To Live in Infamy - a Skull and Shackles AP

Game Master Nayr Trebrot

Plunder, Infamy, and Disrepute
Plunder - 2; Infamy - 3; Disrepute - 1
Tracking page
Ship combat
The Shackles
Ricketys Squibs
Combat Map
Captain Pegsworthy

Initiative:
Jack
Rush + ship
Sunyatta
Tap
Opposing ship


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stun duration: 2d4 ⇒ (1, 3) = 4
stun duration: 1d4 ⇒ 3

Death frenzy Taptap: 1d20 + 2 ⇒ (11) + 2 = 13
damage: 1d4 ⇒ 1
Death frenzy Kerruk: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d4 ⇒ 2

It's very safe to say that you kill it before it is no longer stunned, so no need for further rolls. Two reefclaws dead! 1 damage to Tap, 2 to Kerruk - both Fort save DC13

In the aftermath of the battle, Rosie fights her way to the shallowest part of the reef and pauses, chest heaving from exertion.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

F: 1d20 + 1 ⇒ (18) + 1 = 19


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Feeling slightly feint, Tap looks down at his shredded body and the pool of red surrounding him.

I suppose this blood will now attract sharks. Let's move out...and Jack, I don't care what the captain orders, you are saving for me a reef claw steak.


Rosie chuckles as the group begins to grab their buckets and the reeflcaw bodies. Won’t be hard, Tap…’nuff meat here to go a long way! As the group gets set to go, however, an odd sight greets them. Previously unnoticed due to the group’s attention on survival, a rickety looking wooden boat floats nearby, coming closer to the shallow reef. The boat is little more than a canoe, and a sun beaten boot sticks up on one side, presumably attached to the leg of whom-or whatever is inside.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Tap, one to never look perturbed at unexpected events unless he wants to make a point.

Good. I'm tired of swimming.


Male Human Swashbuckler Lvl 5

How far are we from land? That is, how likely would we be able to use this to escape the pirate ship?


Male Human Swashbuckler Lvl 5

And I am tired of pirating for this bunch. What say you, we'll set up on our own in yonder canoe. We'll call our ship, Das Boot, and range upon the open seas... Jack laughs at his own joke, and goes over to the boat to take a look inside. He looks first for danger, then treasure, and then, well

perception: 1d20 + 5 ⇒ (12) + 5 = 17 or takes 20 if available


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Tap does a water dance while grumbling. Casts Cure Light Wounds on himself.
1d8 + 1 ⇒ (8) + 1 = 9


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Taptap then looks around and tries to determine whether we are near land, or can get to a place not easily accessible to the pirate ship.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Perception: 1d20 + 4 ⇒ (4) + 4 = 8


You're not currently in sight of land, though you feel it isn't far off to the east. However, you're sure that the Wormwood would easily run you down in the small boat.

Scanning inside the boat, you see a human male - ragged, dirty, and in poor shape. He seems to have passed out from dehydration.


Male Human (Garundi) Shaman 2 Rogue 2

Fort save: 1d20 ⇒ 13

Kerruk surveys the prostrate form with something akin to bemused amusement. Might be better off leaving him in his own sweet vessel rather than hauling the poor sod back to the Wormwood and Plugg's tender mercies...
Then he shrugs. I, too, am tired of swimming. let's get back to the ship.


Male Human Swashbuckler Lvl 5

A poor chance for this fellow, to be found at long last by a crew such as commands the Wormwood.


Male Human (Garundi) Shaman 2 Rogue 2

But when he is back on his feet, a potential ally, Jack. After all, are we not saving his life?


Male Human Swashbuckler Lvl 5

What choice have we? We could try asking him, politely.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Well let us see if he yet lives and can give answer. We can speak plainly about circumstances on the ship and give him the choice: Come with us or pretend to be dead and stay on the canoe.


Male Human Swashbuckler Lvl 5

Jack clambers inside the boat, and looks carefully at the sunburned figure. Crouching down, he makes sure the man is unarmed, and then firmly takes him by the shoulders and shakes him, gently. Wake! For your fortunes have changed, for good or ill, and mayhap ours as well. You will be given a choice, to choose to return to the sea, or join a rotten gang of pirates. What will it be man?


M Human Barbarian/4

food......water......treasure?.... Belliott smiles slightly and nods off


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Taptap snorts loudly. Owlbear might have found a new friend.


As if summoned by Taptap's musing, shouts from the Wormwood carry over the distance to the reef. They're hard to make out, but a few come through. What ya' got there? Get a move on! Leave ya' here if ya' can't make it!

Scourge is the main one making a spectacle of himseld on the deck, waving the handle of his whip about to get your attention. Fipps and Jape are close by his side as always, but others that you'd count as your allies are also near the railing, looking on worriedly.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Is the canoe large enough for us all? Sailor check anyone? Also Tap will look about for danger
perception of boat: 1d20 + 4 ⇒ (12) + 4 = 16
perception check looking for dangers that might worry the crew likr another ship: 1d20 + 4 ⇒ (19) + 4 = 23

Well it seems Scourge has given us permission to stay.
Tap hurumphs to Jack.

Tap eyes the canoe critically. Will we fit? Would we get very far?

Taptap looks to the horizons. I wonder what they are so worried about


Male Human Swashbuckler Lvl 5

sailor: 1d20 + 5 ⇒ (9) + 5 = 14


Male Human (Garundi) Shaman 2 Rogue 2

Profession (sailor): 1d20 + 8 ⇒ (4) + 8 = 12


Alas, the boat is only big enough for 3 or 4 people plus the buckets and reefclaw carcasses

You don't see any other dangers lurking on the horizon.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Jack. You want to be a free man; take your leave.

Taptap goes over to the big man on the boat, splashing water on his face. Let us go.

and with that Tap starts swimming to the ship.

swim: 1d20 + 7 ⇒ (13) + 7 = 20


Male Human Swashbuckler Lvl 5

Well lets get on with it. There is no freedom on a reef in the middle of the sea. Besides, Rosie, thy old man paces the deck furiously.


It's easy enough for the strongest swimmers to help the canoe on, even weighted down as it is with the poor dehydrated fellow, gear, buckets, and reefclaws. The pirates aboard the ship hurl insults and comments about your lack of swimming prowess - those who dislike you as well as your friends. It's obvious that the latter show relief at your being alive in their friendly jests.

The worn jollyboat is pulled up by rope and half a dozen pirates under Scourge's watchful eye. The spiteful man looks at the crabs and reefclaws, and his eyes widen suddenly. He recovers quickly though, a scowl returning to his dark features.

Caught yerself some little fishies, eh? Its a wonder not a one of ya' lost a limb...guess even sore idle headed vomit chuggers like you can find a gem every now and again. And what's this big fish here ya found?


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

A drinking buddy for owlbear Tap quips to scourge flashing him an undeserved smile.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

The man is delirious from dehydration and too much sun. Someone pass down some water and I'll try to wake the man enough to climb this rope


M Human Barbarian/4

climb: 1d20 + 7 ⇒ (16) + 7 = 23

In his delirious state, the barely roused Belliott is convinced he is climbing up a palm tree.

gonna get a big coconut yep yep


Scourge scowls even more fiercely, his hand straying to the handle of his whip, as he looks from Tap to the newcomer as if they’re enacting some plan. He’s interrupted however, as Plugg comes over to inspect the “cargo.” The first mate snickers and points at the disheveled man. Looks like someone made ‘is last cap’n mad…set adrift without food, water, or paddles. Not bad enough to earn him a keelhaulin’ though, so there’s more to it. Plugg looks up and around, as if surprised that he said so much, then scowls. What ya’ waitin’ around for, Aroden’s return? Get ta’ work!

He greedily surveys the crabs and reefclaws – the latter with careful consideration, before ordering Scourge and two of his cronies to take the poor newcomer up to the poop deck for officer interrogation. Scourge remains only long enough to dole out some relatively simple tasks for the remainder of the day.

Feel free to take 1 ship action for the remainder of the day, though you’re all dead tired, so DC10 Con check before you even try anything or you’ll suffer a -2 to any check till rested.

Big Belliott:
You’re taken up some small steps to the poop deck, which stands roughly 15 feet above the main deck. This deck holds the ship wheel, and an iron cage hanging from one side of the mizzenmast, in which a quite dead body resides. A parrot missing a few feathers is nearby. The first mate, a man named Plugg, and the bearded man named Scourge look over you where their cronies have you dropped.

Quite the poor lookin’ lout you are…why were ya’ in that boat…an’ what ship put ya’ on it, for us ta’ find ya?


Male Human (Garundi) Shaman 2 Rogue 2

Kerruk glowers up at Scourge but says nothing, contenting himself with helping Belliott board the Wormwood. Welcome to your new fate, stranger he thinks sourly. We'd have done better to let you drift.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Con: 1d20 + 1 ⇒ (16) + 1 = 17
Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12
Taptap wanders over to his friendemy Fipps, and was about to make a joke about riding a reef claw, but one look at Fipp, decided to shut his mouth and wander on by.


Male Human (Garundi) Shaman 2 Rogue 2

Con: 1d20 ⇒ 14

By the stars I'm tired...but I'll not give Plugg and his minions the satisfaction of saying so!

Working diligently

Profession (sailor): 1d20 + 12 ⇒ (4) + 12 = 16


Male Human Swashbuckler Lvl 5

Jack stares up at Belliot, as the hulk of man is led away for his interrogation. For a man that looks to have suffered as bad as he, that fellow climbed that rope up, sure enough. Lookin' for coconuts!

Jack shakes his head, and heads down to the kitchens, tells Fishguts about his adventures, and then heads down to his hammock, and promptly falls asleep.


M Human Barbarian/4

Belliott reluctantly speaks to the first mate They didn't need my help and they sent me off. he gets a distant look to him and starts to stumble food... water... anything.... I can work. I know the sea and I know work. Belliott makes no further attempt to communicate, knowing he is at the mercy of the crew. On a better day he would have mustered up some spirit, but not now.


Belliot:
First Mate Plugg grins. Why, it jus’ so ‘appens, we have a position open for an enterprising fellow like yerself. Now, we’ll be takin’ yer goods for room an’ board, till ya’ work it off. Yer a swab indeed…those big arms no doubt’ll be good for scrubbin’. Now get yerself acquainted and up ta’ snuff, cause ya’ start tomorrow.

Plugg turns and stalks away towards the door to a large cabin, presumably to report to the captain. Master Scourge, the bearded boatswain, snickers at your condition and taps idly at the leather handled whip at his side. He ushers you off of the poop deck and into the general populace. There are perhaps two dozen men and women from your guess, all scurrying about to take care of their daily tasks – some are runners, others riggers or swabs. One of the fellows who found you – Jack – even works with the cook below-deck.

Your earthly possessions are carted away below-decks, presumably to be given to the quartermaster for safe-keeping. You are assigned a hammock and a small chest in which to keep…well, nothing at the moment…and then you are left to your own.

The day continues as most do, with all hard at work on the Wormwood. The direction of the ship keeps to South/Southeast, and the wind is steady and sky is clear. The returning victors are congratulated by those friendly to them, and catch hateful glares from those who would call them enemy. Jack is summoned below and, though tired, works on a rather excellent reefclaw dish. Fishguts’ exuberance is infectious, and it’s impossible for Jack not to want to help him with the dish he said he “hadn’t made since I was a wee whelp washin’ dishes and takin whacks from spoiled fish fer oglin’ the pretty maids.”

The meal turns out to be a tremendous success, and the captain sends his thanks to those who were involved in the trip to the reef. Just before the rum rations are doled out, Grok calls each of the reef party to the quartermaster’s hold, where she turns over to them all of the possessions that had been taken from them when they were pressed into service. Comes down from on high…cap’n sure liked the meal. E’ sent Scourge ta’ tell me, and the fool almost burnt me ta’ nothin’ with ‘is glare. Ye can be sure that’s one order ‘ol Scourge did not like givin! She grins at that, as if that’s the best news she’d ever heard.

During the day, the newcomer Belliott is seen about the ship, mostly getting his gear taken and hitting up Fishguts for food and water. He seems to be coming back to health.

This takes us to evening; let me know if anyone wants to do anything with the new information. If not, we have 2 free days coming up, so feel free to post actions to influence others or what have you. Belliott will be the only one rolling for tasks, since the rest of you know them so well. Everyone but Belliott (sorry…newcomer hazing;)) has their entire starting possessions back from the cap’n. Belliott – please have a look at the daily actions in the game info thread for more information about how/what to do on board. Essentially, the PC’s started with most of the pirates against them, but are gradually making friends. Friends are important, as they can help you with routine daily tasks and such.


Male Human Swashbuckler Lvl 5

After Jack's day's work, he takes his leave of Fishguts and heads up to the deck to seek out anyone who might welcome a chat. He would have liked to have met Jack Scrimshaw, or better yet, Sandara, but these two were busy with their work, and Plugg's glowering stare kept Jack at bay. Instead, on the way back down, he meets Fipps. Sighing, Jack greets Fipps, trying his best to smile. Good evenin' Fipps, my good sailor. I hope all fares with thee well. Perhaps you would come down and have a bit of rum with me and ol' Fishguts? Jack looks at Fipps. What is it that that man wants?

diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12
perception: 1d20 + 5 ⇒ (9) + 5 = 14


You get the feeling that Fipps is motivated only by the pain of others, or at least that's what is sour look seems to convey. He seems to be in no mood to talk, as he brushes rudely by.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13

For a second time today, Taptap approaches Fipps to talk, but again decides against it at the last moment and merely nods a hello as he walks past.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

I do believe Fipps is just a nasty fellow. Not much use making him an ally if it costs me my dignity and self-respect with littlw to gain. Now manipulating Scourge with some compliments might be a more worthwhile challenge if I can turn the officers against each other.


M Human Barbarian/4

Belliott works as diligently as he can given his slightly weakened state, picking up whatever job is given and offering to help with the rigging since he has some experience with this.

climb: 1d20 + 7 ⇒ (18) + 7 = 25
crafting_ships: 1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25

He doesn't seem to mind the work itself, but speaks very little to the others.

Just got to work now. Can't let that happen again. Can't. Better just work now

That night he sleeps like a log and snores mightily.


Male Human (Garundi) Shaman 2 Rogue 2

kerruk also sleeps, having been dour and non-communicative for the remainder of the day.


The next two days are a blur of activity, as the crew seems to have all of the tasks well in hand, as they should after 13 days at it as a cohesive (if divided) team. Belliott mixes in well, taking to the tasks with a desire to go above and beyond to prove his worth. He gets more than a little verbal barbs and forceful commands from crew and officers, but his immediate worth seems to get him by. Several of the pirates try to get him into conversations, to no avail.

On the 14th day aboard the Wormwood (or 3rd day for newcomer Belliott), Taptap, Jack, Kerruk, Arden, and Belliott gather on the main deck and are led aside by Scourge. The Boatswain orders them to wait there for training in boarding. A few moments later, the Wormwood’s Master Gunner, Riaris Krine walks over. She’s sure of herself and has one of the most vile tongues ever heard – even for a pirate. Krine’s skin is darkened from countless days on deck under the sun, and her nose has the appearance of having been broken several times over. One of her legs has been replaced with a wooden peg leg.

Riaris Krine

Krine orders the jolly boat on the main deck to be launched, and turns to the gathered boarders in training. Alright, then – which two of ya’ worthless swabs are first. C’mon out with me. She turns to the side of the deck, where some onlookers have gathered. Get ready, then!

Krine takes the first two poor swabs out with her to the jolly boat, and hands them grappling hooks tied to ropes gathered in coils on the boat. Take up yer hook an’ throw the damned thing true. Once ya’ get it onto the Wormwood firm, tie it off, then climb up it to board. Got it…or do we need to dumb it down for ya’ lubbers?

This exercise consists of a ranged attack roll with a -6 for the distance. The Wormwood’s railing is AC 5. Once set, tie the rope off (no check needed), and a DC15 climb check per round – 4 rounds to get there.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

hook: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22
climb: 1d20 + 2 ⇒ (20) + 2 = 22
climb: 1d20 + 2 ⇒ (13) + 2 = 15
climb: 1d20 + 2 ⇒ (2) + 2 = 4
climb: 1d20 + 2 ⇒ (2) + 2 = 4

Taptap grabs the overly large grappling hook, grins, and tosses it with ease over the railing of the Wormwood.
Now for the hard part.

After tieing off the hook, Tap grabs the rope and begins to climb. Unfortunately, halfway up he runs into trouble.


Male Human Swashbuckler Lvl 5

hook: 1d20 + 6 - 6 ⇒ (13) + 6 - 6 = 13
climb1: 1d20 + 4 ⇒ (19) + 4 = 23 +derringdo: 1d6 ⇒ 3 (1 panache point expended (wasted))
climb: 1d20 + 4 ⇒ (3) + 4 = 7 +derringdo: 1d6 ⇒ 5 (1 panache point expended (wasted))
climb: 1d20 + 4 ⇒ (1) + 4 = 5
climb: 1d20 + 4 ⇒ (15) + 4 = 19

Jack throws his line, it catches. He climbs. He laughs. So easy!. He slips. He falls into the water. The onlookers laugh.


At about half way up, the pirates gathered at the railing begin to hurl rotten fruit at you, at Krine's order. Though they don't really hurt, they're quite disgusting, and serve to slicken the rope as well.

Krine shakes her head at the poor display. Again!

Same deal, but this time a DC15 reflex save is required if you make all 4 checks - just to make sure the fruit doesn't knock you off


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

hook: 1d20 + 5 - 6 ⇒ (4) + 5 - 6 = 3
climb1: 1d20 + 2 ⇒ (10) + 2 = 12
climb2: 1d20 + 2 ⇒ (12) + 2 = 14
climb3: 1d20 + 2 ⇒ (6) + 2 = 8
climb4: 1d20 + 2 ⇒ (4) + 2 = 6
reflex: 1d20 + 7 ⇒ (8) + 7 = 15

Taptap determined to do things right, picks up the grappling hook and swings it about him, trips, and entangles Jack.

oops

crap. Have me run along a line, just not climb it!


Male Human Swashbuckler Lvl 5

hook: 1d20 + 6 - 6 ⇒ (18) + 6 - 6 = 18
climb: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22Charmed Life 1
climb: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23Charmed Life 2
climb: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14Charmed Life 3

Almost there. Almost there... Damn.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

I don't doubt that big Belliot can make the climb. Maybe he could carry me.


M Human Barbarian/4

that's not tough!
hook: 1d20 + 3 - 6 ⇒ (3) + 3 - 6 = 0

Belliott doesn't even come close to managing the hook

oooof

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