There be lootin' to do - Skulls & Shackles

Game Master Spazmodeus

Here be a despicable crew of pirates!

Today's Date: Moonday, 28th of Lamashan, 4712 AR
Weather: Sunny and hot

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Infamy: 29 Disrepute: 14 Plunder: 16


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F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Aye Edward, I've another mission to attend to anyway. The oracle moves behind Jaina and reaches out a hand to touch her.

Cure Mod: 2d8 + 4 ⇒ (1, 7) + 4 = 12


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Round 4: Actions
Full-Round Action: Flurry Punch the captain!

Jaina gives Diana a quick nod of thanks before turning her fists on the captain.

Flurry 1: 1d20 + 6 ⇒ (5) + 6 = 11
Flurry 2: 1d20 + 6 ⇒ (2) + 6 = 8

*sigh*


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Sorry, i mistyped Jaina's name with Diana. Slight difference.
Jaina's near the sleep spell's effect, hence she'd preferably not step too far ahead.
But it matters little, as Jaina's likely to stay occupied with the officer.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac notices that Jania is flanking with him against the enemy captain. He decides to use this to his advantage and swings his cutlass at him!

Attack (flanking: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Sneak Attack Damage due to flanking: 2d6 ⇒ (4, 2) = 6


Male

Huzzah! Isaac's post gets in just as I was feeling I was going to have to bot him. Sorry for the weekend slowdown, guys. Also sorry for some of those rolls...not the best round... ;)

"Argh!" The captain of the Kurstav howls as Arhiel's missiles slam into him, and glares at her. Edward begins chanting as Diana leans over and taps Jaina, mending some of her wounds with a touch. Isaac, leaping up to the railings that separate the two ships, swings at the captain, but the ship rolls beneath him and he can't compensate enough, just hacking a splinter out of the Shrike's railing. Jaina's fists are blurs as she swings at the captain, but he manages to stagger backward, away from both her and Isaac, and draws a small vial from his belt pouch, swigging it. He looks fortified as his men move in and begin to hack at the attackers with their pikes (except for the blinded one, who warily moves away from the melee). Two of them swing at Diana, but she ducks behind the rigging; one lands a thumping blow on Jaina once more, and the man at the very stern of the Kurstav reloads his crossbow, takes a deep breath (and some more time to aim) and this time plugs Isaac in the shoulder.

Then, as Edward finishes his spell with a shout, two of the men blink stupidly and crumple to the ground, fast asleep. The captain stares around him angrily. "What the--get them up!"

11 points of damage to Jaina from a boarding pike, and Isaac is shot for 7...but now purple is blinded, and red and yellow are fast asleep! Tide's turning, and it's your move!

ROUND FIVE!

Combat Map

Vitals:

Officer: HP: 20 | AC/T/FF: 16/11/15 | F +2 R +2 W +6 | CMD: 15
Thugs: HP: Pink 14, others 19 | AC/T/FF: 15/12/13 | F +4 R +2 W +1 [+1 vs. fear] | CMD: 16 | Pink is blind. Red and yellow are asleep for 4 minutes.

GM Screen:

Cap's CMW: 2d8 + 3 ⇒ (2, 8) + 3 = 13
Blue attack Diana: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Red attack Diana: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Green attack Jaina: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Yellow attack Isaac: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 ⇒ 6
Crit?: 1d20 + 4 ⇒ (18) + 4 = 22
Bonus damage: 1d8 ⇒ 1
Cap Will DC 16: 1d20 + 6 ⇒ (17) + 6 = 23
Red Will DC 16: 1d20 + 1 ⇒ (8) + 1 = 9
Green Will DC 16: 1d20 + 1 ⇒ (19) + 1 = 20
Purple Will DC 16: 1d20 + 1 ⇒ (19) + 1 = 20
Yellow Will DC 16: 1d20 + 1 ⇒ (14) + 1 = 15


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel, grumbling as she sees his wounds have closed somewhat, again aims at the captain, this time targeting him with a bull rush via hydraulic push. Hoping to push him right over the sleeping one and over the rail into the drink.

cast defensively dc 17: 1d20 + 10 ⇒ (9) + 10 = 19

bull rush cmb: 1d20 + 10 ⇒ (13) + 10 = 23 something tells me this MIGHT only be good enough for 1 square at best, darnit


Male

That'll do it, actually (remember you can peek at the "Vitals" spoiler)! However, remember that

The rules for bull rushing wrote:
...You cannot bull rush a creature into a square that is occupied by a solid object or obstacle.

But there should be some reward for that great idea, so...

The wave of water Arhiel summons blasts the captain back off his feet, carrying him into the rail with a smack and knocking him down to the deck!

And he is prone.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

"Get him while he's down, Isaac!"


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Diana Casts Murderous Command on the man with the crossbow DC 15 Will or attack an ally. and then crosses over to the enemy ship to threaten the captain while he is prone.

Acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12

AOO if he stands or moves away, or otherwise provokes : 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 181d8 + 2 ⇒ (3) + 2 = 5


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

You could even tell him which one....i think.

Keeping up inspiring verses, Edward moves towards Jaina before she moves.

CLW: 1d8 + 4 ⇒ (2) + 4 = 6


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Nope -Nearest ally.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Provided they would be equally close.
At least, that's how i went with it in homebrew. :P
'Say, why don't you attack [insert PC name]'


Male

The one with the crossbow was yellow, so he's actually asleep. Should've made that clearer, sorry! Green and blue are the two who are vertical and unblinded. Let me know which one you'd like to shift that to (or if you'd like to take some other action)!


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Blue as he threatens Arhiel.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac nods at Arhiel's advice and moves to the other ship.

Acrobatics: 1d20 + 11 ⇒ (13) + 11 = 24

He looks down at the captain and swings his cutlass at him.

Attack (vs prone): 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Sneak Attack (if I get it due to him being prone): 2d6 ⇒ (4, 4) = 8


Male

Sadly no sneak attack for being prone--an odd peculiarity of Pathfinder.

As Jaina's wounds close, Isaac swings over to the other ship with Diana and slices into the downed captain. The man Diana targeted with her spell grunts and shakes his head distractedly, glaring at her.

Made his save, sadly. Just waiting on Jaina's action!

GM Screen:

Will DC 15: 1d20 + 1 ⇒ (17) + 1 = 18


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Round 5: Actions
Full-Round Action: Beat up the downed captain!

Jaina winces and throws more punches at the captain.

Flurry 1: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Flurry 2: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Male

Jaina, grimacing from her blow, kicks the downed captain in the head and, squatting on his chest, delivers a hell of a wallop to the center of his face! The captain is knocked out cold.

Seeing this, one of the two remaining men not blinded or asleep just growls, "Ah, Hells, this ain't fair! Y'all got magics on her side an' we've got naught but pointy sticks. 'Tain't worth it. Have the bloody ship, just let us go!" He tosses down his pike and raises his hands, surrendering, and the other man still standing follows suit. The blinded man, moving slowly, draws the short sword at his waist and tosses it down as well. As you look down at the deck, you see that the crew of the Shrike have finished disarming and rounding up their opposite numbers--the ship is yours!

COMBAT OVER!

It quickly becomes clear that this was a luckily bloodless raid: only three dead on their side, and none on yours. The captain might expire without immediate medical attention, but otherwise none of the wounds are life-threatening. Sandara climbs to the poop deck and salutes Isaac dramatically. "The vessel be secure, sir! Rosie an' some o' the crew are investigatin' the hold now." She undermines the official nature of her report slightly by grinning like a loon and grabbing Edward up in a playful hug.

GM Screen:

Fatalities: 1d4 ⇒ 3
Cap Stable?: 1d20 - 3 ⇒ (2) - 3 = -1


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Once he is disarmed Diana will stabilize the captain.

Heal: 1d20 + 7 ⇒ (18) + 7 = 25

He was a brave man, fighting with his crew. He does not deserve to die.

Diana observes Sandara hugging Edward thinking Ah, I see how it is there. I'll file that away for sure.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

"Let's not have any more deaths than we need... Sandara, can you heal their captain enough to keep him alive?" Arhiel asks before hopping over to the Kurstav herself. She gives Isaac a playful soft punch to the arm. "We did it, captain Isaac! That was exciting! And they had the good sense to surrender when they knew it was hopeless.." She turns and gives a little bow to the enemy combatant who surrendered first, kicking off the rest following suit. Then she begins searching the captain's body rapidly after casting detect magic... She is looking for anything with an aura, but even moreso, looking for keys.


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

You have been ninjaed:)


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

ah yes I have!

"Never mind, Sandara, seems Diana's done the honors already... Their captain will live to sail again."

After, hopefully, finding the captain's keys, she'll jangle them and say to Isaac. "Shall we see what special treasures he might keep in his cabin, cappy?" Hopefully he will follow as she skips away to the captain's quarters.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Jaina straightens herself up and winces when her wounds start stinging. "Ow... I was kinda hoping to have been of more help in that fight there. Still, the ship's ours, so it all worked out in the end, I suppose."


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edwar is feeling like the happiest man in the Shackles.....for obvious reason.

"We should capture barges more often.", he says with a smile.

He hugs back before she makes motion to continue making her report.


Male

With Diana's tending, it quickly becomes clear that the captain of the Kurstav isn't in any immediate danger of bleeding out. Arhiel quickly finds a set of keys and, scanning the captain with her magically enhanced vision, also finds that he's wearing a magical chain shirt under his regular one, and in a pouch on his belt he has a tiny vial with some sort of strange, bright blue liquid that emanates magic to her eyes. His rapier is well made as well, though his crossbow is an ordinary weapon.

He has a +1 chain shirt and a masterwork rapier, plus the vial.

Spellcraft DC 17:
The vial holds an elixir of swimming.

Arhiel and Isaac find the captain's quarters pretty quickly, but are a tad disappointed by what they find there: it's a bare room, with little to distinguish it from any other ship. There's a purse with some money (30 gold sphinxes) hanging from the bed, and a few maps and charts, but otherwise there's little of value. There are some interesting letters and ledgers pertaining to Aspis Consortium business, but that's about the most valuable thing in the chamber--and none of that seems especially secret.

Knowledge (Local) DC 20:
You know that Aspis Consortium agents typically wear a ring shaped like intertwined snakes of bronze, silver, or gold--the higher their rank in the Consortium, the more valuable the metal. Since the captain was not wearing such a ring, he's likely just a hired hand to the organization, not an agent per se. He'd have little inside information.

On deck, Rosie emerges from the hold with a grin. "This motherf#++er's full t'burstin', Ed! Spices an' all sorts o' rare objects from the damn jungle. It's gonna be a good nest egg, tha's for bloody sure!" Behind her, your crew are already starting to offload the cargo onto the Shrike. The former crew of the Kurstav huddle in the center of the deck, under guard.

The ship has 2 points of plunder on it in spices and art objects! It also has a light ballista and a light catapult, and some ammunition for each, if that's of interest...

What will you do with the former crew? And the ship?


Male

Oops, almost forgot. ;)

Edward:
As Rosie turns away to help with the unloading, Sandara leans forward. She speaks into your ear only. "Aye, that we should. It's got me blood pumpin', alright, an' I be havin' some ideas. We should carve out some...alone time...tonight." She squeezes your hand with a smile, eyes sparkling.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

In his thoughts, Edward is praising Besmara, and whatever deity of luck Riddleport has worship for, for his fortune of the day.

GM:

"That sounds pure magic to me, m'lady."


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9
The Norv wrote:
Seeing this, one of the two remaining men not blinded or asleep just growls, "Ah, Hells, this ain't fair! Y'all got magics on her side an' we've got naught but pointy sticks. 'Tain't worth it. Have the bloody ship, just let us go!" He tosses down his pike and raises his hands, surrendering, and the other man still standing follows suit. The blinded man, moving slowly, draws the short sword at his waist and tosses it down as well. As you look down at the deck, you see that the crew of the Shrike have finished disarming and rounding up their opposite numbers--the ship is yours!

Isaac smiles and nods as the men surrender. He gives a bow to them. "A wis' choic', lads. Thank ye fer a good figh'." He then cheers with his crew.

The Norv wrote:
It quickly becomes clear that this was a luckily bloodless raid: only three dead on their side, and none on yours. The captain might expire without immediate medical attention, but otherwise none of the wounds are life-threatening. Sandara climbs to the poop deck and salutes Isaac dramatically. "The vessel be secure, sir! Rosie an' some o' the crew are investigatin' the hold now." She undermines the official nature of her report slightly by grinning like a loon and grabbing Edward up in a playful hug.

Isaac smiles and nods at Sandara. When she hugs Edward, Isaac smirks and looks at the man. "Quit' th' reward, eh lad?"

Diana Seamyst wrote:
He was a brave man, fighting with his crew. He does not deserve to die.

Isaac nods. "Aye. It be good tha' ye be healin' 'im."

Arhiel wrote:
She gives Isaac a playful soft punch to the arm. "We did it, captain Isaac! That was exciting! And they had the good sense to surrender when they knew it was hopeless.."

Isaac smiles and nods. "Aye, lass. We be doin' it. Our firs' ship!"

Arhiel wrote:
After, hopefully, finding the captain's keys, she'll jangle them and say to Isaac. "Shall we see what special treasures he might keep in his cabin, cappy?" Hopefully he will follow as she skips away to the captain's quarters.

Isaac tilts his head in confusion at Arhiel's nickname for him. 'Cappy?' Regardless, Isaac follows his first mate to the opposing captain's quarters.

Jaina Swift wrote:
Jaina straightens herself up and winces when her wounds start stinging. "Ow... I was kinda hoping to have been of more help in that fight there. Still, the ship's ours, so it all worked out in the end, I suppose."

Isaac shakes his head. "Nonsens'. Ye did a good job. Ye be a good figh'er"

The Norv wrote:
Arhiel and Isaac find the captain's quarters pretty quickly, but are a tad disappointed by what they find there: it's a bare room, with little to distinguish it from any other ship. There's a purse with some money (30 gold sphinxes) hanging from the bed, and a few maps and charts, but otherwise there's little of value. There are some interesting letters and ledgers pertaining to Aspis Consortium business, but that's about the most valuable thing in the chamber--and none of that seems especially secret.

Isaac looks at the room. He takes the coin purse and looks over the maps and charts. "Thes' migh' be useful in som' way. Let's tak' 'em." When it comes to the letters and ledgers, Isaac looks over these with interest. "Migh' be o' som' use to us. Could' lead us to som' bigg'r priz's."

Knowledge (local): 1d20 + 7 ⇒ (1) + 7 = 8

Isaac looks at his First Mate. "Let's mov' on. We need to be takin' car' o' th' crew an' see iffen th' Cap'n be knowin' anyt'in'."

The Norv wrote:
On deck, Rosie emerges from the hold with a grin. "This m##~*+@+$+#+'s full t'burstin', Ed! Spices an' all sorts o' rare objects from the damn jungle. It's gonna be a good nest egg, tha's for bloody sure!" Behind her, your crew are already starting to offload the cargo onto the Shrike. The former crew of the Kurstav huddle in the center of the deck, under guard.

Isaac smiles. "Good news! We be takin' all o' it!" Seeing the siege weapons, Isaac turns to Diana. "Diana! Can we be takin' thes' sieg' weapons fer our own use?"

Isaac looks at the crew of the Kurstav. He walks up to them. "Crew o' th' Kurstav! We apologiz' fer th' inconvienc'. Howe'er, we be needin' yer cargo to be makin' payments an' such. Howe'er, it be an unfortunat' reality in our world. Th' natur' o' th' economy an' all. This could' hav' led to a larger figh'. Bu' ye be surrend'r. We be thankin' ye. All we be wantin' is yer cargo, not yer liv's." He begins to pace back and forth. "Now I be understandin' ye be workin' fer th' Aspis. Now, iffen ye go to por' wit'ou' th' cargo, ye migh' hav' som' problems wit' 'em. Tha' is why we be givin' ye a choic'. Ye can join our crew an' sail th' Shackl's! Or ye can leav'. We can be droppin' ye off at any port o' yer choosin'. Also..." He looks at the Captain. "Iffen ye be knowin' anyt'in' abou' any ot'er Consortium cargo ships an' trad' rout's, then we be thankin' ye greatly fer it."

Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23

Later...

Isaac looks at his officers. "So, now tha' we be havin' this ship, do we be addin' it to our flee'? It be a slow'r merchan' ship. Mayhaps we be sellin' it or usin' it fer trad' once we be havin' a base?"


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

"Your choice, Isaac... We could just let them go, or we could split our crew half and half to man both ships, but I fear we could do neither ship justice by doing so... We could have their crew under direction, sail alongside us and to the nearest port where we could sell her and take the profit, let the new owner squib her. Whatever you decide, Captain. But the siege weapons should be taken, along with the captain's rapier, potion and armor... though who'd want to wear chain on a ship I don't know."


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20
Isaac wrote:
Isaac smiles and nods at Sandara. When she hugs Edward, Isaac smirks and looks at the man. "Quit' th' reward, eh lad?"

Edward smiles in confirmation.

Later with the talking;

"I agree with Arhiel, Isaac. Selling this ship sounds more beneficial to our coffers and our ship's combat performances. Splitting crews makes each ship more vulnerable."


Male

Isaac's words are stirring, but most of the crew on this ship seem to be ordinary sailors, not the more rough-and-tumble lot typically open to life as a pirate. A few do join up, though: a young man with elaborate facial tattoos called Jimmy Cly, a middle-aged Osiriani woman with the air of an old salt named Amara Besshin, and (somewhat to your surprise) one of the armed men who were helping the captain attempt to repel you. When he sees your surprise, he shrugs. "Figure he ain't like t'pay us now, anyway."

It takes most of the rest of the day to ready yourselves and the two ships to sail (it sounds like the plan we're leaning toward is to sell the Kurstav?). A few hours before sunset, though, you've gotten the riches of the other ship squirreled away in the Silver Shrike's hold, the siege engines disassembled and rebuilt on your own deck, and your crew distributed between the two vessels. With night coming on, it's time to pick a heading and keep moving!

See Discussion for a few questions, but most pressingly: where to next? :)

GM Screen:

New Crew: 1d4 + 2 ⇒ (1) + 2 = 3


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Aye Captain. We are on it. Diana musters her siege team and they go about disassembly and moving the two weapons with their ammo. Have we room to mount a third weapon? If not I suspect we would be well served to switch out a ballista for a catapult. For that matter is the stats for our ship listed somewhere? Hull points, cargo room, etc?

As she worked Diana adds her opinion to the discussion. This ship is a prize and should be sold to better outfit our own. It's not the type if ship I'd want to captain anyway. The crew has show good sense and they should be given a choice to join up or to be put ashore at the next port. As for the captain, well all he did was to defend his own. That is a virtue says I. He is a small fish and if he will talk some with us I say let us throw him back. Someday we may catch him again.


Male

See Discussion for info on where the weapons can be mounted--you have plenty of room. Ship stats like hit points are on the "Ship Sheet" at the campaign header; for general information on the Shrike by type of ship, I highly recommend everyone download the Skull & Shackles Player's Guide, which has info on every ship by type. The Shrike's a "sailing ship."


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac smiles and shakes the hand of each new crew member who joins.

Isaac looks at his crew and nods. "Aye, then. We be sellin' our priz'. We also be droppin' off th' crew o' th' Kurstav at th' neares' por'. I will need to look ov'r our maps to fin' a plac' to releas' th' crew an' anot'er plac' to sell th' ship. Mayhaps we be tryin' Port Peril, despit' th' distance. As fer gettin' ther', we be settin' up a skeleton crew. Sinc' I be th' Cap'n, I will be keepin' watch on both th' Shrik' an' th' Kurstav." He looks at Diana. "It be appearin' tha' th' crew be ordinary sailors. I be gettin' a coupl' new memb'rs, though."


Male

Where are we sailing to? And what's your plan for the night shifts? :)

Possible ports nearby: Bloodcove (again), Senghor to the south, Crown's End further south. Or, if you want to sneak into the very edges of the Shackles proper, there's the rebellious town of Goatshead and the Mwangi settlement Ngozu. And, of course, Rickety's.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Jaina doesn't have much to say as Isaac welcomes the new crew.

Jaina can take one of the night shifts.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac can take a night shift as well.

Isaac scratches his chin. He thinks about some of the ports around here. "I be knowin' o' a few places to go, including Rickety's. We can't be goin' to Bloodcov', sinc' it be controlled by th' Asips. I need to be thinkin' abou' th' bes' place." He thinks for a bit about what he knows of each port to choose the best location.

Knowledge (local) for Senghor: 1d20 + 7 ⇒ (4) + 7 = 11
Knowledge (local) for Crown's End: 1d20 + 7 ⇒ (9) + 7 = 16
Knowledge (local) for Goatshead: 1d20 + 7 ⇒ (2) + 7 = 9
Knowledge (local) for Ngozu: 1d20 + 7 ⇒ (5) + 7 = 12

Depending on the information, I can make a more informed decision.


Male

What Isaac Knows:

You know a varying amount about each of these potential ports:

Senghor is a city a good ways to the south--definitely the farthest of these options--inhabited by a native population called the Caldaru. Although as far as anyone can tell they've been living there for time out of mind, the Caldaru don't resemble other Mwangi of the Expanse, and the city of Senghor itself is unusual for the region: a huge, stone-walled city crafted centuries ago by an unknown empire. It's ruled over by a council of elders, and while they don't tolerate piracy in their territorial waters, they won't ask questions about where any goods come from. Senghor's a large city and a major trading hub.

Crown's End is a robust smuggling and pirate haven north of Eleder, the capital of Sargava, and your goods would certainly be welcome there. It's a rough-and-tumble town of around 800 people, but it's kept in some semblance of order by a no-holds-barred overlord named Ilina "Icehand" Ysande. Rumor has it that the Aspis are trying to establish a base there but haven't had any luck yet.

Goatshead is a small town you don't know much about--only that it's considered freedom-loving and that the inhabitants don't recognize the "authority" of the Free Captains or the Hurricane King.

Ngozu is a settlement on a small island called Mgange Cove, notable for being one of the few spots in the Shackles where the population is almost entirely native Mwangi of various ethnicities. It's a deeply religious--some would say superstitious--community ruled over by a juju priestess, a wendifa. They say that the rules for non-Mwangi in the city are extremely strict and carry harsh punishments, although such people are tolerated as long as they don't break any of those rules.

Rosie strides onto the deck, arms swinging idly. "We about ready to get the f*&! outta here, cappy?" She grins.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac gives it some thought. When Rosie asks about their heading, Isaac grins back at her. "Aye. We be leavin'. Look aliv'! We be heading' to Senghor! It may be th' furthes' south, but it be a larg' city an' tradin'. Jus' rememb'r, no piracy is allowed in their wat'rs. So stay on yer toes."


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

"No piracy, okay...how about self defense and compensation for any emotional harm?"


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Yes captain. Diana agrees. How many days sailing do you recon to get there?


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Before my response, Norv, did my knowledge checks reveal how long it'll take to get there and the laws on self defense and any compensation for emotional harm? I'm assuming that the latter would be legal as long as we can provide proof.


Male

I think Edward was joking about emotional harm, but I could be wrong. :P In any case...it's about a four-day journey to Senghor. Self-defense is of course perfectly acceptable if you're attacked in their waters, and on land you should try to avoid killing anyone unless you have no choice. Emotional harm is not recognized as something permitting retribution or requiring compensation. Their territorial waters extend only a day's sail from the bay, so you can engage in piracy en route if you would like to.

With a heading determined, the crew swings into action! The rest of the day passes quickly, with your two ships streaming toward the south, the Kurstav keeping close to the Shrike but leaving plenty of room to maneuver. Barefoot Samms takes the helm of the captured ship.

That night, everyone turns in happy and full, especially thanks to Ambrose's generosity with the rum and the stew. Jaina takes the first watch of the night, which passes quietly enough, and the second is without an officer; Isaac takes the third watch, the dog watch, in the small hours before sunup. Rosie and Runa have also drawn this watch; the tall Ulfen woman lounges about midships, while Rosie goes toward the fore and plays quietly on her fiddle. Isaac strides about in the cool night air, wandering up to the poop deck to make sure the ship's wheel is steady. It is. The night is quiet.

Isaac:
Suddenly Rosie's fiddle stops abruptly and you hear a scream of rage and pain, as well as a wooden *thunk*. Rushing to the rail, you see four monstrous sea creatures armed with tridents assaulting Runa and Rosie! Rosie's got a cut on her shoulder and is glaring at the two near her; Runa, much more hurt, is clutching a bleeding wound in her side and trying to back away!

Jaina, Diana, Arhiel:
In the officers' cabin just off the main deck, Jaina, Arhiel, and Diana jerk awake as a scream splits the air; something is happening on deck!

Edward:
You and Sandara found some "alone time," all right, even if it did have to be down in the cargo hold and at the dead of night. It was Sandara's idea, but as you pull your shirt and pants back on, you're grateful she had it. Sandara, putting her own shirt on, stretches luxuriously. "Sweet Bessie, I needed that," she murmurs, wrapping an arm around your waist from behind. "I haven't had a good tumble like that since me father passed." Suddenly, she frowns. "Did yeh hear something, just now?"

And now you do hear something: shouts from upstairs--it sounds like something's happening on the main deck!

COMBAT! Round one.

Diana springs from her hammock, and Edward responds to Sandara's observation, in the blink of an eye!

The attackers burned their surprise round, so Diana and Edward are up!

Initiative:
Diana, Edward<----
Friendly NPCs
Monsters
Arhiel, Isaac, Jaina

Combat Map Note that stairs take two squares of movement to navigate; the rectangles over B7a and B7b are meant to indicate stairs up to the transparent brown poop deck.

GM Screen:

Who's on watch? 1=I 2=J: 1d2 ⇒ 1
Crew on watch: 2d45 ⇒ (16, 3) = 19
Sahuagin Stealth: 1d20 + 6 ⇒ (20) + 6 = 26
Isaac Percep: 1d20 + 8 ⇒ (13) + 8 = 21
Blue Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Red Attack: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Orange Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Purple Attack: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Sahuagin Init: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative Arhiel: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Diana: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative Edward: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Isaac: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Jaina: 1d20 + 2 ⇒ (4) + 2 = 6
Friendly Init: 1d20 + 4 ⇒ (11) + 4 = 15
Perception Arhiel DC 7: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Perception Jaina DC 7: 1d20 + 8 ⇒ (3) + 8 = 11
Perception Diana DC 7: 1d20 + 9 ⇒ (1) + 9 = 10
Perception Edward DC 17: 1d20 + 5 ⇒ (11) + 5 = 16
Sandara Perception DC 17: 1d20 + 2 ⇒ (17) + 2 = 19

Vitals:

Rosie HP: 11
Runa HP: 0 [staggered]
Monsters: HP: 15 each | AC/T/FF: 16/11/15 (Red and Purple at 14/9/13 this round) | Fort +4 Ref +4 Will +4 | CMD: 15


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Diana spends the idle time drilling with her siege teams. After the first hard day of drill she approaches Isaac. Captain, I've a thought to share. I see no reason why all the crew cannot rotate in and learn how to fire the large weapons. To be skilled is difficult but the basics are simple enough to pick up. With your leave, over the trip back I think I can have 80% of the crew capable of manning the siege if needed.

What are the lighting conditions at the moment? Are we suffering a miss chance due to darkness? If so Diana will cast Light on her shield instead of attacking but will still move to melee. .

Seeing members of the crew in danger Diana moves to engage. Fight me you monster!

mwk cold iron morningstar: 1d20 + 6 ⇒ (13) + 6 = 191d8 + 2 ⇒ (6) + 2 = 8


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edward looks up to the ceiling above.

"Sandara, unless the crew's started a brawl, i'd say we're under attack.
Quickly, we've got to get up there."

Edward moves up the stairs, and on to the next.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel leaps out of her hammock and races to get out and onto the main deck. Since Diana opened the door already, all she has to do is slip through it and go. She casts her mage armor on the way (30' move and std action to cast)


Male

Gah, sorry, totally forgot light levels. The deck is dimly lit thanks to lanterns hung on the rails and masts, but that does leave a 20% miss chance unless you have low-light vision. With that said, adjusting Diana's action appropriately...

ROUND ONE (cont'd)

Edward races up the stairs, with Sandara hurrying behind him. Diana throws the door to the officers' cabin open and hurries out, calling light from her shield as she does so. I attached a yellow circle to Diana's marker on the map; everything in that circle is normal light, so no miss chances! She and the others can now clearly see the hideous creatures attacking the crew.

Knowledge (Nature) DC 12:
You recognize these as sahuagin--monstrous denizens of the deep who have a strict hierarchy and are thoroughly evil (to say nothing of carnivorous).

Runa, badly injured, staggers away from the circle of light, clutching her side. She draws her sword, but it's more a defiant gesture than a threatening one. Rosie, meanwhile, throws Diana a grateful look and swings her handaxe at the creature in front of her. The creature just blocks it with its trident, though, and stabs at her in turn, punching into Rosie's side with its trident and snapping at her with its teeth. The halfling gasps in pain, and the other creature lunges at Diana. She blocks its trident with her shield, and the creature snaps at her ineffectually over the top.

Everyone's attention is suddenly arrested by a loud, horrid squelching noise. Across the deck, in the shadows, one of the creatures has spitted Runa on its trident. It lunges forward and rips at her neck with its jaws, pulling its trident out as its partner leaps forward to seize her body.

Poor Runa! The party's up...

Initiative
Diana, Edward
Friendlies
Monsters
Arhiel, Isaac, Jaina<----

Combat Map

GM Screen:

Rosie Attack: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12
Rosie Damage: 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Red Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Red Bite: 1d20 - 1 ⇒ (4) - 1 = 3
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Blue Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Blue Bite: 1d20 - 1 ⇒ (18) - 1 = 17
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Orange Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Orange Bite: 1d20 - 1 ⇒ (18) - 1 = 17
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Purple Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Vitals:

Rosie HP: 0 [disabled]
Runa: -11 (dead)
Monsters: HP: 15 each | AC/T/FF: 16/11/15 | Fort +4 Ref +4 Will +4 | CMD: 15


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Knowledge (nature): 1d20 + 4 ⇒ (8) + 4 = 12

Sahuagin! Diana calls out in a warning that she hopes conveys what must be done. She steps to be adjacent to the rail and attacks. Will use previous attack unless you want me to reroll.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Round 1: Actions
Full-Round Action: Double Move to attack the sahuagin that just killed Runa

Jaina comes thundering out onto the deck in time to see the sahuagin, and immediately goes after the one that just gutted Runa.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac is shocked by the sight of the sahuagin crawling up the ship and attacking Rosie and killing Runa. He scowls and begins to charge. He moves down the stairs and, using the walls of the ship, the wooden steps, and some well placed ropes, adjusts his charge so that he can effectively attack the sahuagin.

Charging Attack using Swinging Reposition: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Miss Chance: 1d100 ⇒ 74

After the attack, he moves quickly so that his companion can get an advantage from his flanking.

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