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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Fipps: 1d20 - 1 ⇒ (18) - 1 = 17

Fipps immediately scoffs at Kerruk's words, though he takes a step back at the sight of his peculiar eyes. Now out of arm's reach, he seems to puff back up with bluster. Ha! Thinkin' yer days're numbered, swab? Maybe yer not too far off, keep talkin' like that to an officer. Tha's right...an officer...means I'm up here...an' yer down here. He makes sure to use his meaty ham hands to illustrate his point. You and yer pals need ta' just keep yer traps shut and stick to yer work. Keep yer heads down, and there jus' may be a place for yer...err...skills.

Hey, back to work!

Scourge gives Fipps a withering glare after his shout, either to drive home his point to his officer or merely to shut him up. Seeing Fipps' nod, he moves on. Fipps turns his attention back to Kerruk, shaking his head to further banish whatever intrusive thoughts he'd felt. Ya' heard him. He seems to want to step forward to force Kerruk, but obviously thinks better of it and stalks away, grumbling.

Successful intimidation, but unsuccessful on the charm, unfortunately

Later in the afternoon, before the sun begins to dip, a storm blows in, bringing with it winds of incredible force. The Man's Promise is tossed about on the high seas, and all hands are called to remain on deck. The work leaves no time for anything but short shifts of sleep and work in the rigging. In the morning, as the sky begins to brighten almost imperceptibly, the storm redoubles its ferocity.

Barely visible through the sheer power of the storm are small islets and what look like shallow reefs. Dark shapes loom out of the sea, and possibly through a trick of the storm...some seem to be moving.


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

TackTack lets out a loud screech and jumps up onto his shoulder. Noticing Tack's gaze, Tap turns and stares out at the dark sea, fighting salty sea water stinging his eyes.
perception: 1d20 + 7 ⇒ (5) + 7 = 12 bugger

A nervous feeling comes over Tap.


Male Human Swashbuckler Lvl 5

Jack too feels nervous. He looks out to see what he can see.

perception: 1d20 + 7 ⇒ (7) + 7 = 14


M Human Barbarian/4

What's that there?

perception: 1d20 + 5 ⇒ (20) + 5 = 25


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

Tap drops the rope he was holding, and pulls out his bow. I might not see anything, but surprised I will not be.


Male Human (Garundi) Shaman 2 Rogue 2

Kerruk, his senses strained by the ceaseless violence of the storm, after noting the sudden consternation among his friends, casts a wary eye towards the reefs.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14


The raging storm makes it nearly impossible for most of the crew to make out anything in the water but vague, dark shapes. However, everyone can hear a shout and a splash from the port side of the ship. Still, the waters below show only dark shapes through the driving rains.

Belliott:
You're sure you catch a glimpse of one of the shapes that moves...through a momentary lapse in the rain you see a nearly humanoid torso with squirming tentacles beneath, pumping as it drives through the water. They seem to be all around the ship


Male Human Swashbuckler Lvl 5

Big Belliot! You look like you have seen something that you wish to have never seen.


M Human Barbarian/4

We're in trouble here... I hate seafood. Slimy monsters everywhere!


M Human Barbarian/4

half man half octopus!


Male Human (Garundi) Shaman 2 Rogue 2

Kerruk hefts a shortspear in one hand, scans the stormy sky for his osprey, and mutters the beginning of a spell, the words caressing his lips like starlight, calm amid the storm.


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

To the sterncastle! We can defend best there.

Tap looks at his little monkey. Stay close little friend, or climb high.


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

I wonder whether we would actually be best protected below deck..


Male Human Swashbuckler Lvl 5

Crossbows anywhere?


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

Seeing Nack ehe is bow thoughtfully Perhaps you should run and get some crossbows, Jack..and to warn such crew who remain below.


M Human Barbarian/4

I'll take a whack at em. Don't put much stock in crossbows. Where do ye' think they might get in? I'll post there.


Before the group can take more than a few steps from their positions, forms fly out of the water and scamper up the side of the ship to mount the deck. The creatures have slick, rubbery skin a sickly blue-green in color. They mostly closely resemble a goblin's torso, but with the bottom half of an octopus. They hold long handled spears, undoubtedly for spearing fish under the water.

Alas, due largely to Plugg’s greed and mistrust, the crossbows are all locked away below decks. They’ll be of little use in this fight.

Initiative creatures: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Tap: 1d20 + 5 ⇒ (18) + 5 = 23
Initiative Jack: 1d20 + 6 ⇒ (19) + 6 = 25
Initiative Kerruk: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Belliott: 1d20 + 1 ⇒ (16) + 1 = 17

Map


Male Human Swashbuckler Lvl 5

All of Jack's frustrations on this tedious voyage surface in a deep scream of rage. Imagining Plugg, Jack leaps forward and strikes!

attack: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d6 + 7 ⇒ (5) + 7 = 12

Jack is attacking the create right in front of Belliot


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

Tap takes a step to get a clear shot at the monstrosity to the port side of the ship, trusting his companions to protect him flank from the two starboard. Tap lets off two rapid shots with his composite short bow.

1st shot: atk/dmg: 1d20 + 7 ⇒ (5) + 7 = 121d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
2nd shot: atk/dmg: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 221d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
I updated the map with Tap's 5' step


M Human Barbarian/4

Slimy and DISGUSTING. Hiyaaaaa
not raging quite yet. He attacks the creature directly in front of him with his axe

attack: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d12 + 4 ⇒ (10) + 4 = 14


Male Human (Garundi) Shaman 2 Rogue 2

Kerruk jabs his spear at the horror before him, eyes cold and hard with purpose.

attack: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d6 ⇒ 1


Round 1 synopsis partial

Jack launches into action, his cutlass leading. With a vicious slash, he cuts the beast before him from stem to stern, and it slips lifelessly from the boat and into the frothy waters below.

Tap takes a bead on the creature across the deck and lets loose an arrow. The first shot is lost in the driving rain, but it helps Tap gauge the wind and his second shot hits home. The creature stands, near death, and struggling just to remain upright.

Belliott, seeing the beast before him fall, hurdles the pool of blood and rushes at the next beast. His axe swing cuts through to its spine and catches there, throwing it off of the ship with the strength of Belliott's mighty swing. The waters churn with blood as its fellows tear it to pieces.

Before Kerruk can refocus his attack, the creature across the deck is knocked off of the deck by a charging Owlbear, who has apparently been let off of his leash to defend the ship.

Kerruk still has an action. The 3 on deck are dead, but 3 more are struggling to get up and will be able to attack next round. The map shows new locations

Perception DC15:
You notice the sogging and bloody form of Tilly on a rocky reef a few hundred feet from the ship. She apparently was the one to go over with a splash, and has somehow survived! The waters around her rock show dark shapes that will be on her soon

Map


Male Human Swashbuckler Lvl 5

perception: 1d20 + 7 ⇒ (8) + 7 = 15


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

perception: 1d20 + 7 ⇒ (8) + 7 = 15

No!!!! Tilly!


Male Human Swashbuckler Lvl 5

Tilly has gone overboard! But wait! She lives! She has swam to a reef, but is in danger!

Belliot and Tap are the strongest swimmers here.


Male Human (Garundi) Shaman 2 Rogue 2

Kerruk hurls his spear at the creature closest to him.

attack: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d6 ⇒ 2


M Human Barbarian/4

Diving in looks dangerous

Belliott checks the water to see if a rescue is feasible

perception: 1d20 + 5 ⇒ (20) + 5 = 25


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

No sailor am I, but might we sail the ship closer to Tilly just as easily as swim??


Round 1 final

Kerruk's spear takes one of the creatures in the upper arm, and it squeals in pain. It still remains standing though, intent now upon Kerruk.

Top of round 2 - Jack, Tap, Belliott, then Kerruk.

While Tilly is not overly far from the ship, Belliott can tell that the way is spotted with the frothy waters of dark beasts - the strange goblinkin, or sharks perhaps. While a rescue attempt may be feasible, it will also be fraught with peril unless something can draw the creatures away.

With the rocks dotting the water around Tilly as a threat, Plugg would undoubtedly avoid going to her aid, lest he risk beaching the ship or damaging the hull.


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

Let's throw Scourge in as bait, and then have Belliott swim to the rescue.
Tacktack lets out a chirp of agreement as Tap releases two arrows at a slimy; arrows that mark the gaping hole left by Kerruk's spear.

Attack 1: 1d20 + 6 + 1 - 2 ⇒ (15) + 6 + 1 - 2 = 20
Damage 1: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Attack 2: 1d20 + 6 + 1 - 2 ⇒ (16) + 6 + 1 - 2 = 21
Damage 2: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

would take a foot step back to avoid aoo if needed


Male Human Swashbuckler Lvl 5

Now what would distract a slimy? Anyone got a nice bright flash spell? or illusion. or something? to either scare away, or attract them toward something else?

Is it feasible that we just toss her a weapon so she can ably defend herself?


She seems to be awake, if groggy; she's struggling mightily to even pull her legs fully from the water and onto the rock. There's blood on the rock as well, so she must have some sort of injury.

Nice shots Tap; the one to the NE of Kerruk is now dead


Male Human Swashbuckler Lvl 5

Kerruk, can you think of some way to distract them? Belliot, you are strong and can swim. Can you save Tilly?


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

Yes Jack, but not as convincing bait as throwinf Scoueve down inro the sea


M Human Barbarian/4

It would be hard going but I can try. I want a distraction!


Male Human Swashbuckler Lvl 5

Ha ha! Tap. But I mean that Belliot is the strongest. Who else could manage to carry Tilly?


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

Belliott, you and Jack take care of these slimies now, I will attampt a distracting illusion.


Male Human Swashbuckler Lvl 5

Idiot, I am! We have boats that we can lower


Male Human (Garundi) Shaman 2 Rogue 2

Then try to aid Tilly!
Kerruk wants to wait until the two slimies are close enough together to unleash a color spray


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

What a conversation to have when there are two slimies are coming at you, Jack and Belliott. Attack!
I cant start the illusion until next turn, so jack and belliott dhould attack


M Human Barbarian/4

Don't have to tell me twice, HYARRRR

He swings at the nearest foe

attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d12 + 4 ⇒ (4) + 4 = 8


Belliott rushes towards his nearest foe, which is a poor, muck-slicked creature that has just crawled out of its beloved sea to look for food. The big man's axe easily severs the blubbery head from the creature, feeding both it and the now lifeless body to the sharks below.

The creature to the West of Belliott is now also dead. Kerruk and Jack still have actions. There are other members of the crew on the deck now and some are in between the last beast to the south and your position. You can go down there and get in the fight, or do something else.


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

Kerruk do you have an illusion spell handy?


Male Human Swashbuckler Lvl 5

How long would it take to get one of the boats into the water?


2 rounds with 2 people, or 4 with 1


Male Human (Garundi) Shaman 2 Rogue 2

No! Such is not my trade!


Male Human Swashbuckler Lvl 5

Come, Kerruk, will you help me lower the boat to save Tilly?

Jack begins working to lower the boat.


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

Someone should stay on board to make sure they don't sail away without us

I will stay on board Jack, but I can help at range.


M Human Barbarian/4

I can help with the boat unless there is urgent chopping to do here


Male Human (Garundi) Shaman 2 Rogue 2

Kerruk joins Jack and begins to help with the lifeboat. We don't need to lose an ally.

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