Skull & Shackles (Inactive)

Game Master Hayato Ken

NPC Attitudes
Wormwood Map


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Grand Lodge

HP 9/[9] AC 15 Male Halfling Rogue (Thief)/1

Spoiler:

Rigger Tasks (roll 1d6)
1 Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.
2 Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
3 Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.
4 Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.
5 Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
6 Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end
of the shift.

1d6 ⇒ 5

5 Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.

DC 10 Climbing checks
1 1d20 + 5 ⇒ (20) + 5 = 25
2 1d20 + 5 ⇒ (3) + 5 = 8 He gets caught up on some of the ropes and can't seems to get traction
3 1d20 + 5 ⇒ (8) + 5 = 13
4 1d20 + 5 ⇒ (16) + 5 = 21
5 1d20 + 5 ⇒ (8) + 5 = 13
6 1d20 + 5 ⇒ (1) + 5 = 6 He makes no progress but doesn't fall
7 1d20 + 5 ⇒ (3) + 5 = 8 He continues to struggle
8 1d20 + 5 ⇒ (7) + 5 = 12
9 1d20 + 5 ⇒ (1) + 5 = 6 He struggles again
10 1d20 + 5 ⇒ (6) + 5 = 11
11 1d20 + 5 ⇒ (8) + 5 = 13
12 1d20 + 5 ⇒ (13) + 5 = 18

Additional Rolls

13 1d20 + 5 ⇒ (3) + 5 = 8 Can't make progress here
14 1d20 + 5 ⇒ (5) + 5 = 10
15 1d20 + 5 ⇒ (18) + 5 = 23
16 1d20 + 5 ⇒ (12) + 5 = 17
17 1d20 + 5 ⇒ (3) + 5 = 8 Again struggles to make progress And rarely have I seen so many sub '5' rolls
18 1d20 + 5 ⇒ (8) + 5 = 13
I can't fail by more than 4 even with a '1' on a DC10 so moving forward it may be a good idea to assume I make DC10 climb checks.

Perception DC10
1d20 + 6 ⇒ (16) + 6 = 22

Ahhh life in the 'Nest... there is nothin' like it. Bit buggered by the climb though. Ropes and lines all seem to be in the wrong place, he thinks to himself.

Sovereign Court

AC 14, 11, 13; CMD 16; HP 12/12; F +3, R +3, W +2; INI +1, Percp +7 Freebooter (Ranger); Besmra

Swab: 1d6 ⇒ 5 -->Runner
DC 10 Acro: 1d20 + 0 ⇒ (15) + 0 = 15
DC 10 Constitution: 1d20 + 1 ⇒ (5) + 1 = 6

I've run me the bottom of me shoes off today, and still they want messages sent. Quinn says to whom ever happens to be listening to the out of shape swabber.
Quinn quietly takes his rum at night and just slumps into his bed to get some rest. What a first day as a pirate... he says before falling asleep.


Male Human(Garundi) AC 16, 13, 13 CMD 16 hp 14 F +2, R +5, W +0; INI +3 Perc +4 Rogue (Pirate) 1

Perception: 1d20 + 4 ⇒ (7) + 4 = 11 

after his hated work is done, khalfani explores the ship a bit, sneaking around to find a way to get out of this.

Grand Lodge

HP 9/[9] AC 15 Male Halfling Rogue (Thief)/1

Soooo, the sailor says after his duties. Any ideas on how to spend our time?


Day 1
After a long day of continuous work on ship, where the other sailors showed you what to do and sometimes also what not, more or less friendly, finally a bell is ringed and work finished.
Everyone did fine on his job, only for Quinn Reed and Peg Leg it was obviously very exhausting. You can see how tired they are in their faces.Waiting for Randalls job. Also no one took a daytime ship action. Last chance for that now.

The crew gathers on deck at dusk and you mingle among them. You hear the others talk about that you are to witness the keelhauling of Jakes Magpie, a pirate caught stealing from the quartermaster’s store the night before. After a brief interrogation at the hands of Mr. Plugg and Master Scourge, Jakes admitted his crime, and is now brought up from the bilges to be slowly keelhauled before the evening meal.

He is tied to a long rope and then thrown into the water, pulled through to the other side under the ship. What appears on the other side has been cut to shreds and is soon thrown overboard to feed the sharks.
You can do perception or heal checks. Afters this the captain calls for the dinner and all quickly run off, hungry from the long day.
The food is not really tasty, but edible and there are no complaints about it among the crew. You get the feeling they could be used to worse.
Half a pint of rum is distributed to each crew member at dusk. This is done by the half-orc quartermaster Cut-Throat Grok, who reeks of rum herself respectably. The rum is staggeringly strong, though it is watered down to grog already. The penalty for selling or spilling the ration is six lashes, or six lashes from a cat-o’-nine-tails for a second offense. Deliberately tipping away rum on board a crowded ship without being seen requires a DC 10 Stealth check.

Provided you’ve drunk your rum rations, you can retire to your hammocks in the lower hold whenever you wish. You can take a
nighttime ship action, or even 2 if you have the energy. So state what you are going to do and if you drink the rum or not.

Grand Lodge

HP 9/[9] AC 15 Male Halfling Rogue (Thief)/1

Perception for Keel Hauling 1d20 + 6 ⇒ (15) + 6 = 21

William drinks the rum willingly.

Then he goes catting about the hold at night, using his Dark Vision to find weapons.

Stealth (Untrained) 1d20 + 3 ⇒ (5) + 3 = 8


Gnome Druid (Kraken Caller) 8

Perception: 1d20 + 3 ⇒ (17) + 3 = 20

The peg-legged wizard grimaces as he smells the foul Wormwood brew and holds the grog out at length. It seems obvious he is not a happy man with this bunch of booze and as such, he attempts to get rid of the rum, tipping it over the side when possible.

Stealth Rum Drop: 1d20 + 2 ⇒ (10) + 2 = 12

After attempting to get rid of the rum, Variel tries to find the woman who healed him earlier, to thank her properly.


Gnome Druid (Kraken Caller) 8

Variel is gonna look for someone surly to outscare. I mean, scaring is caring. He'll want to make a surly friend that way.

Sovereign Court

AC 14, 11, 13; CMD 16; HP 12/12; F +3, R +3, W +2; INI +1, Percp +7 Freebooter (Ranger); Besmra

Quinn, exhausted from an honest days work, takes his meal and shovels it down like wild beast. The rum he sniffs and examines before slowly enjoying the burning sensation down his gullet. Done with his duties and his meal, he pops William on the buttocks while on his way to his bunk, I'm off to bed lad, no getting in trouble you hear?


Gnome Druid (Kraken Caller) 8

Swab Job: 1d6 ⇒ 2

Variel is stuck having to be the rat catcher of the day. Knowing he has no talent for such things, he puts his whole focus into it.

Dexterity Check: 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9

As evening comes, the wizard knows he stinks, so he will try and toss the drink overboard again and then find someone to get under his thumb (using Intimidate to make friends).

Stealth Drop: 1d20 + 4 ⇒ (15) + 4 = 19
Intimidate: 1d20 + 8 ⇒ (6) + 8 = 14


You all did your jobs bravely on the first day and sink very tired into your hammocks, sleeping the deep and restful sleep of hard workers.

The next day you wake up after the noise from the other pirates around you grows louder. Mere seconds after the bell tolls to summon the crew on deck, four pirates—Aretta Bansion, Fipps Chumlett, Jaundiced Jape, and Slippery Sy Lonegan—block your path. In a hurry? one says, and laughs, pushing Variel in the chest.
You see some other sailors stop on the stairs and turn to watch.

Initiative:

Initiative: 1d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (18) + 2 = 20


Gnome Druid (Kraken Caller) 8

Variel chuckles darkly, as he staggers back half a step, his peg leg finding a rough footing."Oh no. I was just looking to take a bit of the morning chill off!"

If Variel Gets Initiative Before His Colleagues:

Variel uses Cold Blast special ability. He'll make sure he's right up in the midst of these guys, so that his friends aren't affected.

1d6 ⇒ 3 damage & staggered to those within 5 feet. DC 14 Reflex save for half damage and not staggered..

If Variel Can't Safely Keep his Friends Out of the Mix:

Variel extends a hand out, blowing on it and sending wisps of multi-colored mist at those arrayed against them (Color Spray). 15 foot cone shaped burst. 15 DC Will save or...

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sovereign Court

AC 14, 11, 13; CMD 16; HP 12/12; F +3, R +3, W +2; INI +1, Percp +7 Freebooter (Ranger); Besmra

Yes lads, we all are in a hurry. The bell is about toll. The Bosun will be calling us in mere moments. So move out of the way lads before you get the cat o' nine tails.
Intimidate: 1d20 + 4 ⇒ (2) + 4 = 6


Please roll initiative everyone. They are attacking you with their fists.


Gnome Druid (Kraken Caller) 8

Init: 1d20 + 2 ⇒ (4) + 2 = 6


Male Human(Garundi) AC 16, 13, 13 CMD 16 hp 14 F +2, R +5, W +0; INI +3 Perc +4 Rogue (Pirate) 1

initiative: 1d20 + 3 ⇒ (12) + 3 = 15 

Grand Lodge

HP 9/[9] AC 15 Male Halfling Rogue (Thief)/1

Initiative 1d20 + 3 ⇒ (15) + 3 = 18

Sovereign Court

AC 14, 11, 13; CMD 16; HP 12/12; F +3, R +3, W +2; INI +1, Percp +7 Freebooter (Ranger); Besmra

Initiative Check: 1d20 + 1 ⇒ (8) + 1 = 9

Quinn, angry to be blocked from leaving the deck walks up and punches the "leader" right in the kissa'
Attack Bare Fist: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Grand Lodge

HP 9/[9] AC 15 Male Halfling Rogue (Thief)/1

William casts Wrath and puts up his fists, looking detirmined.


Initiative:William 18 Khalfani 15 Quinn 9 Variel 6 Randall Initiative: 1d20 + 2 ⇒ (10) + 2 = 12 Pirates Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

Aretta Bansion:Haha look at that landlubber! Thinks he can intimidate us! Time to show`em where their place is!

William casts wrath, Quinn walks up to Jaundiced Jape, punching his chin before the halforc knows what happens and lets him see some stars.
What is the rest going to do? Please see discussion thread on how to use the map!
Map

Grand Lodge

HP 9/[9] AC 15 Male Halfling Rogue (Thief)/1

Landlubber? That's only 'cause he was onshore tuppin' yer muther

William lashes out with his fists.

1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
1d3 + 1 + 1 ⇒ (2) + 1 + 1 = 4

We're all unarmoured here I hope, so that MAY hit


Continuing

After a long and drunken night you woke up on a ship with a severe headache, just to find out you´ve been shanghaied onto a pirate ship.
You had a rough welcome on deck, William was appointed rigger, Randall cook and the rest directly works Mr. Plugg.
Already on the second day you have to proove yourselves as some other members of the crew started harrassing you in the early morning. Resume the fight please!

Initiative:William 18 Khalfani 15 Randall 12 Quinn 9 Variel 6 Pirates 3

Map

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