GM Shathira's Skull and Shackles

Game Master Kelarith

Skull and Shackles campaign

Boarding Party

Man's Promise Main Deck

Arron's Journal

PBP Player Expectations

Treasure Sheet


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Lantern Lodge

[|]CG Aasimar | Shaman4 | HP:23/23 | AC: 14/ FF 14/ T 10 (barkskin) | Fort: +1 (+2 necro/death effects) Ref: 1 Will: +9| Perception: +15 | Dark Vision | Init: 0 [|]

"See if you can get that hold open, Bill. I'll see what I can do about that fire..."

Ri'el starts casting create water at any opening he can see smoke coming from so that the water will flow below decks and hopefully slow the spread of the flames while Bill makes a way for more direct intervention.


female aasimar (musetouched) | sor 4 |HP: 22/22 | AC:14 (17) T:13; FF:11 (14); CMB +2, CMD:15 | Fort:+2; Ref:+4; Will:+2 | Init:+3; Perc:-1 Glitterdust (dc 16) 0/1; Heavenly Fire 7/7; Spells: lvl 1 5/7; lvl 2 2/4

Davina was relieved at how quickly the fight ended, it was good to see that people could be reasoned with. Davina looked for a way to get the people trapped below decks freed and finally settled on trying to destroy the lock or weaken whatever held the door shut. She chanted and conjured up shurikens of fire and sent them flying at the lock.
fiery shuriken: 1d20 + 5 ⇒ (1) + 5 = 61d8 ⇒ 4
fiery shuriken: 1d20 + 5 ⇒ (13) + 5 = 181d8 ⇒ 5

2nd round of effort:
fiery shurikens: 1d20 + 5 ⇒ (6) + 5 = 111d8 ⇒ 2
fiery shurikens: 1d20 + 5 ⇒ (19) + 5 = 241d8 ⇒ 5

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

Astein takes several crewmen onto the Chellaxian ship and instructs them to start binding the prisoners while he oversees with his elongaged hair flairing about him. He enforces a no speaking rule until the prisoners are secured and the below decks are checked for hidden slavers.


Bill leaps to the door of the hold, as several fiery shuriken dart past him, destroying the lock on the door. Lifting the heavy wooden beam that was used as a makeshift doorbar, bill throws it aside, and wrenches open the door, even as several sets of fists pound on the other side. As the door opens, men stumble out, coughing, smoke chasing them out of the burning ship. Looking into the hold, Bill sees that the fire is already raging through the crates and barrels. He shields his face with one hand as the blast of heat rushes out. The ship is fully engaged and will soon be a total loss, despite the water being poured into the ship. Fourteen crewmen in total come rushing out of the hold, wiping eyes of tears brought on by the smoke, coughing, and looking about bewildered.

Astein and the crew get the Chelaxian marines quickly under control, bound and kneeling on the deck of their own ship. Moving through the Chelaxian ship reveals goods, maybe taken from the ship burning next to it. Astein starts back up from the hold when the ship lurches to the side, and he hears a loud cracking, snapping sound as the mast of the burning ship breaks loose splashing into the sea on the other side of the ships. The burning ship starts to list heavily to the side, pulling at the ropes and boarding planks still tethering the two ships together.

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

"Abandon the burning ship, get over to this vessel now! Ready axes to cut the lost ship loose before it sinks us all!"

Astein draws a blade of his own and prepares to cut the ropes holding the doomed ship to the Chelaxian vessel. If it seems too late, he orders the ropes cut immediately knowing that the others have a better chance of swimming to safety.


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Garavaen shouts, "Let's get to work -- One prize isn't as good as two, but it's still a fine night's work, lads... but I'll see you all drown before we lose them both."

Lantern Lodge

[|]CG Aasimar | Shaman4 | HP:23/23 | AC: 14/ FF 14/ T 10 (barkskin) | Fort: +1 (+2 necro/death effects) Ref: 1 Will: +9| Perception: +15 | Dark Vision | Init: 0 [|]

"I better get back to the wheel," Ri'el mutters as he makes for the wheel and prepares to steer the Seawraith away from the sinking ship.


Male Human Fighter 4 HP 31/36 AC 20/15/16 Saves +6/+4/+1 Init +3 Perception +6 (+7 vs opposed checks)

Unconcerned if he might have to take a little swim, Bill assists those that had been trapped in the hold over to the other ship, waiting till all the others are safe before leaping across himself.

He then inspects the downed captain for loot or other items of interest before turning to Astein, "Any objections if I throw this waste of flesh to the fish?"

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

"None at all."


The crew manages to make it back to the deck of the Famished Mane, along with 14 of the crew from the Vorsfang. A search of the Chelish cutter brings up the stores and arsenal from the hold 1 point of plunder, and there are 4 ballistae that you could dismantle and take aboard your ship.

The 14 sailors watch their ship blaze into flame with a look of sorrow and rage, and turn towards Astein. Beggin' yer pardon, Cap'n, but seems we lost our conveyance. An' since we'd rather be swimmin' than be seen on the deck o' a Chelish ship, an' further complicated by the fact swimmin' ain't an option, bein' that there's no land in sight an' all, might ye be lookin' f'r a few hands on yer ship? Me an' th' lads is loyal, an' we'd be in yer debt."

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

Astein nods at the sailors and says, "Get about taking those Balista down and getting them mounted on the Sea Wraith. If you look like you know your way about we might have a spot for you."

He then turns to his officers and speaks quietly.

"I'm inclined to put the Chels in a dinghy with some food and water and let Besmara decide their fate. That leaves what to do with the ship. Seems a waste to sink her..."

Lantern Lodge

[|]CG Aasimar | Shaman4 | HP:23/23 | AC: 14/ FF 14/ T 10 (barkskin) | Fort: +1 (+2 necro/death effects) Ref: 1 Will: +9| Perception: +15 | Dark Vision | Init: 0 [|]

"Hmm... If we bring the other boat back to Rickety's, he should be able to squib it. Then we could either bring it to port to sell it, or, what with us both being able seamen, we could have the beginnings of a fleet. Twice the boats mean twice the crew capacity, twice the booty capacity and twice the number of ballistae in a ship-to-ship battle."


Ambrose listens and nods to Astein, Ri'el lad is right about that, but you'd also need the money ta squib 'er, enough crew to crew 'er, and money to pay the new crew." He motions to the hold Bein that we don't have much in the hold, and even with 14 new hands, we're not a full crew on this ship, ya might be stretchin' yerselves a bit thin takin' on another ship."


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Garavaen says, "Either we try to find a cove to hide her in, hoping we don't need to fight while we're undermanned... and then come back for her later... Or we send some of the new folk to bring her in as a prize." He shrugs, "I'm thinking that might be the best move, Captain. If we can't sail and fight her, we should at get the value of her hull."

He looks over then adds, "As for the devil-worshippers, I'm in agreement. Let them have a lifeboat, and wish them well. I'd even throw in a waterskin and a day's food, just to show we're not heartless. After all, if we've a reputation for showing mercy to those that surrender, then folk'll be more likely to do it... and that reduces the cost in blood we'd have to pay."

Lantern Lodge

[|]CG Aasimar | Shaman4 | HP:23/23 | AC: 14/ FF 14/ T 10 (barkskin) | Fort: +1 (+2 necro/death effects) Ref: 1 Will: +9| Perception: +15 | Dark Vision | Init: 0 [|]

"Hmm... that's a good point, though I can't say I know of any cove to anchor this ship at. We might be able to hide the ship at the cove at the grindylow island since we cleared the place of most of its dangerous elements. Or Rickety might give us something for the ship for spare parts, or squib it for us in exchange for a share of what we sell the ship for."

Which are we nearer to? Grindylow island or Rickety Squibs?

"And I agree with Garaveen about giving the Chelexians a longboat and some rations and then leaving them to Besmara. They'll have a fighting chance at survival - what they make of it will be up to them."


Ambrose listens and shakes his head a bit, Yar runnin' a skeleton crew on the Wraith now. Even with the 14 hands ye're takin' ye'd not have enough ta man the ship and weapons. Put the Chelaxian's on a longboat, and ye'll not have the 40 men at minimum ta make the ships move."


Male Human Fighter 4 HP 31/36 AC 20/15/16 Saves +6/+4/+1 Init +3 Perception +6 (+7 vs opposed checks)

Bill returns to the conversation having dumped the former captain into the sea, "Well, looks like we either scuttle it then, or keep enough of the Chelaxian devils around to help man it, and risk a revolt in a middle of the night. I think I'd prefer the former captain."

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

"Aye, scuttle her. Set the Chelaxians away with some water and rations and they can pray to their devil-gods for safekeeping. Lets get the new crewmen cleaned fed and to work."


Getting the new crewmen set up is fairly easy, as they are already used to life aboard a ship. They gleefully assist in scuttling the Chelaxian ship, and the Wraith sails away as the ship slips beneath the waves.

Sailing on till mealtime, the crew settles in to eat in the light of the setting sun. A few men break out musical instruments, and accompany Rosie as she plays a ribald tune on her fiddle. The music is ending as a cry is heard "Ship to the fore!! Scrambling up the crew notices as A ship suddenly comes into view, sailing across the setting sun. The glaring light behind it makes the details of the ship difficult
to make out, but its lines suggest a whaler riding low in the water. As the last light of day disappears below the horizon,the distant ship also drops from sight in the gloom of twilight.

Profession Sailor dc 10:
After the surprise of the disappearing ship wears off, you realize that the ship was sailing directly against the wind...


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Profession: 1d20 + 7 ⇒ (4) + 7 = 11

Garavaen blinks, then says, "That doesn't seem right... Seems to me like that thing was sailing straight into the wind..."

Lantern Lodge

[|]CG Aasimar | Shaman4 | HP:23/23 | AC: 14/ FF 14/ T 10 (barkskin) | Fort: +1 (+2 necro/death effects) Ref: 1 Will: +9| Perception: +15 | Dark Vision | Init: 0 [|]

Can't fail that check.

"Yeah, I noticed that too. Either they have some really impressive way of moving their ship, or we are dealing with something most unnatural. I suppose it's possible someone was using an illusion to draw our attention there, but that would mean they were trying to draw our attention away from something else, and I ain't sure there's much out here that be worth drawing our attention from. Or maybe there be danger in the waters there and someone was trying to lure us there."

"Cap'n Astein, I reckon we should double the watch and keep the crew on alert. There are several possibilities for us seeing what we did, and almost all of them spell trouble."

"We also gotta figure out if we wanna go investigate or keep on our current course."

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

"Let's keep the current course, I don't fancy trying to run down a ship that sails straight into the winds. Likely some powerful magics behind that, mayhap the legendary bag of winds... Double watch is smart though, and an officer on each watch."


After sailing for another day, uneventfully, Crimson reports to Astein, Cap'n, water supply is gettin' a mite low. Could be a good time te foind us a right small coastal spot, an' drain some fresh water. Somewhere the natives'll be right hospitable, I reckon."

After consulting maps and charts, there is a wide river on the coast that would suit the Wraith's needs. She could sail up the river a half or full day and refill the water supply.

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

Astein calls together the officers.

"First, how are the new crew getting along? I'm sure they're grateful to be alive, but we really don't know much about them. Have we learned any of their story?"

He then references a chart showing the mouth of a river.

"Second, we need to fill our cisterns. There is a river just off our course that looks like it will do. Might be good to have bows up on deck to see if we can find any game as we sail upriver a day and fill the cisterns. Thoughts?"


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Garavaen says, "Don't know that too many of our lads are hunters, but I promise some of them are good enough shots to hit any game we might sail past... Though it mightn't hurt to do a little exploration while pumping in the water."

Lantern Lodge

[|]CG Aasimar | Shaman4 | HP:23/23 | AC: 14/ FF 14/ T 10 (barkskin) | Fort: +1 (+2 necro/death effects) Ref: 1 Will: +9| Perception: +15 | Dark Vision | Init: 0 [|]

"I'm always keen for some exploration," Ri'el adds.

GM, could we do a quick stock-take on our crew?
Apart from the crew that came with us after we defeated Plugg, we also picked up more people at Rickety's island. What do we know about those guys so far? Is this something we need to make checks for?


Male Human Fighter 4 HP 31/36 AC 20/15/16 Saves +6/+4/+1 Init +3 Perception +6 (+7 vs opposed checks)

Bill adds, "I'm no woodsman, but I have a little skill in tracking and foraging."


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The crew isn't anything you need to really worry too much about, as long as you make sure to pay them each month ;). Generally, at the end of a shipboard combat, it's considered a wash, getting new conscripts from the crew of the ship defeated making up for the losses during the combat. It's set that way so we don't have to do ridiculous bookkeeping. Currently you have about 20 crew outside the named crew you got from the earlier adventures. The ship requires at minimum 20 to even have it move, 4 on each ballista (an additional 16). So the Wraith is still "undermanned" as far as being fully capable.

Crimson gives a quick humph, "The newbies are workin' out fair. Seems they live by the code, an' their loyalty is to you and Wraith till ye're dead, or the Wraith is. Far as a bit o' walkabout ta hunt? That sounds like a crackin' good idea ta me."


female aasimar (musetouched) | sor 4 |HP: 22/22 | AC:14 (17) T:13; FF:11 (14); CMB +2, CMD:15 | Fort:+2; Ref:+4; Will:+2 | Init:+3; Perc:-1 Glitterdust (dc 16) 0/1; Heavenly Fire 7/7; Spells: lvl 1 5/7; lvl 2 2/4

The strange ship that followed them for a time gave Davina the heebie-jeebies. Still, it didn't come closer and she decided that maybe it was just a mystery to tell stories about. As they discussed the new crew Davina spoke up and said, "None of them have given me any trouble so far."

While the discussion turned to the ship's stores, especially the water, Davina nodded in agreement and said, "It seems like a good idea to me. Doing some exploration would also help make sure no threats creep up on the ship while we're not sailing."

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

Astein nods at the idea of exploring. "Sounds like a good idea. Lets head for the river, find a good place to anchor and re-provision. We officers can explore a bit while Ambrose keeps the crew busy making repairs and checking the hull."


The Wraith sails up the large tributary about a day's sail up the river. After a fruitful hunting foray, the crew welcomes the meal, and Ambrose, with his new sobriety, prepares a delicious meal. Water supply refilled, and after a restful night the Wraith starts back down the river to the ocean.

At a ways off, an excited Conchabar almost leaps from the crow's nest in a hurried scramble to reach Astein, leaving Arietta in the lookout spot with a spyglass set to her eye, and a concerned look on her face.

Conchabar reaches Astein in moments, Captain, we've spotted a rather large mast above the treeline, sitting in the cove. The rigging of the ship is also visible. I believe we're looking at a Man-o-War at least, which doesn't bode well for the Wraith, sir. We're still below the canopy, so I doubt they can see us, but that won't last much longer if we continue to sail! Conchabar hurriedly relays in a quiet voice, nervously looking out towards the yet unseen cove. "If it's a Man-o-War, it's very likely a pirate hunter."

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

Astein calls to Ri'el "Quick to port and furl the sails. Get us closer to the tree-line and better hidden from the cove and come to an all-stop. We may want to cut overland to get a look at what we're facing before we sail into the cove and into the sight of a Man-o-War. Likely they can't take the shallows of the river with their deeper keel but best to be safer than sorry."

Lantern Lodge

[|]CG Aasimar | Shaman4 | HP:23/23 | AC: 14/ FF 14/ T 10 (barkskin) | Fort: +1 (+2 necro/death effects) Ref: 1 Will: +9| Perception: +15 | Dark Vision | Init: 0 [|]

"Aye Cap'n!" Ri'el replies as he quickly spins the wheel and steers the ship towards the tree line.

"Cog! Conchobar! You heard the Cap'n! Get those sails furled and cut our momentum! You lot by the mizzenmast, help them with those ropes."

Profession Sailor: 1d20 + 13 ⇒ (18) + 13 = 31


Cog and Conchobar get the crew to hop to, following Ri'El's barked orders with some urgency. In short order the Wraith is stilled and nestled close to the treeline, its masts blending in well with the trees. Given that the ship in the cove was only visible due to the masts towering over the treeline, you feel safe in the fact that the Wraith is hidden well. The ship in the cove doesn't seem to be pursuing upriver, either, so Astein's assumption that their keel will not allow that pursuit is accurate as well.

Forming a land team, you travel through the jungle, the heat and humidity bearing down on you, and in short order your clothing is soaked through. The buzzing of insects, birds and other animals is a constant din in the canopy. Reaching a vantage point you see the Man O' War dominating the pristine blue waters like an ink stain on a clean canvas. The huge warship bears the moniker, aptly enough, Dominator. Atop the rigging of the 4 masted behemoth of a ship fly the colors of the Empire of Cheliax. It is clear from the weapons bristling on the ship, and the heavily armed and armored marines mustered on deck, that the Dominator is indeed, a pirate hunter.


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Garavaen whistles, "Aye, she's a dangerous one... and one we'd not like to bump into out on the seas..." He sighs wistfully, "Still, though think of the reputation we'd get for taking her -- even if we struck her unawares from land and not on the deck of a ship."


Male Human Fighter 4 HP 31/36 AC 20/15/16 Saves +6/+4/+1 Init +3 Perception +6 (+7 vs opposed checks)

"This could get ugly, but I agree with Garavaen. Question then becomes, do we wait till nightfall, and risk them leaving the area, or work out a plan to strike before dark?"

Bill then begins counting off Chelaxian soldiers, trying to get a good estimate of how many there are.

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

How far is the ship from land?

"I wonder if they tracked us here... seems a big coincidence if not. As for risk of them leaving this area, if they are hunting us they will not and if they aren't - well the pike shouldn't be angry if a shark leaves it's hunting waters."


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Garavaen shrugs, "To be fair, we did just take a Chelish pirate, which might be why they're here.. Still, can't help but worry that the Man'o'War comes upon the lifeboats, and the Chelish pirates suddenly have a story about nasty old us."


A quick rememberance for those of you who were sailors puts a Man O' War with 20 light ballista, 2 catapults, 14 officers and 120 marines, on top of a normal crew to man the ship. The ship is too big to get into the inlet river, but sits in the middle of the cove. A quick row in a boat, or a bit of a swim from the shore.

Fishguts follows a bit behind, cheeks now ruddy from the exertion, but still managing to keep quiet as the group looks on the tableau. He lets out a low whistle when he sees the ship, "That there's the Dominator. She's got herself a reputation as a deadly pirate hunter, an' it's a well earned one. The Wraith is a fine ship, but she'll not outgun 'er, and not outrun 'er. We could be makin' it most of the way out of the cove coasting past 'er in the current, but as soon as we drop sheets, we'll stand out like a whore in church. Even to a blind look out. We need another way to get past 'er and avoid a fight."

Craft Ships dc 15, Kn Engineering dc 15, Perception or INt check DC 20:
The Dominator has a wheel on its quarterdeck, meaning the ship has a pulley driven tiller in the cabin below. The rudder itself is below water and too hard to reach to damage, but if the tiller's ropes were severed, the Dominator would be crippled for hours while they were repaired.

Sczarni

Male Human (Varisian) lvl 4 Witch (Cartomancer) 11/26 hp; AC 12, Touch 12, Flat 10; Ref +3, Will +4, Fort +2; Perc +1; Init +2

Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Int: 1d20 + 4 ⇒ (10) + 4 = 14

Need to know how many feet she is from shore for spell purposes.


Male Human Fighter 4 HP 31/36 AC 20/15/16 Saves +6/+4/+1 Init +3 Perception +6 (+7 vs opposed checks)

"Well now that is a serious problem." Bill says as he looks over the ship.

Kn Engineering: 1d20 + 8 ⇒ (5) + 8 = 13
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Int: 1d20 + 2 ⇒ (19) + 2 = 21
Well that wasn't the roll I was expecting to be successful.

"Hold on a sec here. Captain, you see the wheel on the quarterdeck? Got a few ropes running below it into the deck? Squibs had a ship in like that once while I was wasting away there. I talked with one of the crew, and there will be a pulley mechanism in the cabin below it. We cut those ropes and it will take them a while to repair it. But maybe even better if we can find a way to sabotage them so they snap while out at sea giving us chase... leave them adrift."

Lantern Lodge

[|]CG Aasimar | Shaman4 | HP:23/23 | AC: 14/ FF 14/ T 10 (barkskin) | Fort: +1 (+2 necro/death effects) Ref: 1 Will: +9| Perception: +15 | Dark Vision | Init: 0 [|]

"I have a spell ready that can get me out of there quickly, but getting there in the first place is the challenge..."


Ambrose scratches at the back of his neck, and offers, with a grin, "Well ye'd be best not going above decks to get there."


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Garavaen says, "So then, it's a stealthy raid that's required?"


Ambrose hefts his not inconsiderable girth up from where the group is watching with a slight grin, "Aye, well then, tha' leaves me out. He claps Garavaen on the shoulder good-naturedly, "Good luck with that then."

what's the plan?


Male Human Fighter 4 HP 31/36 AC 20/15/16 Saves +6/+4/+1 Init +3 Perception +6 (+7 vs opposed checks)

"Well I could reach her by swimming, but I'd never get aboard her without a major distraction occurring somewhere along the beach to draw most or all of their attention."

Would there be any way to realistically climb up the side if I got to the ship in the water? Anchor? Ropes left hanging for the longboats?

"Another option might be get most of them ashore and away from the longboats, then steal or sink the boats. That might take them enough time to get the crew back aboard ship that it is to late to give us chase."


Male Half-Elf Gunslinger (Bolt Ace) 4
Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Garavaen suggests, "A fire could certainly get their attention..."


Male Human Fighter 4 HP 31/36 AC 20/15/16 Saves +6/+4/+1 Init +3 Perception +6 (+7 vs opposed checks)

"Ri'el, could you get both in and out with your magic? I could swim across, climb the anchor, and possibly even slip inside the lower cabin undetected come nightfall, then escape the same way - if there is sufficient distraction out here to keep the majority of them busy. But a little extra back up would be appreciated."

"Everyone else stay out here, cause a big ruckus and distraction, then flee to our own ship without getting caught. Meet us downriver to pick us up."

The Exchange

"I couldn't do it today. Not with my current spells. If we had more time to prepare, but I do not know that we have the luxury of the time," Ri'el mutters grimly.


female aasimar (musetouched) | sor 4 |HP: 22/22 | AC:14 (17) T:13; FF:11 (14); CMB +2, CMD:15 | Fort:+2; Ref:+4; Will:+2 | Init:+3; Perc:-1 Glitterdust (dc 16) 0/1; Heavenly Fire 7/7; Spells: lvl 1 5/7; lvl 2 2/4

Davina listened with interest to the discussion but added little. She was never trained in war and tactics and so she wasn't sure she had much of use to add. "When it comes to getting there, I can use some magic to aid us in swimming. I did learn how to increase one's natural ability at swimming. If it becomes necessary I might be able to blind the lookout when we try to escape." She sighed then, "I'm afraid that, beyond that, there is little I can do until the fighting starts."

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