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Shipmaster Dave's Skull and Shackles
Game Master Pryllin

Skull and Shackles Adventure Path
Part 1 of 6: The Wormwood Mutiny



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Male Half-Orc Wizard 2 - HP21/21, 5 non-lethal, AC13, CMD?, F+2, R+1, W+2, Prescience 4/5

Mata waits when Nakon puts his hand up but casts when Nakon starts casting.


Deity

Nakon still fails to find any guards about, whether due to confidence on the part of Captain Plugg or something more sinister.

Opting for speed over stealth, several quick strides take you all across the deck to the door to Captain Plugg's cabin. Your spells are cast and your weapons at the ready.

(It's been 7 hours since bloody hour so heal back 7 non-lethal damage and update hit points and AC. Nakon still fatigued.)


Male Human Cleric 2 (FC) HP: 19/19 AC: 17

Sevien slowy shifts into Scourge with a quick cast of a spell. Cast Disguise Self.

How does this look? Might give us the element of surprise. Let me try to open the door...anyone know how to check it for traps first though?


Male Human (Taldan) Buccaneer 2- HP4/17, AC14, CMD14, F+2, R+4, W+1, 8/10 BP, 1/3 Lvl 1 Spells

Xantrius gave the door a once over and shrugged.

Perception: 1d20 + 2 ⇒ (16) + 2 = 18

Stealth: 1d20 + 4 ⇒ (16) + 4 = 20

By all means, Devil-Man. We'll be nearby, lead them to us.

Xantrius had his sawtooth sabre held at the ready, weapon cord tying it to his wrist. In his other hang he held the group's flag.


Deity

Xantrius quietly looks over the door to Captain Plugg's cabin.
It appears to be well made from several thick planks of reinforced hardwood which wouldn't be quite as strong as the interior walls of the ship but would still take a couple of axe blows to destroy. It fits snugly within its frame but like all doors aboard a ship it opens inwards.
While Xantrius is unable to find any tripwires or hidden needles in the dim moonlight, the door does appear to be locked with a decent mechanism.


Male Human Cleric 2 (FC) HP: 19/19 AC: 17

Sevien casts guidance then walks up and taps on the door lightly and whispers in his best rendition of Scourge, Captain Plugg, the others are afoot, Ive' gathered a few of the boys to teach em a lesson once an' for all...it's time.

bluff guidance 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
disguise, if needed 1d20 + 4 + 2 + 10 ⇒ (16) + 4 + 2 + 10 = 32

Both the voice and the magical disguise are very convincing... I hope :]


Deity

SD Dave:
perception: 1d20 + 2 ⇒ (13) + 2 = 15

There's a curse from inside and the sounds of movement. The manacles within clink several times as footsteps approach the door, followed by the scraping of a key in the lock. The door is flung open to reveal Captain Plugg inside the door, cutlass and cat at the ready. He stops and fixes a confused look on the rest of you behind Sevien.

Mutiny!
Round 1

Mata Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Nakon Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Sevien Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Xantrius Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Plugg initiative: 1d20 + 3 ⇒ (16) + 3 = 19

Initiative
Mata
Plugg
Sevien
Nakon
Xantrius

Effects
- Mage Armour (Mata)- +4 AC (armour)
- Enlarge Person (Mata)- +2 Str, –2 Dex, –1 attack rolls and -1 AC (size)

Map

(EDIT- Map added)


Male Human Cleric 2 (FC) HP: 19/19 AC: 17

If I can speak out of turn, Sorry Captain, they have captured the others and forced me to do this, it's best you surrender!
"Scourge" tells the Captain...


"Yer useless. I'll kill 'em meself."


Initative reroll with domain power. I've got magic weapon and shark armour up as above. Fatigue is cutting 1 from intitative roll.

Initiative: 1d20 + 1 ⇒ (10) + 1 = 11 Slightly better.


Male Half-Orc Wizard 2 - HP21/21, 5 non-lethal, AC13, CMD?, F+2, R+1, W+2, Prescience 4/5

Back now, sorry for the delay.

Round 1
prescience: 1d20 ⇒ 18

Mata uses his extra reach to swing at Plugg.
Attack: 18 + 6 = 24 using prescience roll
Damage: 2d6 + 7 ⇒ (2, 3) + 7 = 12

Posible crit: 1d20 + 6 ⇒ (6) + 6 = 12
Extra Damage: 2d6 + 7 ⇒ (4, 6) + 7 = 17

Status:
Prescience: 4/5 remaining[/dice]
HP: 21/21 nonlethal: 5
AC: 13
Active effects: Mage Armour, Enlarge person

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