5 = 22


Batango grunts as he is overwhelmed by the rat swarm, but manages to keep his head as the vile vermin surge over him. Batting them away as best he can, he pushes his way out of their midst and regains his composure. Knowing that his magic is virtually useless against the swarms of rats, the witch looks around for a torch or lantern to use against them.

Use my turn to get to any torch or lanterns that might be in the room.

Fort vs. Filth Fever: 1d20 + 3 ⇒ (1) + 3 = 4
Fort vs. Distraction: 1d20 + 3 ⇒ (19) + 3 = 22

HP: 15/17


"Why'd it have to be rats? I hate those pests."
Despite being swarmed by the rats, I manage to keep my concentration and fire another ray of frost at the gremlin.

Fort Save vs Filth Fever: 1d20 + 2 ⇒ (9) + 2 = 11
Fort Save vs Distraction: 1d20 + 2 ⇒ (14) + 2 = 16
Ray of Frost, attack: 1d20 + 4 ⇒ (7) + 4 = 11
Ray of Frost, damage: 1d3 ⇒ 3
Status: HP 17/19 - AC 12

The Exchange

Round 1 continued

Atajay backs up warily towards the south wall, creating a space between himself and the rats. The sorcerer begins weaving a spell that and casts it at the gremlin capering on the table. The gremlin totters, its eyes growing heavy, then topples to the floor. It is sound asleep. Several of the rats nearby also found asleep, and Rosie Cusswell dozing at the next table begins snoring loudly. gremlin just failed its save.

Batango bats rats out of the way as he moves towards the stairs leading to the upper level. He reaches for a lantern hanging on a hook beside the stairs.

Round 2
Penta kicks rats out of her way as she swiftly calls down Callistria's blessing on the group. Moving towards the gremlin perched atop the barrel, she snaps her whip. The corded leather wraps around the gremlin, holding it tight. Successful grapple, everyone is affected by a bless spell, +1 morale bonus on attack rolls and saves against fear effects for the next minute.

A'vandira ignores the biting rats to hurl a ray of frost at the gremlin bound by Penta's whips. Its face and hair become rimed with frost. 3 points cold damage to the second gremlin. The gremlin tangled in Penta's whip tries to struggle free, but to no avail. The big surprise is the appearance of a third gremlin that had been hiding in the gallery above. It clings to the balcony railing as it gnaws through a rope holding up a rather large wheel lit with candles. The rope breaks and the chandlier crashes down, with A'vandira and Arven and lots of rats below. A'vandira and Arven, please can you make Reflex saves against DC 10 to avoid being crowned by the falling fixture and taking 4 points damage. The rat swarms also were damaged.

The rats spring out of the way, swarming over Penta and Batango in their haste to get away, biting, scratching. They seem to be everywhere. 4 points of swarm damage each to Penta and Batango.

Updated Map Lower Level & Mezzanine

Updated Map Upper Level
The red circle shows the diameter of the falling wheel and candles.

Initiative
20 - Penta
19 - A'vandira
11 - gremlin
9 - Quara
9 - Arven
5 - Atajay
2 - Batango

======

GM rolls:

gremlin 1 Will 1d20 + 1 ⇒ (15) + 1 = 16
gremlin 2 CMB 1d20 + 1 ⇒ (6) + 1 = 7
gremlin 3 climb 1d20 + 1 ⇒ (10) + 1 = 11
gremlin 3 bite 1d20 + 5 ⇒ (9) + 5 = 14
damage 1d3 ⇒ 3
swarm damage 1d6 ⇒ 4
swarm damage 1d6 ⇒ 4
falling damage 2d6 ⇒ (1, 3) = 4


A sound causes me to look up just in time to see the chandelier come crashing down. Tumbling out of the way, I narrowly avoid being hit. Nsarling I point my finger at the new threat, hoping to make the gremlin loose his grip when it's being hit by another one of my icy rays.

Reflex save: 1d20 + 3 ⇒ (10) + 3 = 13
Ray of Frost, attack: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Ray of Frost, damage: 1d3 ⇒ 2
Status: HP 17/19 - AC 12


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

What happened to my action? ^^;


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Atajay casts Ear Piercing Scream at the new gremlin in the room.

Damage 2d6 ⇒ (4, 5) = 9

Fort save DC 18 for half damage and to avoid Daze for one round.


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

I thought I moved up (within 15' of the closest gremlin) to grapple him. Where's my gremlin?...I don't want to slow the pace.

Penta double moves to grab a lit torch. (two torches if I can...wherever it may be).

The Exchange

@Quara: Quite right, you and Arven both were missed out! As you tumble forward away from the rats, you lunge forward and take a jab at the gremlin balancing on top of the barrel with your longsword. It seems to ignore the painful stab and snarls back at you. The gremlin has damage resistance so only 2 points of damage taken, but with A'vandira's ray of frost you've nearly finished it off.

Speaking of Arven, I'll message Deevor again to let him know the game is getting back on its feet again. In the meantime, Arven escapes the falling wheel, misses on an attack of opportunity to drive off any of the rats, but with his regular attack he slices up several with his cutlass.

@Penta: I did have you move a bit closer, though it doesn't seem to have shown on the map. You successfully grappled the first gremlin, but it was put to sleep by Atajay's magic. Which seems to have also meant that it crept off the map. I'll move it back on.

Quara you want to take your next action before I post up everyone else's results?

Initiative
20 - Penta
19 - A'vandira
11 - gremlin
9 - Quara
9 - Arven
5 - Atajay
2 - Batango

======

GM rolls:

Arven Reflex 1d20 + 3 ⇒ (18) + 3 = 21
Arven aoo 1d20 + 6 ⇒ (7) + 6 = 13
Arven attack 1d20 + 6 ⇒ (19) + 6 = 25
damage 1d6 + 2 ⇒ (2) + 2 = 4
Arven Fort 1d20 + 7 ⇒ (15) + 7 = 22


I can't seem to load the maps right now, so I'm going to wing it this turn.

Cursing as the rats surge over him, Batango's eyes focus on the gremlin hanging from the railing. With a wicked grin the witch pushed his way out of the rats once more, batting his way through with the lantern. Once he is clear of the vermin, he points up at the gremlin and rasps out a single word. "Release!"

Cast command on the gremlin, commanding that he "drop" the railing, hopefully resulting in a plummet. Will DC 16 to resist.

HP: 11/17


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Snarling, Quara slashes at the Gremlin a second time, but misses miserably!

Longsword attack 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6 for 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4 damage.

Status: -2 hp, Inspire courage +1 active for all.

The Exchange

Round 2 continued
Quara snarls and roars as she slashes again at the gremlin on the barrel, but it ducks its head and the tiefling's blade passes harmlessly overhead.

Having dived out of the way of the crashing wheel, Arven hacks at the rats swarming towards Batango. 4 points damage to the second rat swarm.

Atajay hurls a piercing scream at the gremlin clinging to the railing on the upper floor. It clutches its head in pain, blood running from its ears and nose. Having let go of the railing, it sways and falls, crashing on to the floor below, near to Arven. 9 points damage to the gremlin, plus 6 points falling damage - enough to finish it off.

Batango focuses his magic on the remaining goblin, perched on the barrel. A glazed look comes over its eyes, and it releases its grip and rolls off to fall flat on the floor. With the gremlin upstairs out of commission, I tried to interpret your command with this one, net effect is the gremlin is prone on the floor.

Round 3
Penta edges around a dozing Kenya Bloodblade and grabs up a lantern. She brandishes it, forcing some of the rats back.

A'vandira leaps over a wooden chair to stand near Quara. She throws another icy ray of frost at the gremlin sprawled on the floor. Its little body is whitened with ice. 2 points cold damage isn't much but it's enough to finish this one off.

The gremlins are dead or dying, but the hungry rats they rallied to their service continue to swarm. One lot swarm after Penta, while another group throw themselves at Batango. Somewhat depleted in number, they continue to scratch and bite. 1 point of swarm damage to Penta, but 5 points damage to Batango. Please also a Fortitude save against DC 12 to avoid contracting filth fever.

Okay, two rat swarms left. The first gremlin is sleeping, the third is dead, and the second is bleeding out. Quara up next.

Updated Map - Lower Level & Mezzanine

Initiative
20 - Penta
19 - A'vandira
11 - rats
9 - Quara
9 - Arven
5 - Atajay
2 - Batango

======

GM rolls:

gremlin 3 Fort 1d20 + 1 ⇒ (6) + 1 = 7
fall 2d6 ⇒ (1, 5) = 6
gremlin 2 1d20 + 1 ⇒ (8) + 1 = 9
gremlin 2 1d20 + 5 ⇒ (2) + 5 = 7
swarm 1 1d6 ⇒ 1
swarm 2 1d6 ⇒ 5


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Quara makes her way over to the dormant Gremlin and - while continuing to sing and bolster her allies - raises her sword for the killing blow...

Move over and ready to coup de grace. I don't have any strong area powers vs. swarms... ^^; Inspire courage +1 continues!


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

I don't have any swarm affecting magic, either. If no one else does, we need to run away!

The Exchange

Round 3 continued
Captain Quara continues her song as she raises her longsword over the rum gremlin frozen by Batango's command spell. She makes short work of it, ensuring it doesn't cause any more harm. Gremlin that was aon the barrel successfully coup-de-graced.

Arven wades into the swarm centered around Batango. He swings away with his cutlass, neatly lopping rats to bits, until few are left hopping out of the way of his blade. 4 points damage inflicted on the swarm.

Atajay tries to edge towards the door, but the rats seem to be swarming to either side of the chamber, concentrated quite near the door. He tries to think of what magic might harm the little beasties.

Batango holds the lantern up while he inscribes arcane gestures with his other hand. He makes a strange, agonised mewling sound as his voice seems to morph. Suddenly he is snarling and hissing like a cat, holding up his hand like a clawed paw. It wouldn't be enough to fool a person, but the rats seem deterred by it. They jump off your sleeping comrades and scurry towards the doors and any other bolt holes. Cast vocal alteration - not sure if the spell quite accurately mimics an animal, but ought to be close enough to fool animals with low Intelligence. A successful Intimidate check means the two swarms are shaken for one round.

Alright, let's see if we can wrap up this combat. Back up to the top of the round with Penta and A'vandira.

Initiative
20 - Penta
19 - A'vandira
11 - rats
9 - Quara
9 - Arven
5 - Atajay
2 - Batango

======

GM rolls:

Arven attack 1d20 + 7 ⇒ (14) + 7 = 21
damage 1d6 + 2 ⇒ (6) + 2 = 8
Batango Intimidation 1d20 + 2 ⇒ (15) + 2 = 17


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

*BUMP*


Strange, this gameplay thread didn't update for me before..or perhaps I clicked it at some point and forgot. Regardless, the action you had me do was probably more beneficial than anything I would have ended up doing that round, haha!


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta moves out of the swarm. She makes a quick prayer to close her wounds, then tosses the lantern to burn the swarm.

Move action: out of swarm

Swift action: Fervor healing: 1d6 ⇒ 4

Standard action: toss lantern ranged touch attack: 1d20 + 6 ⇒ (7) + 6 = 13

damage: 1d6 ⇒ 6

The Exchange

Round 4
Penta uses her whip to knock rats out of her way as she wades out of the pack and says a quick prayer to Calistria to heal her wounds. She then tosses the lantern into the middle of the swarm of rats. The lantern smashes and lisps of flame flick across the floorboards and kiss the rats. Fortunately it doesn't land on any sleeping crewmates or shipwrights, but that little fire will become a danger if it gets out of control! 6 points fire damage to the swarm.

Initiative
20 - Penta
19 - A'vandira
11 - rats
9 - Quara
9 - Arven
5 - Atajay
2 - Batango

The Exchange

With the gremlins goading them on out of action and with fire being set at them, that's enough to discourage the rats. Most start breaking away towards the nearest bolt holes and doors, others still milling about the commons or climbing around your drunken, sleeping comrades.

That fire is no joke. If you let it get out of control, this whole timber building could soon catch light. As well with the gremlins dead or incapacitated, some of your crewmates are startled by the sight of the rats and flames and the tang of smoke.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

I have literally nothing that will help against a swarm or a fire.

"Grab some buckets! We need to put this fire down now, before it takes the building!". Atajay looks for anything liquid and nonalcoholic that he could dump on the flames.

The Exchange

Atajay organises workers and sailors and comrades to dowse or smother the flames before they get out of control. As people wake up or come to, they scare off the rats, who disperse. There are still a lot of them, and hunting them down will take some work over the next few days.

Rickety Hake comes up to thank you all for your quick thinking. His face is bloodied from rat bites. The sleeping gremlin is quickly dispatched. Hake doesn't like to think about what might have happened if you all hadn't been here, and the discovery of the goblins explains a lot of mysteries and troubles that had befallen the community of late.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Deeply sorry for the delay. Last Monday was the day of my dental surgery, and I lost track of this game a bit... >_<

"Seems to me," Quara says, "that what your little community needs is more people. And better security. If you had regular guard patrols, this might all have been prevented."

The tigreish tiefling taps her bottom lip in thought, then slowly grins.
"Slavers," she says. "Slavers with their holds full of poor, unfortunate souls desperate for freedom at any price. Master Hake, I know you said slaves make good money, but hear me out: imagine us bringing in ships full of eager souls who can move in as citizens. Citizens are ever so eager to improve their own lives, aren't they just? They'll bring skillsets, they'll want to clear more jungle to build homes of their own, they'll work to make your settlement even better. As the right honorable" - Quara winks at Hake - "lord mayor, you'd be in a position to set up a town guard, maybe take on more apprentices, set up more docks and expand your operation. The slaver-ships we either sell or retool for piracy, and any slavers that survive, we can ransom - or sell as slaves themselves. How's that sound?"

The Exchange

Hake laughs, a gold tooth glittering. "Mayor? I like the sound of that. What do you think boys? Lord Mayor! There's plenty of room here right enough. These incomers would have to have skills though, I don't have the resources to keep them all. If you'll be hunting slaving ships, I don't want to hear about it, I try not to interfere with any ship once it leaves our docks."

"If you're looking for slavers, check out ships frequenting Bloodcove and Crown's End to the south, they have pretty active slave markets. You might also strike out west or north, be on the lookout for Chelish or Thuvian slaver ships. We should have the work done on your ship in a few more days, Captain Sher." Hake good naturedly slaps her on the back as he leaves.

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