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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I am not dead or gone. A new baby is apparently a lot more work than I thought. If babies weren't so darn cute the human race would have gone extinct a long time ago. I was waiting for the new person to let me know they were ready to join us but they haven't. I will put up a proper post tomorrow. Sorry about the delay.


You all sleep soundly that night. You all feel more comfortable now that you have your weapons and armor back. You are suprised to find Lucanorr's hammock empty, and none of you can recall seeing him come off deck the night before. No one comments at his absence when you muster that morning. Plugg and Scourge don't make an issue of his absence. It is almost as if they already know what happened to him.

Day five Tasks:

Vaelor 1d6 ⇒ 1 Rigging Repair: The ship’s rigging frequently gets
damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.

Allende 1d6 ⇒ 5 Runner: Passing messages to the crew and officers
of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring a DC 10 Acrobatics check and DC 10 Constitution check.
Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.

Ashrem 1d2 ⇒ 1 Fishguts is sober this morning. He apologizes for the day before. 1d6 ⇒ 2 Cooking: Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober, no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check.


male Human 2nd Cleric HP 15/15 AC 14

Unbelievable! Allende thinks. They have to know that this is probably the job I am worst at. He leaves his armor in the kitchen, asking Ashrem to watch it for him then works diligently at running errands
Acrobatics with +4 diligence: 1d20 + 4 ⇒ (15) + 4 = 19
Con Check: 1d20 + 1 ⇒ (17) + 1 = 18
Fortunately the day is not as hard as he feared.


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

Ashrem dismisses the apology. "No worries Mr Kroop, I'm just glad the meals turned out alright," he says with an easy-going smile. "If you have everything under control in the kitchen today, I'm going down below to do some errands if you don't mind." Ashrem gathers up some of the remaining leftovers from the day before. "I'm going to try and tame the surviving rat in the bilges. Could be useful having another pet." If Kroop doesn't object, Ashrem makes his way down to the bilge, sets out the food and waits.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13 To find the dire rat
Handle Animal: 1d20 + 5 ⇒ (14) + 5 = 19 For training, if found

About mid-day, Ashrem heads back up to check on Fishguts before heading onto the top deck to help out the crew with some of the chores. He strikes up a conversation with the other gnome on ship, this time avoiding the short jokes and any one-eye puns.

Influence Giffer Tibbs: 1d20 + 1 ⇒ (20) + 1 = 21


it ate my post!

Ashrem:
The dire rat refuses to come to your bait it is possible the other crew member working the pump in the bigles when you get there is what is keeping it away. Giffer Tibbs is freindly towards you after your conversation at lunch time.


After supper that evening Mr. Plugg leads a enormous human man up on deck. You had seen him before tied to a post by the door to the officers quarters on the mid-deck like some sort of guard dog but but never spoken to him. He is a giant of a man. tall and bulky with corded muscle. He is dressed in a tattered pair of trousers and has an iron collar around his neck. His head has been badly shaved and is covered with nicks and scrapes. He has black patches of tar with feathers stuck to it on his arms and torso. There is a slack vacant expression on his face, and he sometimes laughs loudly at nothing.

Let's have a little fun shall we gents? Plugg says with a vicious smile as he approaches the three of you. this here is me mate, Owlbear. Say hello Owlbear.
Rotton left hand flounder! Owlbear hollars and laughs loudly.
Plugg chuckles darkly Well said Owlbear, Well said. We have a bit of a wager for you gents.I will bet 100 gold that one of you three can't beat Owlbear here in a fair fight. You can all have a go if you'd like. What do you say?
Millinium hand and shrimp! says Owlbear loudly and laughs.


male Human 2nd Cleric HP 15/15 AC 14

Allende looks around and silently says to his friends. I don't have that kind of money, but if one of you thinks he can take him I'd wager what I can afford on it.


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

"I don't have the money to wager but I'm willing to get into the ring if no one else will." Ashrem says as he sizes up Owlbear. "He seems to missing out on some wit though, do you guys know anything about him?"


You can put up your share of the next prize we take. Plugg never said you have to match his bet. He doesn't think he will loose. He really just wants to see one of you get beat.Sandara Quin says in a low voice. Owlbear may be simple but he's strong and he can fight.


male Human 2nd Cleric HP 15/15 AC 14

Allende slaps Ashrem on the back. "I'll take him on next if you can't take him." He says a little louder so Plugg can hear. "I'll take that wager, sir!"


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

"I accept your challenge Mr. Plugg. I'll be the first to fight him." Ashrem boasts loudly to the First Mate, "So what are the rules of fair fighting on this ship?"


The crew quickly clears a space forward of the main mast for the fight. Owlbear understands exactly what is going on and moves to his place in the circle. There is a flurry of betting as Ashrem steps in to the ring with Owlbear.

Rules are simple. Plugg says from the sidelines. You start when I say. You fight until one of you quites or can't fight anymore. No weapons allowed. That's it, but the captain would prefer that no one die.

give me a perception check everyone


male Human 2nd Cleric HP 15/15 AC 14

Perception Allende: 1d20 + 4 ⇒ (15) + 4 = 19


Allende:
You notice that Owlbear constantly turns his head to look towards the left and realize that he is blind in his left eye. owlbear is big and looks to be a competant fighter but he is slow to move and react.

if you roll higher than a ten on your perception check read the information in the above spoiler


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

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

I won't be able to post again until Friday, sorry for the last minute notice.


M Human Rogue/Pirate

Hey guys! I thought this game had bit the dust. I just happened to check in on the page and saw that you all are still fighting. I'll gladly jump back in the fray if that is OK.

[ooc]Perception: 1d20 + 8 ⇒ (10) + 8 = 18


That is definately okay. Sorry I let things lag so much I will try to keep things moving better.

Owlbear paces back and forth on his side of the ring of crew while waiting for Plugg to start the fight. His face is tight with a look of determination. He clenches and unclenches his enormous fists.


My Laptop decided to go belly up yesterday. Had to send it off for repair. It won't be back till after christmas. I will try to keep things running but may be slow as the computer I am using was new when Lincoln was president.


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

Glad to have you back Vaelor! Would you like to take on this match or do you want me to soften him up for you first?


owlbear wants to punch someone so get in the ring someone


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

Ashrem grins as he steps into the ring of pirates. Focused on the large opponent in front of him, Ashrem sets his stance and raises his fists. Keeping a high guard he circles Owlbear, waiting for him to throw the first punch to size him up.

Going Full Defensive the first round. AC is now 19 and cannot make attacks or attacks of opportunity this round.


M Human Rogue/Pirate

Water supply burst in my house on Friday. 1"-2" of water in majority of my house. Won't have full access to computer (or even my house) for a week or two. Post when I can.

"Show th' beast what ye got Ashrem!" Vaelor yells, trying to encourage the cook.

He is unsure what sort of fight Ashrem can give the beast, so if he takes a few hits Vaelor will step in and help his mate out.


Burst water supply! that sounds less than fun, sorry to hear that post when you can.

Qwlbear moves in on Ashrem and throws a ponderous punch.

1d20 + 5 ⇒ (2) + 5 = 7

Ashrem is easily able to slip out of the way.
which direction are you circling?


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

I just meant juking in general. Ashrem will keep circling left to keep his opponent working harder to watch him.

Ashrem swiftly moves out of the big man's range, too far to send an effective counter though.

1d20 + 2 ⇒ (3) + 2 = 5


Owlbearlumbers around in a circle trying to Keep Ashrem in sight. He takes another swing his smaller opponent.

1d20 + 5 ⇒ (7) + 5 = 12

this punch comes closer than the first but still misses its marks. The surrounding crew laugh. Plugg and his cronies shout threats and encouragement to Owlbear.


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

Ashrem watches the swing come closer around this time and executes a well placed counter punch but doesn't quite hit with full potential.

1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d3 + 2 ⇒ (2) + 2 = 4
Confirm Crit: 1d20 + 2 ⇒ (5) + 2 = 7


Owlbear takes the punch and comes at Ashrem again. This time the punch connects and the force of the blow leaves Ashrem's ears ringing.

1d20 + 5 ⇒ (19) + 5 = 24
Damage 1d3 + 3 ⇒ (1) + 3 = 4

I am really glad that wasn't a critical hit


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

Ashrem shakes the ringing out of his head and sets a high guard again before throwing another strike at the big man.
Fighting defensively, AC 17
1d20 - 2 ⇒ (7) - 2 = 5
damage: 1d3 + 2 ⇒ (2) + 2 = 4

For who? Myself or the Owlbear? Hahaha


A critical hit might have knocked you out, you could really use some criticals if you want to beat owlbear

1d20 + 5 ⇒ (13) + 5 = 18
damage 1d3 + 3 ⇒ (1) + 3 = 4

Ears ringing Ashrem tries to get his guard up and strikes at his opponent but the blow finds only air. Owlbear steps in and throws sweeping haymaker that sweeps aside Ashrems guard and slams into his temple. Ashrem spins around and falls to the deck unconcious.

Plugg and his cronies laugh. Any of the rest of you lot want a go? he sneers.


male Human 2nd Cleric HP 15/15 AC 14

Allende stands up with a smile. "Well, I guess it's my turn to earn my money, Mr. Plugg." he says jokingly. Well, I wanted an exciting life, didn't I he thinks. He steels himself against the massive man. "Ready when you are friend" As soon as Owlbear remotely acknowledges the challenge, Allende jabs him as hard as he can and moves to the left towards his blind side.
Attack: 1d20 + 1 ⇒ (13) + 1 = 14
damage: 1d3 + 1 ⇒ (2) + 1 = 3


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

Ashrem strikes the ground hard and lays unconscious for a few seconds. I'm at 0 hp exactly so I'm staggered. He hears Allende issue his challenge and starts slowly crawling away from the ring.


Ashrem is helped from the ring by Samms Toppin and Sandara Quinn. You did well mate! Owlbear hits like a sledge hammer but you had a go at him anyway. Besmara blesses the bold.Quinn says as she casts a healing spell on him to get him back on his feet. you are now at 4 hp

Allende takes his place in the ring and there is another flurry of betting. When the fight starts again Allende stings Owlbear with a lightining fast jab and circles away into Owlbears blind spot.

1d20 + 5 ⇒ (18) + 5 = 23
damage 1d3 + 3 ⇒ (3) + 3 = 6

Allende give me an acrobatics check to avoid this punch


male Human 2nd Cleric HP 15/15 AC 14

You do know that Acrobatics is not Allende's strong suit :)
Acrobatics: 1d20 - 2 ⇒ (15) - 2 = 13
Am going out of town. Will not be able to post again until late Sunday.


Allende is slip out of the way of Owlbears clumsy punch
yay no damage


male Human 2nd Cleric HP 15/15 AC 14

Circling around Owlbear and feinting a punch here and there. Allende tries to hit him right under his bad eye.
attack: 1d20 + 1 ⇒ (13) + 1 = 14
damage: 1d3 + 1 ⇒ (1) + 1 = 2


M Human Rogue/Pirate

Vaelor makes his way around the crowd to get to Ashrem. He makes it there just as Quinn heals his friend. He looks down and gives a nod to Quinn for a job well done.

Turning his attention to the fight, he yells encouragement at Allende before stripping his weapons off in order to get ready to step in if Allende doesn't fare well.

Merry Christmas/Happy Holidays to all of you!


male Human 2nd Cleric HP 15/15 AC 14

Merry Christmas Everyone!


Merry Christmas and Happy Holidays to you all!


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

Hope everyone had a great holiday! Who's ready for plundering now?

"Thank you, Sandara. I should have done some more juking with the blind spot of his. Next time though I'll get him." He laughs off the pain and turns and watches Allende continue his fight against the big man.

"You got him Allende! Take him down!" Ashrem yells out his support.


Allende's punch catches Owlbear on the left cheek doesn't have enough force behind it to put the giant man off balance. owlbear lumbers after Allende and throws a haymaker at his head, but the punch doesn't even come close.

1d20 + 5 ⇒ (1) + 5 = 6


male Human 2nd Cleric HP 15/15 AC 14

Emboldened by two misses, Allende presses the attack, still circling.
Attack: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
but the attack is a clear miss.


Owlbear swings at Allende again

1d20 + 5 ⇒ (11) + 5 = 16
Damage 1d3 + 3 ⇒ (3) + 3 = 6

Acrobatics or bluff check please


male Human 2nd Cleric HP 15/15 AC 14

Bluff: 1d20 + 1 ⇒ (14) + 1 = 15

I think I'll just include a complimentary Bluff check with my attack posts from now on:)


Allende manages to fake out his slow moving opponent and is not there to meet the punch when it arrives.


male Human 2nd Cleric HP 15/15 AC 14

Allende curses at his missing and swears as Owlbear's massive fist almost takes his head off. He swings back as hard as he can, still trying to outmaneuver him.
Attack: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Inevitable Bluff check: 1d20 + 1 ⇒ (19) + 1 = 20


Allende punch is short does connect with any force. Qwlbear is confused by his opponents rapid changes in direction and turns the wrong direction so he faces away from Allende.

You can get two shots in before he gets turned back around.good bluff roll.


male Human 2nd Cleric HP 15/15 AC 14

Taking advantage of Owlbear's distraction he punches twice
Attack 1: 1d20 + 1 ⇒ (12) + 1 = 13
Damage 1: 1d3 + 1 ⇒ (1) + 1 = 2
Attack 2: 1d20 + 1 ⇒ (8) + 1 = 9
Damage 2: 1d3 + 1 ⇒ (2) + 1 = 3

Bluff: 1d20 + 1 ⇒ (8) + 1 = 9


Allende's punches hammer into Owlbears kidneys. Confused and in pain the big man tries to leave the ring. Plugg and his cronies push him back into the ring. Owlbear cringes away from Allende. He whimpers and huddles in on himself. He isn't trying to attack or event trying to defend himself. He simply stands there crying and looking miserable.


male Human 2nd Cleric HP 15/15 AC 14

Allende steps between Owlbear and Plugg. He offers Owlbear a hand. "Great fight, my friend. You almost had me there, if you hadn't fought Ashrem first you would have won." He turns and says loudly so the whole crew can hear. "I think this is cause for celebration. Mr. Plugg, how bout a round of rum for all the crew. You can take the price out of the money you owe me and then we can settle."


Pluggs eyes are hard and cold. You can all tell that this is not the outcome he had intended.
Owlbear on the other hand is a different story sniffing and snuffling he smiles shyly at Allende Owlbear friend? he asks as he cautiously takes Allende's hand.

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