1st time GM Skull and Shackles (Inactive)

Game Master Adventurer#33

Skull and Shackles #1 The Wormwood Mutiny!
The Man's Promise


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male Human 2nd Cleric HP 15/15 AC 14

Allende laughs, echoing the mirthful presence in his mind and grateful for the help. 'Thanks for tossin' me a line, I was flounderin there' he thinks back. He then picks up his lucky coin, kisses it. Then picks up his new rapier as he gets unsteadily to his feet. "To Besmara!" he cries, brandishing the rapier above his head. "May she smile on us, Speed us to our riches and fame. He turns to the crowd gathered to watch. "We will wash the sea with blood and gore and take what we will. No one." at this point he kicks Syl on the floor. who opposes us will escape our wrath." he then grabs the nearest woman, places a kiss on her and buckles his new rapier into place.

Diplomacy for the speech: 1d20 + 7 ⇒ (11) + 7 = 18


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Allie's hand reflexively moves to draw a dagger, but she stops herself, allowing the young priest to kiss her. Relax, Cat, it's Allende. He's not going to ravish you right here on the deck!

"Oh my! Pleased with your victory, I take it?" she says with a heaving breath. "It's a good thing I like you, or...." she slowly turns and gives Fipps a purposeful look and a wink. "You might be hanging a sack of ice at your belt, instead of that pretty sword."

She smiles again at Allende, and playfully jabs him in the ribs.


male Human 2nd Cleric HP 15/15 AC 14

Allende just smiles at laughs at Allie. "Everything pleases me tonight. I could storm Port Peril, Fight a kraken with a piece of driftwood. Another Shanty" he yells out and proceeds to try to dance on the table.


GM Rolls:
acrobatics: 1d20 ⇒ 17
possiblility of injury(1 yes 2 no): 1d2 ⇒ 2
damage(nonleathal): 1d3 ⇒ 1
performance (dance): 1d20 ⇒ 20

Besmara is still smiling on Allende. Maybe for his speach, or maybe for being bold enough to take a kiss from Allie, but whatever the reason she doesn't make him fall off the table and break something. He even manages to dance a decent hornpipe for someone that has drunken that much rum.


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Ashrem laughs with Allende's good fortune. "My friend, that was an amazing spectacle! I had thought you a goner halfway through but you pulled through. Congrats on your new prize!" He winks at Allie, "Be careful not to let him get too drunk off you as well as the rum."


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Well, if he's wanting something more than a kiss, it'll take a feat far more impressive than staying on his feet after too much rum!" Allie shoots back with a laugh and wink.


You and your frieds spend the rest of the evening celebrating Allende's victory. Syl spends the rest of the evening and all that night snoring in her bunk. Allende's new rapier is much admired by the other crew. they remember Jakes Magpie carrying it but they can't remember him having a skull and crossbones etched on the pommel. Sandara Quinn gives Allende a knowing wink when the etching is brought up.

the next morning comes. Far too early for Allende who has a splitting headache and feels like his tongue is growning hair. Mr. Plugg seems to like seeing you all on your knees. You are again assigned to Swab the deck.

Halfway through the morning you hear shouting coming from bellow. moments later Fishguts Kroop drags Fipps Chumlett up the ladder way by one ear.
Scourge! He bellows at the top of his lungs. You keep this worthless sack of rat droppings away from my galley! If I see him there again I am gonna chop him up and serve 'im to you and your mates for supper. Scourge seems like he is going to argue but then he see's the look on the massive cooks face and decides to let it go. Kroop stomps back towards the galley muttering. As he starts down the ladderway he calls over his shoulder.Allie, Ashrem! Let's go maties we got work to do!

late that afternoon the lookout at the top of the main mast calls out Sail ho! Sail off the port bow!

Get ready for some piracy. Make sure you have all the weapons and armor you need. Post your actions, but don't worry about checks for swabbing the deck or work in the galley.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Allie hears the call to Quarters and runs up on deck from the galley. She watches as the Wormwood closes on another ship.

This is it! Time to be a pirate!

Not hiding the excitement on her face, she drops a hand to the hilt of her new sword, flexes her knees and rises up on the balls of her feet. Uncertain of what's going to happen, but ready to move.

Initiative: 1d20 + 4 ⇒ (16) + 4 = 20

Full Defense. No attack. +4 to AC


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Have I mentioned that I like Kroop? :)

When the lookout called, Sandman unlocked the chains wound around his waist. They looked like a slave chain, doubled up and leather wrapped on one end to create a grip. The business end had old manacles and collars locked to it creating a nasty, heavy looking flail. He draped it across his shoulders and moved to the rail to see if he could spy out the ship.


The ship or at least all that can be seen of the ship is a white shape on the southern horizon. It will be many hours before the Wormwood can close the distance between it and it's prey.


male Human 2nd Cleric HP 15/15 AC 14

Oh,I'm in agony. thinks Allende as he wakes up that morning. Halfway through the night he vomited his guts out and he wasn't feeling any better this morning. For once Allende isn't diligent about working, he seems to move at a fraction of this normal speed. He does brighten up at the lookout's call and moves up the the gunwale next to Sandman. He tries to get a good look at the ship.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman doesn't turn when Allende approaches, but he does smile. "Normally, I'd let your self-induced suffering run its course. There are many lessons such things can teach. Today though, I suspect we have not the time for your learnings."

He retrieved a small packet made of sailcloth from his pouch and handed it over to Allende.

"Pour this into your waterskin and drink it all."

Alchemist's Kindness.


male Human 2nd Cleric HP 15/15 AC 14

Allende does as instructed and soon feels much better. "That's amazint!" he exclaims. "Stay close when the fight starts, and I will call on Besmara to bless us."

Thank you Sandman. I was afraid I was going to be fatigued the entire fight.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Allie comes out of her springy crouch when she realizes that it will be some time before they are close enough to see battle.

She joins Allende and the Sandman at the gunwale, and leans out to get a view of the ship as it slowly looms larger on the horizon.

"Come on, come on, wind! This is gonna take forever!"


The Wormwood closes on the other ship through the long afternoon. It is a busy afternoon as the ship prepares for battle. Weapons are cleaned and sharpened. Armor is checked for damage and repaired where needed. Several Balista are brought up from bellow and assembled.

Near evening the ship the Wormwood has been stalking suddenly changes direction. She has finally noticed the pirate and is running. The Wormwood turns in pursuit. The Rahadoumi merchantship is fast, but the Wormwood is fast and gradually the distance between the two ships closes. By dawn there is only half a mile between the two ships.


male Human 2nd Cleric HP 15/15 AC 14

Allende works hard at getting the ship ready. Feeling much better he excitedly toils away, doing his part to prepare for the coming battle.

P/Sailor to help prepare ship: 1d20 + 13 ⇒ (11) + 13 = 24


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer grins with a fierce delight as the Wormwood bears down on the Rahadoumi. As the two ships close, she can barely contain her excitement. After all the misery and ugliness of the past weeks, she is finally going to do what she has dreamed of her whole life.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

When allowed, Sandman gets some sleep. He knew he probably wouldn't be getting any this night.


It is easy to the Rahaduomi sailors moving around on the merchantship as the Wormwood gets closer and closer. shortly after dawn Riaris Krine gathers you all on the Wormwoods poop deck.

“The ship’s wheel is on the aft deck, just below the sterncastle. You’re going to grapple over, kill the guards on the sterncastle, take the wheel, and guard the ship’s boats.[b] Krine tells you when you are all gathered. [b]Kill anyone who tries to get away on one of the boats. Don’t move from the wheel until the fighting’s done, or you’ll have to answer to me. She glares at you to show that she means it. If you aren't armed, run to the armmory and get something to fight with. Sandman, you're in charge. She bestows and particularly stern glare on Sandman as she says this. Krine turns to leave then stops.Oh yeah, as we get close, it’s going to get foggy. Just stick to what I told you to do. Any questions?”

Anyone unarmed can choose one of the following
a club, a cutlass, a heavy crossbow and 20 bolts, 5 javelins or shortspears.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman nodded. He was a little surprised that Ashrem or Allende hadn't been chosen.

Once Krine left them, Sandman turned to his squad. "We're going to need to hold both stairs up onto the deck once we get aboard. Cutting off their reinforcements is most important. Ashrem, once we've boarded, pick a stairwell. I'll take the other one. Allende, and Amamer, you two hold the wheel and give us ranged support. Allie, you go wherever the fight is worst and see if you can even our odds. Any of them who end up down, make sure they stay down, but try not to kill them if you can help it."


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer will get a heavy crossbow and bolts, and load it as the ships draw near. When Sandman lays out his battle plan she nods.

"Pity Syl or Fipps isn't with us," she says. "You never know what might happen in all the confusion."


male Human 2nd Cleric HP 15/15 AC 14

"Particularly if it gets all foggy." Allende adds to Amamer's wishes for Syl and Fipps' fate. "It's a good plan, Sandman. I'll magic up the weapon of one of those holding the stairwell and bless the rest." He then gives a prayer to Besmara to bless their endeavor and starts hurling taunts and crossbow bolts until just before the two ships collide.
Allende will try to cast Guidance on everyone in his 'squad'. Two rounds before the ship gets into grappling range he will cast Magic Weapon on the weapon of Sandman's or Ashrem's choice. Then he will throw Bless on his squad and any non hostile members of the crew within 50'(he'll include the Captain and Krine in the bless if they are within range, Plugg and his cronies definitely do not get it.)


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman will cast Mage Armor on himself before the fun starts.

Ashram and I have the same bonus to hit, but I will have the higher AC so give him the weapon enchantment. He'll want to finish off his enemies as fast as he can.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Sooooooo - board the ship; kill everyone near the wheel; then keep anyone from taking it back - got it. How hard can that be?" Allie says in an obliviously optimistic tone.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

"Again, try not to kill people if you can. Prisoners are better than corpses."


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Ashrem's also better at ranged combat than Allende though, especially since he has Precise Shot. Not complaining though since Ashrem can still dish out a bit of damage in melee with a knife or shilleleghed club too. You can have the Magic Weapon if you want though, Sandman.

Initiative: 1d20 + 3 ⇒ (4) + 3 = 7

Ashrem grinned as Kroop tossed Fipps out of the galley. He had been studying the over-sized cookbook in the evenings ever since he had been replaced. Cooking up quite a feast for everyone at lunch, his cheeks were aching from grinning so much. Joyful to have his old job, he jested and laughed heartily with the crew as he served the food.
Prof(Cook): 1d20 + 6 ⇒ (18) + 6 = 24

After a contented sigh, Ashrem calms down and speaks with the others. "Sandman, I have no issues following your lead. I know you're a good man. I'm glad you have confidence in my man to man fighting, but I want you to know that I'm also good with my daggers at a short distance too. I won't hit an ally in combat either unless I'm truly struck with bad luck. Where ever you want me, I'll do my best."


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

"Aye. Good to know. My thought was to get Allende where his goddess' power could do the most good."

I wanted Allende in the middle so he can hit both sides with channel easily. You're then next best meatwall after he and I.


As you catch up to the Rahadoumi merchant ship you are able to read the ships name painted on the stern "Man's Promise". When the Wormwood is 120 feet from the Man's Promise open fire with heavy crossbows and two Ballista on the stern castle. The Ballista are aimed up firing into the rigging in a futile attempt to slow the Wormwood so the Man's Promise can escape. Just as they open fire a heavy bank of mist envelops both ships. The Wormwood approaches the Man's Promise at a walking pace.

combat round one
combat map is up it won't be accurate for 4 rounds though. the ships will collide in 4 rounds. There are six Rahadoumi sailors on the stern of the ship. two are at the wheel, and 4 are manning the ballista.

Captain Harrigan had Fishguts Kroop kill several pigs the night before and hang them from the back of the ship to bleed into the water. The blood has attracted a large number of sharks.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

As the ballista bolts streak by high overhead, Allie resumes her cat like crouch, ready to move.

Round One:

Full Defense, +4 AC


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Mage Armor. Current AC 14


male Human 2nd Cleric HP 15/15 AC 14

Once the ballista are fired, Allende stands and taunts the enemy ship. "Surrender you fools or fight and die, we fly under Besmara's banner and what is yours is now ours."
Round 1
Allende throws Bless


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Ashrem grins, preparing for the battle to come. Taking three small pebbles, he blesses them, imbuing them with nature's magic.
"Everyone ready?!" he asks in quiet excitement.

Round 1: Casting Magic Stone


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer crouches low, finding what cover she can, and casts Touch of the Sea on herself.


Round Two

The Wormwood closes to 90 feet. You can only dimly make out the Rahadoumi sailors on the sterncastle of the other ship through the fog. They have not noticed you yet. The sailors manning the Balista are reloading.

The ships will meet in another 2 rounds.
in order to speed things up please post your actions for the next three rounds


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman closed his eyes. They fluttered like he was dreaming. He opened them a moment later and the bluish ritualistic scars that traced his chest and shoulders became much richer in color. They seemed to spiral and crawl over the rest of his body, lighter, paler scars that normally just blended into his skin were suddenly thicker and raised and far more more apparent.

Scarshield. Miscalculated armor earlier. Armor Kilt stacks with other armor bonuses, so current AC is 17.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Allie shifts back, stopping ten feet from the ship's rail. She waits, in her springy crouch for the ships to close.

Full defense for next two rounds. No attacks, AC 19.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Round 2 (of 4) standard action Fire Heavy Crossbow, step behind mast for cover.
attack: 1d20 + 3 ⇒ (12) + 3 = 15
miss chance: 1d100 ⇒ 59
damage: 1d10 ⇒ 5

Round 3 (of 4) reload (full round), 5' step from behind mast.

Round 4 (of 4) standard action Fire Heavy Crossbow, step behind mast for cover.
attack: 1d20 + 3 ⇒ (20) + 3 = 23
miss chance: 1d100 ⇒ 39
damage: 1d10 ⇒ 10


Amamer who where you targeting with those shots. Sailors on the wheel or sailors on the balista, and roll to confirm the critical on your second shot.


male Human 2nd Cleric HP 15/15 AC 14

Rnd 2/4
Allende touchs Sandman's Heavy Flail and a glowing sigil of a skull and crossbones briefly appears.
Cast Magic Weapon on it.

Rnd 3/4
From cover he shoots a light crossbow at a ballista sailor and then stows it unloaded at his hip.
Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Possible crit: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d8 ⇒ 8

Rnd 4/4
Recasts Guidance on himself and picks up grappling hook and rope and prepares for battle!


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Rnd 2: Ashrem launches the first of his enchanted stones at the sailor piloting the ship.
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Miss chance: 1d100 ⇒ 4

Rnd 3: Launching another pebble, this time at the closest sailor manning the ballista.
Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Miss chance: 1d100 ⇒ 36

Rnd 4: Ashrem stows his sling and prepares his rope and hook for boarding!


Round Two
Amamers first shot misses sailing past its target to disappear into the sea. Ashrem' enchanted stone stikes one of the sailors at the wheel knocking him down but he gets back up.

Round Three
Three of the sailors return fire but none of the shots come close.
attack: 1d20 + 2 ⇒ (9) + 2 = 11
miss chance: 1d100 ⇒ 70
damage: 1d10 ⇒ 5

attack: 1d20 + 2 ⇒ (5) + 2 = 7
miss chance: 1d100 ⇒ 48
damage: 1d10 ⇒ 6

attack: 1d20 + 2 ⇒ (7) + 2 = 9
miss chance: 1d100 ⇒ 26
damage: 1d10 ⇒ 3

Ashrem and Allende fire at the one of the sailors manning the balista by chance picking the same one. Allende's crossbow bolt strikes him high in the chest, and Ashrems enchanted stone strikes him in the temple. The sailor crumples to the deck dead.

Round Four
Amamer's second shot strikes one of the sailors at the balista in the eye killing him.
Confirm Amamer's Crit: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d10 ⇒ 7

Round Five
The Wormwood colides with the Man's Promise with heavy thud. The other pirates begin using Grappling hooks and boarding planks to lock the ships together. Much of what is happening on the forward part of the ship is obscured by the enveloping fog. There are four sailors remaining on the sterncastle of the Man's Promise.
There is a five foot gap between the wormwood's poop deck and the stern castle of the Man's Promise.

It is a DC 10 acrobatics check to leap the gap or you can do the boarding with the grapple like was practiced. If you choose to leap across only one person can cross per round. The combat map is updated.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Profession Sailor, Guidance: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19

Sandman locks his grapple into place.

Can we move the same turn we grapple?


yes attaching the grapple is a standard action as far as I know so you have a move action left.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Aiming at sailors on the ballista, don't want them shooting back. Sorry for missing the crit roll, but I'll take yours :) (I thought I missed from the miss chance)

Amamer will probably acrobat over, but not this round.

Round Five

"Got one!" Amamer whoops as she sees her second crossbow bolt strike home.

She stays hidden behind the mast as she reloads the crossbow.

17 bolts in the quiver, one in the "chamber"


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Let's not be late for the party!" Allie laughs as she runs and leaps to the other ship, short sword in hand.

Acrobatics: 1d20 + 9 ⇒ (5) + 9 = 14

Landing lightly on her feet, she closes with the nearest foe, and strikes.

Attack: 1d20 + 6 ⇒ (2) + 6 = 8 +4 more if foe is flat-footed

Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Plus Sneak attack damage, if flat footed: 1d6 ⇒ 4

I can't edit the map from my phone. I'm attacking the guy at the wheel.


I think you all can move your characters around the map. Let me know if you can't


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

I can't from my phone. It gives me an "unsupported operating system" error message. I can look, but can't move the pieces.


male Human 2nd Cleric HP 15/15 AC 14

Allende tosses his grapple and tries to lock it into place.
P/Sailor: 1d20 + 12 ⇒ (3) + 12 = 15
The hook doesn't catch initially but Allende deftly maneuvours it into place.
I also cannot move the icons. Do we need to make climb checks to move across?


yes you need climb checks but it is only 10 or 15 feet so one will do. don't fall in there are sharks


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Rnd 5: Prof(Sailor): 1d20 + 6 ⇒ (7) + 6 = 13 Ashrem fumes as his hook bounces off of the railing of the Man's Promise.
"Besmara, if you don't let me get across this..." he begins to curse but bites his tongue.

I also cannot move the icons from my phone. I'll try again from my pc when I get home.

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