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 tries to duplicate his last round of rat catching by convincing Kroop to let him have more spoiled cheese as bait. He is carrying it up to the deck when he sees Arnamer fall from the rigging. Concerned, he darts through the gathering crowd. He doesn't like what he sees. "Here this may help." he says as he pulls out his waterskin, palming his silver coin in his other hand. He pours a little water down her throat while supporting her head with his left hand holding his coin. He puts down the waterskin and tries to adjust her hair while saying a prayer in elven.
He tries to cast Cure Light, masking the somantic components by his arranging the hair and hoping that no one speaks elven well enough to realize it is a spell. The coin in his left hand is his holy symbol.
Cure Light: 1d8 + 1 ⇒ (6) + 1 = 7
Bluff: 1d20 + 2 ⇒ (14) + 2 = 16


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Allie hears a terrified scream from the rigging, cut-off by a sickening thud on the deck.

She quickly cuts off her flirtation and runs to the scene, seeing Amamer laying in a crumpled heap.

She sees the man called Allende is already attending to her.

Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16

Noticing his attempt to use a healing spell covertly, she decides to offer a bit of distraction on his behalf. She puts on a face of frightened concern, letting tears well-up in her eyes. She dabs at them with the end of her skirt; lifting it high enough to show a good bit of her thigh.

Aid Another (bluff): 1d20 + 6 ⇒ (16) + 6 = 22 +1 more for anyone who's got the hots for her.

"Ohh, Amy! Poor Amy! How horrible! My dear friend. I don't know what I'll do if she dies!"


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

I'm feeling better

@ GM: sorry, but when you send a girl with a negative climbing modifier 50 feet up in the rigging, things happen.

The healing magic flows into Amamer and her breathing returns to normal, though she remains unconscious. At -1 hp. Big hugs to Allende when I wake up


male Human 2nd Cleric HP 15/15 AC 14

Allende is momentarily distracted by Allie's act. But he forces himself to think on the task at hand. Convincing himself that she is no longer in danger of perishing immediately, he looks at one of his fellow crewmates (preferably Sandman or Ashrem, but any PC will do). "Help me carry her gently to the kitchen." Accepting no objections he tries to quickly move her off the deck before an officer can get a closer look at her wounds. Once in the kitchen he asks any nonfriendly character to leave, if neccessary he asks them to get an officer. Once he feels he is surrounded by friends he will cast Cure Light once again.
Cure Light: 1d8 + 1 ⇒ (3) + 1 = 4
Hopefully, this wakes her up. With a sense of urgency he tells Amamer "Listen to me. You tell them the fall looked worse than it was. If you can, try to convince them that you'll be OK tomorrow, you just need some rest. This is the most I can do for you today without it being totally obvious that I can cure people. Tomorrow is a different story however."


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

Sandman Amamer and follows Allende into the kitchens.

"This was bound to become an issue eventually. I will put on a bit of a show and make it seem like my medicines have saved her rather than your magics. I am known for such things already." Sandman says quietly.

"We will let the crew's own superstitions fill in the gaps of their knowledge. If they are like most crews, they will be quite creative."

Sandman dips into the healer's pouch hanging behind the wooden mask at the front of his belt. His hand came free with fine sand tinged with pale blue and green. He mixed a quick pain treatment from kitchen items for Anamer and wetted the sand with it.

Then he traced swirling lines of wet sand on her face, neck, chest and shoulders.

Heal: 1d20 + 8 ⇒ (9) + 8 = 17

"Leave these here. The sand will come off on it's own as it dries. The color it leaves behind will fade in a few days. It has topical qualities that should help with the pain. I will stay with you until you are ready to come back on deck."

"Allende, it would aid in the deception if you left soon, looking like you had seen something you wish you hadn't. "


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

It seemed bad that ever since the new found crew members had come aboard Ashrem had taken more and more to drinking. Maybe Kroop was starting to have an influence on him, he wondered. He watched Allende and the others bring Amamer down into the kitchen galley and he quickly cleared the huge prep table, drunkenly shoving the utensils into various cupboards. He was a bit tipsy but still of reasonable mind.

"Allende, there might be some syrup of ipecac in my *hic* medical bag if you want to vomit as part of your deception." *hiccup*

Willing to expend a use of my healer's kit to give Allende a bonus on his bluff check if he goes with the Sandman's suggestion.


Sandara Quinn watches with amusement as Allende and the others try to hide that he was able to heal Amamer with magic. Allende do you really think Besmara will be please with a priest of hers that hides her gifts? She takes an ebony amulet shaped like a skull and crossed bones from around her neck and holds it out. The galley is bathed in briliance for a brief instant as positive energy floods the area.

Amamer is healed 7 hp, everyone else is revitalized from the days work. Ashrem is no longer tipsy.

GM rolls:

channel positive energy: 2d6 ⇒ (5, 2) = 7


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

Amamer looks mostly embarrassed as she sits up, finding herself on the kitchen table. Seeing mainly friends, and a redhaired woman she hasn't met yet, she gives a sheepish smile.

"I hope vomiting isn't necessary," she says softly, hugging Allende. "Thank you all. I think maybe I should try to be the kind of pirate that stays on deck."


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"That..or practice climbing..." Allie says, with a relieved smile and a friendly hand on her arm.


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

"I think I've had enough practice climbing for today," Amamer says, sighing. "I certainly hope the man with the whip agrees...."


male Human 2nd Cleric HP 15/15 AC 14

Allende touches the scar on his cheek. "Besmara hasn't been forthcoming about what she expects of me." he replies. "I just don't trust some of the people on this ship." He is interrupted by Amamer's hug. He just smiles and returns it. "I'm just thankful they haven't sent me climbing yet."


That evening scourge announces that Amamer won't be working in the rigging anymore. Ashrem will take her place as a rigger, and Allie will take his place in the Galley under the supervision of "Fishguts" Kroop. Amamer will be working the deck as a swab.

That evening is a sober one in the shadow of Amamer's brush with death.

While you are eating Sandara sits down across from Allende. Let's have this out right now matie. she says. The question is being not what the Pirate Queen expects of you but what you expect of her? Did ya think she would come and hold yer hand and walk ye along to wealth and glory?


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"I used to help in the kitchen when I was a little girl. Cooking is fun!" Allie responds exuberantly.


male Human 2nd Cleric HP 15/15 AC 14

"Fine, lets have a discussion." Allende replies. "No, I don't expect her to hold my hand. And I do like fame and wealth. But Mr. Plugg is our enemy, Sandara. He's shown his true colors again and again. And I don't intend on giving him any information about what I can do. I don't know why Besmara choose me to be one of her clerics, I wasn't looking for it. In a way I've been metaphysically as well as physically shanghaied. But I've always admired Besmara, wanted the action and adventure, so I plan on doing my best. You're more experienced than me, so I'll value your advice. I may not take it though."


"I care for Mr. Plugg no more than ye do, but his bare ambition, and self serving viciousness is more pleasin to Besmara than yer timidity. Ye say you desire action and adventure and Besmara has given ye the means of getting it. Besmara favors the bold. she expects ye to take the gift she's given ye and grab life with both hands. Take what you want! push yer wits and yer luck." Sandara says. "Take me advice or not. it be yer choice, but remember Besmara is fickle as the sea. Them that has her favor can easily lose it."

With this Sandara leaves you to your thoughts.


male Human 2nd Cleric HP 15/15 AC 14

Allende sits back and thinks about what Sandara says. Maybe I shouldn't play it safe. he ponders. Very well, Besmara. If that's the lesson you wish me to learn, I'll try it your way. He calls after the retreating cleric. "Sandara, if you've an extra scimitar or rapier, I may be needing it."


busy weekend I will post tomorrow


Sandara turns back and after a moments thought says Try Syl Lonegan she has a very fine rapier that used to belong to Jakes Magpie, and she likes to gamble. She flashes Allende a friendly smile before continueing on her way.

Allende if you want to try to gamble for the masterwork rapier check the discussion board for games you can play. I am going to move things forward but feel free to try for the rapier.

The next day dawns bright and clear. There isn't a cloud in the sky and the as the day goes on it gradually gets hotter. By noon the sun is like a hammer beating down on the deck.

perception DC 10:
You notice that the see is shallower. The captain has shortened the sails and is being more careful. in places you can see reefs rising from the sea floor.

knowledge geography DC 15:
you recognize that the ship is nearing the Slithering coast.

Day 12 tasks:

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.

Allie 1d2 ⇒ 2 Fish guts is drunk today
you find him passed out on one of the tables in the galley
1d6 ⇒ 4
Turtle Hunting: Hunting leatherback sea turtles
with harpoons, treble hooks, and nets. A DC 10
Profession (fisherman) or Survival check provides
enough food. A failed check results in a day in the
bilges as punishment the following day

Ashrem 1d6 ⇒ 3
Upper Rigging Work: Work in the upper rigging, 50
feet up, requiring DC 10 Climb checks, followed by a
DC 10 Profession (sailor) or Dexterity check.

Amamer 1d6 ⇒ 2
Rat Catcher: Catching rats and other vermin belowdecks,
requiring either a DC 10 Stealth check, Survival check,
or Dexterity check to catch and kill enough rats,
cockroaches, and beetles for a good day’s work.

Conner 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.

Sandman 1d6 ⇒ 6
Mainsail Duties: Tough work raising and lowering
the mainsail, requiring a DC 10 Profession (sailor)
or Strength check. The PC must also make a DC 10
Constitution check to avoid being fatigued at the end
of the shift.

hopefully there will be no plummetting today!


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

"Can't I fall off the mast again?" Amamer mutters when she's given her task. She looks wistfully at the coastline, looking for signs of her village, but proceeds below.

Dexterity: 1d20 + 2 ⇒ (5) + 2 = 7 Apparently, Amamer is the least useful pirate ever... hey dice ... cut me a break!

Finding the bilge far too filthy, she spends most of the day crouched on the ladder, trying to keep her feet out of the muck, and swatting at anything that moves.

"I'm off to a rough start on this ship," she sighs, whacking at something bobbing in the water. "The pirates that came to the town I grew up in sure made it seem more glamorous than this. So how did you get on board the Wormwood?"

She's speaking to the one they call Badger.

diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Survival (untrained): 1d20 + 1 ⇒ (5) + 1 = 6

Finding the cook passed out, and having no idea how to catch turtles, Allie decides to see if she can coax someone to help her.

She approaches young Jack Scrimshaw, who she figures might be an easy mark.

"Can I ask you a question?" she says to the young man, moving close to him and running her hand sofly across the back of his shoulder. "I really have no idea how to catch turtles, and the cook is passed out in the galley...and...well....I don't know that they will do to me if there isn't turtle for the evening meal...can you please help me?" She gives him a frightened doe-eyed stare.

Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25

"If you can catch a few for me....I will be verrrry grateful..." she adds with a sensual purr in her voice.


Amamer:
You'll not accomplish nothing if your afraid to get dirty wench. the older woman growls at you as she deftly catches a rat a rat by the tail and bashes its brains out on the bulkhead. There is very little in this world that is as glamorous as people make it out to be. Most things are a lot of hard dirty work. I came on board in Port Peril. I needed money and this was the only berth I could find.
Even though she scolds you Badger doesn't seem to poorly disposed towards you. she even shows you a few tricks for catching rats.

Allie:
you fail to catch any turtles that morning. Master scourge who is supervising you while Kroop is drunk yells and curses at you. He tells you that you will spend tomorrow working in the bilges. . . Unless you are nice to him. From he evil leer you can tell what being nice to him means.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

GM AD#33:

"Welll..." she says, considering his offer. "Both are dirrrrrty jobs, but one is by far the fouler....sooooo....I'll take the bilges, thanks!" she says with a defiantly mischevious grin.


male Human 2nd Cleric HP 15/15 AC 14

perception: 1d20 + 4 ⇒ (13) + 4 = 17
Allende once again takes off his armor before having to run around. He concentrates on getting to where he needs to go, although he is convinced that Plugg makes up some messages just to add to his work. He does have one moment of rest and as he leans against the bulwark looking into the sea he sees a reef pass under the ship. At least the Captain is sailing cautiously he thinks. He barely is able to deliver all his messages and end the day dead tired and in no mood for gambling.

Diligent Acrobatics: 1d20 + 4 ⇒ (7) + 4 = 11
Con Check: 1d20 + 1 ⇒ (6) + 1 = 7


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

"You're probably right," Amamer agreed, but still perches on the ladder, staying out of the muck. "I can't wait til we find a ship to go after, though. I think the officers will find me a little less useless, then."


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

Profession Sailor: 1d20 + 5 ⇒ (16) + 5 = 21
Constitution: 1d20 + 4 ⇒ (18) + 4 = 22

Sandman is reliably competent at his tasks the second day but too caught up in his work to notice the surrounding waters or the shape fo the shoreline.

Do we know what is going on with the other PCs? Can we overhear their conversations?


male Human Fighter lvl 1; HP=16; AC 16, T=11. FF=15; F:4, R:1, W:3; INIT:1; -5 ACP if armored

climb: 1d20 + 8 ⇒ (8) + 8 = 16
climb: 1d20 + 8 ⇒ (12) + 8 = 20
climb: 1d20 + 8 ⇒ (7) + 8 = 15
Profession: 1d20 + 6 ⇒ (14) + 6 = 20

Connor makes easier work of climbing the ropes and keeps himself busy all day repairing the various ropes that have been broken or torn. I really wonder how competant some of these other sailors are, these ropes are in horrible condition. At least I am on a boat and nobody knows my last name or about the family curse. Sailors life for me, finally.

Connor makes sure to keep a close eye on "Cat" to ensure that she is left alone.


Shortly after noon Mr. Plugg has all of you called up on deck where you find him with four crab pots at his feet. As you arrive on deck the order to take down the sail and drop the anchor are given. Plugg greets you all with a nasty smile.
I hope all you swabs know how to swim because I have a job for you. The Captain wants Crab for supper and you lot are going to get it for him. He points to the north of the ship. There is a reef out about 200 yards from the ship. swim out, fill the pots, and come back. Don't take too long or we will leave you behind. Plugg stomps away leaving you with the pots.

catching crabs:

The waters are calm (DC 10 Swim checks)
and clear (visibility 100 feet). The initial
swim across the open water passes
without event, and the PCs soon
approach a superb coral reef,
measuring approximately 100
yards square, lying between 5
and 30 feet below the surface.
Many crabs inhabit the reef, and
each round, each PC can make a DC
10 Perception or Survival check to spot a
crab, followed by a DC 10 Swim check to swim down and
catch that crab. Four crabs are required to fill a pot.

everyone needs to swim out to the reef


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Are we able to take 10 on the swim checks?


to get out to the reef yes but not to catch the crabs


male Human Fighter lvl 1; HP=16; AC 16, T=11. FF=15; F:4, R:1, W:3; INIT:1; -5 ACP if armored

Do I have my weapons and armor? Even with my armor check penalty, I could take 10 and make it there fine as my Swim check is high enough (+3 with my armor check penalty applied still)


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

Amamer, of course, will struggle, poor weak thing that she is. Eventually, she'll realize she's falling behind and cast Touch of the Sea on herself and catch up. Rather than rolling out every swim check until then, I'd just as soon go with the law of averages and have her cast the spell when she's about 120 yards out and the rest of the group is almost there. She'll be able to cover the remaining distance in 3 rounds (the spell allows 'running' while swimming).


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"Aye, aye, sirrrrr!" Allie says with an exaggerated salute. She grabs one of the crab pots, jumps into the water, and starts a slow, steady swim out to the reef.

Take 10+1 = 11


at its shallowest the reef is 5 feet under water so while there are place where you can stand you will at least be up to your necks in water. You all have your weapons. You decide whether you are also wearing your armor but when we get started catching crabs please include whether or not you are wearing you armor in your post.


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

Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Knowledge(Geography): 1d20 + 1 ⇒ (19) + 1 = 20
Ashrem notices that the water is getting shallower in the morning before he starts the day's work. He looks out over the water, trying to recognize the coastline. Is that the Slithering Coast? he wonders. Looking around for a friendly face, he asks just to make sure.
"Does anyone recognize the land? It looks familiar..."

After stretching a little bit, Ashrem climbs up the ropes fairly easily. He greets Conner as he climbs by and sets about fixing the rigging as needed. While he's up there, Ashrem starts a competition with Maheem with the day's tasks. While the big Rahadoumi man wasn't quite friendly, Ashrem felt that the man at least respected him for his hard work.
Climb: 1d20 + 6 ⇒ (9) + 6 = 15
Climb: 1d20 + 6 ⇒ (11) + 6 = 17
Climb: 1d20 + 6 ⇒ (10) + 6 = 16
Climb: 1d20 + 6 ⇒ (16) + 6 = 22
Climb: 1d20 + 6 ⇒ (17) + 6 = 23
Dex check: 1d20 + 3 ⇒ (16) + 3 = 19
Influence Maheem: 1d20 + 1 ⇒ (20) + 1 = 21


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

Amamer shrugs her shoulders at Ashrem's question.

"Could be anywhere," she says. Though she grew up along this stretch of coast, she's never been anywhere else that would make her think that not everywhere looks like this. To her knowledge, Varisia and Osirion's coasts are all virtually identical to this.


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

Climbing down after securing the sail. Ashrem smiles as Mr. Plugg describes their new tasks. He keeps his leather armor strapped on, checks to make sure none of his daggers will slip free, and then dives right into the water.

Take 10 + 7 = 17 swim check
Survival: 1d20 + 8 ⇒ (19) + 8 = 27
Swim: 1d20 + 7 ⇒ (11) + 7 = 18
Survival: 1d20 + 8 ⇒ (10) + 8 = 18
Swim: 1d20 + 7 ⇒ (8) + 7 = 15
Survival: 1d20 + 8 ⇒ (8) + 8 = 16
Swim: 1d20 + 7 ⇒ (10) + 7 = 17
Survival: 1d20 + 8 ⇒ (6) + 8 = 14
Swim: 1d20 + 7 ⇒ (5) + 7 = 12

Ashrem catches his four crabs fairly quickly. Glad to be off ship and away from Mr Plugg and the other unfriendlies he swims leisurely around the reef, watching the others to see if they need any help.


male Human 2nd Cleric HP 15/15 AC 14

Allende swims out, clearly enjoying the break from running.
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Just before ducking under water, he casts Guidance on himself and swims down for a crab.
Swim: 1d20 + 2 ⇒ (3) + 2 = 5
Drowning Swim: 1d20 + 1 ⇒ (14) + 1 = 15
His first attempt earns him a lungful of water.
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Swim: 1d20 + 2 ⇒ (16) + 2 = 18
After looking fruitlessly he finally ducks down and comes up with a crab!
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Swim: 1d20 + 2 ⇒ (11) + 2 = 13
Second Crab!
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Swim: 1d20 + 2 ⇒ (10) + 2 = 12
Third Crab !
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Swim: 1d20 + 2 ⇒ (1) + 2 = 3
Drowning Swim: 1d20 + 1 ⇒ (16) + 1 = 17

He's probably run out of time by now and has to return to the ship.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Spot crab (Perception): 1d20 + 5 ⇒ (14) + 5 = 19
Catch crab (swim): 1d20 + 1 ⇒ (19) + 1 = 20

Allie quickly garbs a crab on her first dive. "That's one!" she says with a girlish laugh.

Spot crab (Perception): 1d20 + 5 ⇒ (1) + 5 = 6
Catch crab (swim): 1d20 + 1 ⇒ (13) + 1 = 14

Spot crab (Perception): 1d20 + 5 ⇒ (20) + 5 = 25
Catch crab (swim): 1d20 + 1 ⇒ (3) + 1 = 4

Spot crab (Perception): 1d20 + 5 ⇒ (12) + 5 = 17
Catch crab (swim): 1d20 + 1 ⇒ (15) + 1 = 16

"That's two!"

Spot crab (Perception): 1d20 + 5 ⇒ (18) + 5 = 23
Catch crab (swim): 1d20 + 1 ⇒ (2) + 1 = 3

Allie comes up spluttering and coughing.

"H..heeelllp..coughhh...hhelp!" she manages to gasp, as she flounders about.


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

Sandman just nods, tosses a brace of crab pots over his shoulder and jumps out into the waters.

Sandman is wearing his usual very light armor (no ACP), but leaving his chain behind. Take 10 on swim to get out there, 16 total. Sandman can hold his breath for about four minutes at a time.

Spot Crab (perception), guidance: 1d20 + 1 ⇒ (12) + 1 = 13
Catch Crab (swim): 1d20 + 6 ⇒ (6) + 6 = 12
One caught

Spot Crab (perception), guidance: 1d20 + 1 ⇒ (18) + 1 = 19
Catch Crab (swim): 1d20 + 6 ⇒ (4) + 6 = 10
Two caught

Spot Crab (perception), guidance: 1d20 + 1 ⇒ (9) + 1 = 10
Catch Crab (swim): 1d20 + 6 ⇒ (5) + 6 = 11
Three caught

Spot Crab (perception), guidance: 1d20 + 1 ⇒ (8) + 1 = 9
Spot Crab (perception), guidance: 1d20 + 1 ⇒ (5) + 1 = 6
Spot Crab (perception), guidance: 1d20 + 1 ⇒ (9) + 1 = 10
Catch Crab (swim): 1d20 + 6 ⇒ (4) + 6 = 10

four caught

Sandman catches his first three in one breath, but the fourth eludes him at first.

When he surfaces, he helps Allie.
Take 10 on Swim to Aid Another
Cast Guidance on Allie for a total of +3 bonus.

"Roll onto your back, relax and stay calm. Breathe and let me hold you up."

Once she has her lungs back, Sandman goes back for a fourth crab. Then he spends the rest of his time helping the others fill their pots.

Handing out Aid Another checks and Guidance spells.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Allie pulls herself back up onto the reef, getting her head above water again.

"Thank you," she says gratefully to The Sandman. "I'm not musch of a swimmer I guess...I really don't like this job," she says sulkily, and falls into a bit more coughing. "Do you think they will beat me if I only bring back two crabs?" she finally asks apprehensively, as her eyes start to well with tears.


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

Sandman smiles, takes her half full crab pot and gives her his full one.

"What did I tell you when we came aboard?"

Do I have enough time to go back down and try for a few more? How much time do each of these checks take? How much time do we have?


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

Ashrem catches a few more crabs for the people lagging behind so far. Grinning each time he surfaces, he hands one off to Allende and then quickly spots his next catch.
"Is she alright?" he asks the Sandman, handing him two crabs to fill his pot.

Survival: 1d20 + 8 ⇒ (6) + 8 = 14
Swim: 1d20 + 7 ⇒ (20) + 7 = 27
Survival: 1d20 + 8 ⇒ (12) + 8 = 20
Swim: 1d20 + 7 ⇒ (8) + 7 = 15
Survival: 1d20 + 8 ⇒ (20) + 8 = 28
Swim: 1d20 + 7 ⇒ (8) + 7 = 15

"Anyone else need help?" he asks kindly, his enthusiasm for being off the ship and in the water shining brightly and hopefully contagiously.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"Thank you," Allie whispers, and kisses the Sandman lightly on the cheek.

"You are so kind to me. Other men on the boat, like that filthy pig Fipps, and now Mister Scourge seem to think that I am a toy for their amusement. Scourge even told me that I would have to pump the bilges tomorrow if I didn't...well...work his pump this evening."

She gives an involuntary shudder.

"The man vile and disgusting. A day of bilge-work will leave me feeling a lot cleaner than I night in his bunk would!"


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

"My thanks, Mister Ashram." Sandman says with with a respectful inclination of his head.

Sandman's brows narrow at Allie's words. He treads water and thinks aloud, still supporting Allie under her back with one arm. "Your demeanor calls the attention of many. On shore, should such attention be unwanted, there are always places to go and people to go to for help. On a ship, there is nowhere to go. On this ship, many do see you as a toy to be played with."

"Knowing that, it would be advisable to be more careful with how you display yourself. I do not mean to blame you for their behaviors. I simply wish to remind you that with these men, greater care than usual must be taken."

"In any case, there may be something I can do to help."

"Do we have all we need?"


The reef is crawling with crabs and you are able to quickly gather enough crabs to fill the crab pots.

Gm rolls:

perception Allende: 1d20 + 4 ⇒ (15) + 4 = 19
perception Ashrem: 1d20 + 6 ⇒ (16) + 6 = 22
perception Allie: 1d20 + 5 ⇒ (19) + 5 = 24
perception Amamer: 1d20 + 6 ⇒ (8) + 6 = 14
perception Sandman: 1d20 ⇒ 15
perception Conner: 1d20 ⇒ 19

Allende, Ashrem, Allie, Connor:

You see a pair of strange creatures approaching the group from the west. They are at least five feet long and look like a strange cross between a lobster and an Eel. They are coming straight for the group.

Ashrem, and Alie:
You spot a sunken wreck while you are diving for crabs. It is under 15 feet of water

Everyone roll initiative!


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

Initiative: 1d20 ⇒ 14


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Initiative: 1d20 + 4 ⇒ (6) + 4 = 10

Allie's eyes widen at sight of the approaching creatures. "What are those things?" she asks no one in particular.

Allie draws her dagger (if there is time).


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

Having had a hard enough time swimming out to the reef that she relied on the magic gifted to her by her ancestor, Amamer just arrived at the scene in time to hear Allie say "What are those things?"

"It's just me," she laughs, and then looks down.

Initiative: 1d20 + 8 ⇒ (19) + 8 = 27


DC 15 knowledge Nature check to identify the creatures:
The creatures swiming towards you are Reefclaws The large claws are good to eat and considered a delicacy by some.


male Human Fighter lvl 1; HP=16; AC 16, T=11. FF=15; F:4, R:1, W:3; INIT:1; -5 ACP if armored

INIT: 1d20 + 1 ⇒ (1) + 1 = 2

after combat let me know how many more crabs we need and I can roll my checks, I was occupied till late last night with work, then got home and went to bed early.

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