DM Davy Jones' Skulls & Shackles (Inactive)

Game Master Elmdorprime

Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats.

Campaign Info

The Calamitous Intent


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1st Floor Map, 2nd Floor Map

You can't outwait me Wulf!

Plugg is not, in fact, lying - about someone trying to break into the armory or about whipping all of you if no one steps forward.


M Human Bolt Ace | Lvl 1 | HP 2/11, AC 16(14), T 13, FF 13 | F 3 R 6 W 3 | CMB 1 CMD 15 | Init + 5 | Perc + 7

"No one needs to be lashed but me, didn't realize it was the armory. Just wanted to see if I was capable of opening the lock... apparently not."


1st Floor Map, 2nd Floor Map

Plugg stares at Wulf for a second.

We lock door around this ship for a reason.

He looks over at Scourge.

Go through everything he has in his locker - and there shouldn't be much - and bring anything that shouldn't be there to me.

Two other sailors grab Wulf and force him to mast and bind his hands.

Since you're apparently an idiot, you'll get the lash this time. But if you get caught again we'll find out how long you can hold your breath.

The whip unfurls and lashes out at Wulf.

Damage (Whip, Nonlethal): 1d3 + 2 ⇒ (2) + 2 = 4
Damage (Whip, Nonlethal): 1d3 + 2 ⇒ (1) + 2 = 3
Damage (Whip, Nonlethal): 1d3 + 2 ⇒ (1) + 2 = 3
Damage (Whip, Nonlethal): 1d3 + 2 ⇒ (1) + 2 = 3
Damage (Whip, Nonlethal): 1d3 + 2 ⇒ (1) + 2 = 3
Damage (Whip, Nonlethal): 1d3 + 2 ⇒ (2) + 2 = 4

Wulf passes out and Plugg leaves him tied him.

Let him hang there bleeding. It'll be an abject lesson to the others.

One of Scourge's cronies stands guard over Wulf to make sure no one approaches him before dawn.

------

New day, take your day time tasks! Wulf, you're exhausted thanks to the beating and wounding, and you're cut down and thrown in your hammock - you'll be brought to Plugg to justify your actions at the dinner break.


M Half-Elf Slayer 1

1d100 ⇒ 74Kroop's drunk again.
1d6 ⇒ 1 Cooking, yay!

Carthus uses the cookbook and ask for Kroop's help.
cooking: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16

Sweet smelling vapors waft all the way to the deck and the crew looks confused. Below decks Carthus cackled madly. He also uses his cooking success to search around the galley.

perception: 1d20 + 11 ⇒ (8) + 11 = 19


1st Floor Map, 2nd Floor Map

Carthus, you find six bottles of Chelish brandy Worth 20 gp each.


Male Human Druid 7 | HP 62/62 | AC 18, T 11 FF 17 | Fort +8, Ref +3, Will +10 | CMD 18 | Init +1 | Perception +17

Day Time: 1d6 ⇒ 4 Rope work, yay

Galean sets on the day, the scent of the bilges still fresh in his head, and is told to do rope work, much to his amazement.

Midway through work, Galean decides to take a

Stealth, exploring the poopdeck.: 1d20 + 1 ⇒ (14) + 1 = 15 Whoosh

Taking 10 on Perception with the help of someone for 21.

Galean sneakily goes to the poopdeck, hiding behind masts and helping the occasional sailor on the way there, pretending to blend in the crowd. Once there, he starts looking and noting down everything.
Goodberry, you guessed it.: 2d4 ⇒ (2, 3) = 5

If possible, he'll also go to the middle deck to exp... say hi to Owlbear and give him a berry. Owlbear likes berries.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Nymph simply covers her face and begins massaging her temples after Wulf is whipped unconscious after giving his reasoning for trying to break into the armory.

Swabbie Tasks: 1d6 ⇒ 4 Hauling Rope and Knot Work
Profession (Sailor): 1d20 + 8 ⇒ (18) + 8 = 26
Constitution: 1d20 + 3 ⇒ (2) + 3 = 5

Waking up still annoyed she throws herself into her job, almost managing the work of three swabbies during her shift. Doing so however gives her the fatigue of about three swabbies.


1st Floor Map, 2nd Floor Map

Galean's explorations don't show too much that isn't already known, but as you explore the deck you hear a high pitched explosion from an ugly parrot sitting on top of a man-cage hanging off the side of the mizzenmast.

Sqwaaaak! Get off the poop deck ya filthy bastard! This be for officers only! Sqwaaaaak!

------

Sandara grins at Nymph as she works on the ropes.

Getting you back into it? I figured Tilly would have worn you out too much for that.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

"I don't know bout you purebloods but energy for work and energy for not-work feed off of each other. I'm tired now, sure, but I'm gonna make Tilly real tired tonight. And then when we tire each other out I'll be ready for work tomorrow, and thus the process begins anew." She responds back with an equal grin.

Letting her eyes roll from side to side in thought her grin widens before she adds, "You can always join us yaknow? We wouldn't disappoint."


F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5

Before attending to her daily tasks, Yuki finds Wulf and tries to soothe some of the pain with healing magic. Afterwards she whispers, "You got to be better at breaking in and stealing than that, I can teach you some lessons if you want, but probably not on the ship..."

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

* * *
Daily Task: 1d6 ⇒ 2 Rat Catcher

Perplexed that the sadists running the ship continue to give her an assignment that she's been doing well at, Yuki slacks off a bit, but still does a very good job at killing vermin.

Dexterity Check: 1d20 + 3 ⇒ (12) + 3 = 15

* * *
Day Action: Influence Kroop

While hunting down rats, she naturally finds herself in the presence of Kroop, albeit quite drunk. Hoping he'll remember her visit, she tries to sweet talk him, "I really do love the way you cook! Trust me when I say, we're always unhappy when you miss preparing a meal. When you have some time, would you mind giving me some pointers?"

Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11

* * *
Rum Ration

When drinks are served, Yuki takes care of hers like she has all the rest.

Dexterity + Guidance to dump: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21


1st Floor Map, 2nd Floor Map

Sandara laughs.

Thanks, but no thanks, girl. You've got too much of a crowd as it is.

She'll flip her red hair back and settle it underneath her tricorn.

I always dreamed of going to sea and serving Besmara, but this is a little...worse than I imagined.

------

Kroop blinks slowly at Yuki through the alcohol haze.

Whaaa? Haz I cooked zince you came board?

Yuki can see Carthus busily preparing a meal in the background and glaring at her a little.

Carthus, hav' I cooked zince you became mate? Caaan' rem'ber.

He stands up and sways terribly, then falls into the wall. Carthus comes by and puts him back in his chair and goes back to cooking - he appears to be reading a book as he goes.

You's pretty! I 'meber a time, I wuz left from Quent, and I was learnin' raw fish in Cho-o-shoooo-zhu-tzu-u. I had a waaaaai-t-t-t-r-e-sssss. She waz prett' too. You's reminds me of heerrrr...

Fishguts starts snoring in the corner and you can hear Carthus heave a sigh of relief. You're also a bit puzzled when he puts an empty bucket next to Fishguts' feet.

Don't drink the lemonade or eat the corn chowder people - that's all I'm saying.

Attitude: Helpful


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

"Hey, don't knock a threesome till you try it! Now if I could just convince Yuki and Grok to join in we could have a full on orgy..." she thinks aloud.


1st Floor Map, 2nd Floor Map

Ayre?


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

sorry post eaten...still at work but let me give you a couple rolls...sorry I suxk

1d6 ⇒ 5
1d20 ⇒ 10
1d20 ⇒ 1

I will work diligently

So sorry


Male Human Druid 7 | HP 62/62 | AC 18, T 11 FF 17 | Fort +8, Ref +3, Will +10 | CMD 18 | Init +1 | Perception +17

Galean listens to Nymph talk, looking with half-horror, half-deep interest on his face. As she looks in his direction, he turns his gaze and turns red a bit.

Rum Ration: 1d20 + 4 ⇒ (8) + 4 = 12
Cha: 1d4 ⇒ 2
Exhaustion: 1d8 ⇒ 4

Come night, Galean is going to attempt arm-wrestling with Fipps, after hearing about him ratting Carthus out. Betting a gold piece. "Come on, Fipps. If I win, I'll get to get myself something nice from Grok. You on, or are you chicken?"

If I lose, this a&+*!&% is shamed by being bested by a kid. If I lose, he still looks bad for beating a kid a 'Man's game'.

Galean looks at Fipps, and gestures to the glass, sitting down.
Arm Wrestling: 1d20 + 2 ⇒ (18) + 2 = 20


1st Floor Map, 2nd Floor Map

That is pretty bad.

Ayre climbs up to the top of mast just fine, but he fails to spot a shoal that's rising through the water. There's a shout from the bow and the pirates make a hard turn to avoid the rocks.

When he climbs down for the evening Scourge whacks him with the rope bash. 1 point of non-lethal damage.

Worthless fairy! He snarls as he stalks about on the deck.
------

Fipps just laughes in Galean's face.

I don't need a gold piece Berryboy! I got fifty doubloons from the first mate for reporting your stupid friend! But you can spend your gold piece in the store if you want, maybe you can buy half a knife to go with your half a brain.

The pirates behind him laugh at the druid with Fipps.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Daytime Action - Sneak
Gonna explode unexplored area of the ship, if theres any left...
Perception: 1d20 + 10 ⇒ (13) + 10 = 23

Rum Ration: 1d20 + 9 ⇒ (16) + 9 = 25
Rum Goggles: 1d4 ⇒ 1
Intoxication: 1d8 ⇒ 2


1st Floor Map, 2nd Floor Map

Nymph, you're able to examine the door to Peppery's laboratory. You can see a shimmering light over the door handle as you examine it more closely.

Spellcraft DC 17 to identify.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

lol nope! Ish a pretty light.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

back home

1d20 + 2 ⇒ (8) + 2 = 10 Rum 1d4 ⇒ 4

woo! not addicted

Ayre makes his way to Rosie. Hey, I don't think we have talked much yet. I have been to busy getting whipped. Maybe we can look out for each other next time a storm comes. I would like to have someone with your muscles ready to pull me out.

1d20 + 2 ⇒ (9) + 2 = 11 diplo

nighttime activity


1st Floor Map, 2nd Floor Map

Rosie looks at Ayre weirdly.

Uh, if you're coming to the halfling for muscle power you've got some interesting ideas there. But I can always use someone who can swim in a storm like that!

Attitude: Helpful


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Nighttime Activity

Out of it for overexerting herself and then downing the soothing burning rum Nymph struts over to wherever Tilly is. "Hey, you holding up okay?"


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Well try not to fall overboard. What got you on this boat?


1st Floor Map, 2nd Floor Map

Tilly smiles at Nymph.

Holding up is about all I'm doing after that storm. I've been through a number of them but they always scare me witless.

She eyes Nymph dubiously.

How about you? I've heard your friends have been having a rough time of it, and Wulf's stunt didn't endear him to the officers.

------

A bad night drinking at the Formidably Maid.

She laughs.

Don't trust the ale.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Nymph calmly smiles back as she listens before speaking. "Yeah, Plugg and his cronies seem to have it out for us from the get go, though I about wanted to knock Wulf around for being such a dumbass."

Shrugging she adds, "Dun know why they even pressganged us if they've haten us from the get go."


1st Floor Map, 2nd Floor Map

Tilly grunts as she drinks her grog.

Probably because you all act like you know each other and have been going around making friends with words like "have each others' backs" since the get-go. Pirates might talk about freedom, but a lot of ships here in the Shackles are like this one - there's a pecking order.

She gets a quick grin as you hear one of Fishguts' chickens crow.

Well, anyway they don't like it when you act like you're outside it. You're supposed to keep your head down and live with it for a few weeks and then you're part of the crew - which you haven't been doing.

She bumps you with her hip to emphasize one of the ways Nymph hasn't been keeping her head down.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Nymph chuckles and hip bumps her back. "You know damn well my head goes down when it needs to. Or would you rather I remind you?"


F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5

Night activity

Influence: Narwhal

Yuki finds a moment alone with 'Narwhal,' and tries to chat him up, "You know, I think things would go better for everyone if we all just tried to get along. There's really no reason to bully each other, we're all part of the same crew. You seem like a reasonable guy, I'm sure you understand."

Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13


1st Floor Map, 2nd Floor Map

Tilly grins.

That's not what I meant. You're incorrigible.

She'll draw Nymph down below decks for that reminder while the rest of the crew is on deck.

------

Narwhal is unimpressed by Yuki's overtures. He just spits on the deck and walks away.

------

The next morning you get up and begin your work as usual but mid-morning Plugg calls you all over to the deck.

Good news for the rest of us! There's a reef over there, he points starboard as if you're all the slow children being taught endlessly about life on the coast, And the captain has decided that it's time for us to have something better than fish.

One of the crew comes over with nets and pots that he dumps in front of you.

So you get to go get it. Now get in the sea, get the crabs and enjoy and enjoy.

The water is calm and clear for once, so Swim checks are DC 10 and visibility in the water is 100 feet.

You have to swim out to the reef 200 feet north, then dive to catch the crabs which are 5 to 30 feet below the surface. To spot a crab you need make a DC 10 Perception or Survival check, followed by a DC 10 Swim check to go get the crab. You each have a crab pot, and it takes 4 crabs to fill a pot.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

If we have a swim speed how does that change the crab catching?


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Yeah, and with Nymph's bonuses to Perception and Swim she auto-succeeds those checks :3


F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5

Are we allowed to take 10 to swim out to the spot?


Male Human Druid 7 | HP 62/62 | AC 18, T 11 FF 17 | Fort +8, Ref +3, Will +10 | CMD 18 | Init +1 | Perception +17

Nice!

Galean jumps in the water, the moment everyone does as well.

Swim: 1d20 + 4 ⇒ (16) + 4 = 20

As soon as he reaches the crab-infested waters, he casts Monkey Fish and begins filling his pot with crabs.

Got +9 on Perception, considering that I can take 10 on swim when I have Monkey Fish, shouldn't take me longer than a minute to get 4 of them.

As soon as his pot is full, he decides to try and help some of the others.

Swim, Aid Another: 1d20 + 4 ⇒ (15) + 4 = 19
Aid Another in Survival or Perception succeeds automatically

Afterwards, he'll just try and enjoy the time swimming in the nice waters. Unless it's cold.


1st Floor Map, 2nd Floor Map

Even if you can auto-succeed, I like people to roll. It helps me determine...other things...that may or may not be going on in the area.

Anyone using the Swim skill sans "Swim Speed" can move up to 30 feet so you can make it to the reef in 7 rounds. People using Monkey Fish take 10 rounds to reach the reef, and will take a flat eight rounds to fill the pots.

Nymph can reach the reef in 4 rounds, and gather 1 crab per round.

DM Only:

Appearance: 1d4 ⇒ 3


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Okies, :3

Happily jumping overboard while shifting her body Nymph makes for the reef with ease while shooting through the ocean blue, overjoyed at being submerged in he waters again after so long.

Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Perception: 1d20 + 10 ⇒ (11) + 10 = 21


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Sure casts his spell and dives in

He arrives and looks for crabs

6d20 ⇒ (19, 8, 11, 13, 8, 5) = 64 all plus 8 percep


Male Human Druid 7 | HP 62/62 | AC 18, T 11 FF 17 | Fort +8, Ref +3, Will +10 | CMD 18 | Init +1 | Perception +17

Survival: 1d20 + 10 ⇒ (8) + 10 = 18
Survival: 1d20 + 10 ⇒ (11) + 10 = 21
Survival: 1d20 + 10 ⇒ (14) + 10 = 24
Survival: 1d20 + 10 ⇒ (20) + 10 = 30

Got it, will do so next time.


M Human Bolt Ace | Lvl 1 | HP 2/11, AC 16(14), T 13, FF 13 | F 3 R 6 W 3 | CMB 1 CMD 15 | Init + 5 | Perc + 7

"Swimming..... well, at least it's not rats."

swim: 1d20 ⇒ 12
swim: 1d20 ⇒ 10
swim: 1d20 ⇒ 14
swim: 1d20 ⇒ 12
swim: 1d20 ⇒ 5
swim: 1d20 ⇒ 10
swim: 1d20 ⇒ 9
swim: 1d20 ⇒ 19
swim: 1d20 ⇒ 8
swim: 1d20 ⇒ 19 10 rounds to reach reef

survival: 1d20 + 7 ⇒ (9) + 7 = 16
swim: 1d20 ⇒ 16 1 crab

survival: 1d20 + 7 ⇒ (4) + 7 = 11
swim: 1d20 ⇒ 6
swim: 1d20 ⇒ 1
swim: 1d20 ⇒ 17 2 crab

survival: 1d20 + 7 ⇒ (2) + 7 = 9
survival: 1d20 + 7 ⇒ (13) + 7 = 20
swim: 1d20 ⇒ 9
swim: 1d20 ⇒ 12 3 crabs

survival: 1d20 + 7 ⇒ (19) + 7 = 26
swim: 1d20 ⇒ 19 4 crabs


1st Floor Map, 2nd Floor Map

Yuki, don't think I answered your question - you can take 10 to get to the reef, but can't to get the crabs.

As you're on the reef, you start to scoop up crabs until something much larger swims up - blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back.

Initiative:

Initiative (Ayre): 1d20 + 4 ⇒ (18) + 4 = 22
Initiative (Carthus): 1d20 + 2 ⇒ (10) + 2 = 12
Initiative (Yuki): 1d20 + 3 ⇒ (2) + 3 = 5
Initiative (Galean): 1d20 + 1 ⇒ (2) + 1 = 3
Initiative (Nymph): 1d20 + 2 ⇒ (8) + 2 = 10
Initiative (Wulf): 1d20 + 5 ⇒ (18) + 5 = 23
Initiative (Monster): 1d20 + 5 ⇒ (4) + 5 = 9
Initiative (Monster): 1d20 + 5 ⇒ (15) + 5 = 20
Initiative (Monster): 1d20 + 5 ⇒ (20) + 5 = 25

They move forward with terrible purpose.

Map


1st Floor Map, 2nd Floor Map

The monsters win initiative and move in on Ayre, Galean and Nymph.

VS Ayre
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Attack: 1d20 + 2 ⇒ (8) + 2 = 10 Crit Not Confirmed
Damage: 1d4 ⇒ 2 Make a Fortitude Save, DC 13
Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 ⇒ 4 Make a Fortitude Save, DC 13

VS Galean
Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 ⇒ 4 Make a Fortitude Save, DC 13

VS Nymph
Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Attack: 1d20 + 2 ⇒ (16) + 2 = 18 Crit Confirmed
Damage: 2d4 ⇒ (4, 2) = 6 Make a Fortitude Save, DC 13

Map

You can go!


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Editing above


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

2d20 ⇒ (2, 1) = 3. Nice failed both

He 5 fts back and color sprays them

Dc 14

Then I suspect I die


1st Floor Map, 2nd Floor Map

You don't die, but you do take 1d2 ⇒ 1 Strength damage - you need to save every round for four rounds or take and 1d2 Strength damage.


1st Floor Map, 2nd Floor Map

Ayre, what square did you move to and where did you point your cone? You can't hit all of them and depending on where you moved can't hit two.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Fortitude: 1d20 + 4 ⇒ (5) + 4 = 9 If it's poison I gain a +2, still failed though.

Snarling Nymph draws her sea knife and stabs at the unruly crustacean.

Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 + 2 ⇒ (3) + 2 = 5


1st Floor Map, 2nd Floor Map

Nymph, you take 1d2 ⇒ 1 Strength damage.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Oh I thought I was attacked by two since there were two attacks, Just the one that hit me and I will move to K10

So I think we found dinner!


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Strength: 14/15
HP: 7/13


F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5

Way behind the others as she takes her time swimming to the spot, Yuki gasps as sea creatures begin to make a meal out of her crewmates.

After drawing her quarterstaff, the oracle tries to swim quickly towards the battle.

Swim Check: 1d20 + 4 ⇒ (16) + 4 = 20

Move action: Draw Quarterstaff. Move action: Move to O 13. I believe you can only move half your speed while swimming, if I'm incorrect please move her closer.

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