Ahoy Me Matey! A Skull and Shackles campaign (Inactive)

Game Master Keith S.

A Skull and Shackles campaign. See the full campaign tab for a list of the crew map of Shackles

CURRENT MAP

siege engines and cannon link

Sea Hag Decks


1,201 to 1,250 of 1,325 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

Male Elf Wizard | lvl 5 | HP 24/24 | AC 13/13/10 | F+1/R+4/W+4

Deywyn checks his crossbow and slings it over his back making sure it's ready. He squints his eyes out at the other ship trying to get a good look.

He shouts back at the Captain " Maybe it's Boom Boom? Perhaps we should get our cannons ready?"

perception: 1d20 + 3 ⇒ (17) + 3 = 20

Sovereign Court

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6 Human Bard (Sea Singer) 5

Crew! Ready the cannons! The monkey squeaks as Wilma starts ordering crew members to the gunnery deck. Let's make sure we have a hot surprise for anybody wanting to take us on!

We did buy powder and shot, right?


male Human? pbp GM / 1 current map ; second floor

Hah! I assume you have powder and shot.

Make a knowledge (local) check to identify the ship. She flies a black (or at least filthy) flag. Your keen eyed lookouts spot many, many crew climbing and running about the deck.


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

knowledge(local): 1d20 + 2 ⇒ (15) + 2 = 17

"Anybody recognize her?"


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Noonan gazes out at the ship, scratchign his chin before shrugging. Nope.

*AWK! YOU SCURVY KNAVE!*

I gotta get the familiar folio and make Pluck the brains of the duo.

Sovereign Court

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6 Human Bard (Sea Singer) 5

K(local): 1d20 + 6 ⇒ (11) + 6 = 17

Do you think it's a cruise ship?


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Noonan has his bow ready for any hostilities.


male Human? pbp GM / 1 current map ; second floor

You think it might be the Nitro, the junk of the feared Pirate Captain Boom Boom the Goblin, and his frightening First Mate Twistnut!

Boom Boom is known for explosive / acidic / generally odd attacks.

His crew is mainly goblins.

The Nitro puts on full sail and is bearing down on you. The Hag rigs her sails under your orders and is moving as well, clearing the shallows of the coast and heading to intercept the goblins!

(map updated in a few)(your ship is in the bottom left)


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

What's the turning radius of the Hag? I think we should turn 45 degrees to starboard and try to cut behind the Nitro.

Sovereign Court

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6 Human Bard (Sea Singer) 5

What's the direction of the wind?


male Human? pbp GM / 1 current map ; second floor

I added an arrow for wind direction (although I wanted it coming in 45 degrees from SE to NW but could not figure out how to make it something other than 90 degree increments).

Everyone should probably review the Skull and Shackles Player's Guide. Pages 9-20 ish are for ship to ship combat.

The stats for a Junk are on page 23; your ship is on page 25 and on the campaign tab for this campaign.

One thing before we go further - each person needs to declare what role they are filling. Key roles are pilot and gunner (I think I know who they are but need to have it stated). Other roles as you see fit.

Your current speed is 30. A square is 30x30. We need to use some poetic license with this because the ships aren't exactly the right size, and they get pretty small if we make them right.


Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)

Amaru hefted his new javelins and chuckled,"Boom-boom eh? Well I've got a couple of surprises as well."

Tito squealed next to the half-elf as the wind whipped through his hair. He was ready.

FYI, although Amaru has a +6 in profession-sailor, Fabian only knows sailing from watching Black Sails (great show, BTW) so don't expect too much tactical input from me. :(


Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)
Keith S. wrote:
One thing before we go further - each person needs to declare what role they are filling. Key roles are pilot and gunner (I think I know who they are but need to have it stated). Other roles as you see fit.

Given this and my very recent post, Amaru will take the role of 'head cheerleader'. :) Seriously, he'll be the 'dumb-ass' who wants to board the ship without sinking it but I think that's the right attitude for most pirates. Nobody likes to pull plunder from underwater, right?


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

I'll be piloting with a +11 in prof sailor, anyone decent who wants to aid another while I make checks will be appreciated. That person might need to grab the wheel if I cast a spell

Willy remains chief gunner. I imagine we're short on powder, seeing as we left port with 2 cannons and now we have 12

"I say we close and let 'em have it with the guns, then board. Let's concentrate some attention on their captain with some of the toys we've picked up. Hit 'em with everything we can so we can get an advantage arrows, Screaming bolts, summoned critters, Lightning, and harsh language. " Darvan says to the crew.

arrow fixed btw

"We'll turn a little to port and run with the wind, trying to get Willy into position to cross their T" Darvan announces to the crew.

prof(sailor): 1d20 + 11 ⇒ (17) + 11 = 28


male Human? pbp GM / 1 current map ; second floor

So some roles to think about:

Pilot (Captain?) - controls ship movement, acceleration, turns, etc.
Gunner - directs shooting the guns and gets the crew to reload the guns
Bosun - someone who runs the deck crew - makes repairs, leads boarding parties or defends against boarding parties. This guy will affect the CMB / CMD of the ship against grappling.
First Mate - will aid anyone who needs it. Early in the fight aids in directing the riggers to adjust sails to help the pilot accelerate / turn / etc. Later in the fight aids with damage control, or boarding or etc.

The roles can be moved around or modified - for example, you guys are generally set up with the Captain being the pilot but it doesn't have to be that way. What I call the first mate above can actually be the Captain, etc.

Just let me know.

This fight will develop slowly - you are only moving one square at a time right now.

But we will do movement after I get the roles down.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

First Mate for Noonan


Male Elf Wizard | lvl 5 | HP 24/24 | AC 13/13/10 | F+1/R+4/W+4

Bosun sounds like a good fit for Amaru? :D


Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)

"Aye, captain. Bosun Amaru reporting for duty, sir!"

"You heard the captain, you lazy goat lovers, let's get the grappling hooks ready; we are going to have a party!"


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

"Man the ballista at the bow and give 'em something to think about!" Darvan calls out.

Orders: Full speed ahead! Ahead and diagonal left

prof(sailor): 1d20 + 11 ⇒ (9) + 11 = 20

Sovereign Court

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6 Human Bard (Sea Singer) 5

You heard the captain! Man the ballista! Loads the cannons! Get out there you lazy swabs, we got ourselves a whale to catch! Let's show them what nightmares this Hag brings!

Crew! the monkey squeaks as Wilma runs over to the ballista. Wilma takes eager aim and waits for the enemy ship to be in range...


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Noonan gets to a ballista as well.


male Human? pbp GM / 1 current map ; second floor

The Hag accelerates as the sails catch the wind. The crew rushes about, preparing for a fight. The newly made gunports on the sides of the Hag open and the cannon are run out!

You see more sails billow on the Nitro as she accelerates toward you. Goblin crew (and some humans and other things - hobgoblins and maybe an ogre?) move about!

(map updated in a moment)

Siege engine list is HERE to remind you of ranges and damage and such.


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

"I make us at eight or nine hunnerd feet out ... it'd take a miracle to hit 'em at this range, or a true strike spells ...." Darvan says as he looks wistfully at the wizard.

We'll accelerate again and shift diagonal left one square.

prof(sailor): 1d20 + 11 ⇒ (6) + 11 = 17

anyone who wants to aid another on the checks can

Sovereign Court

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6 Human Bard (Sea Singer) 5

Prof(sailor), Aid: 1d20 + 7 ⇒ (8) + 7 = 15

Get'im a little closer, and I'll see what I can pull off!


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Whoops, Noonan has no idea how to use a ballista.


male Human? pbp GM / 1 current map ; second floor

Anyone else want to help out the sailing check? Until we get into combat and actually shooting your cannons and such, I think all of you can help if you want.

Once the actual combat starts only one will be able to provide aid.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Prof-Sailor,Aid Another: 1d20 + 7 ⇒ (3) + 7 = 10


Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)

Amaru yelled at the riggers up on the wind with him.

"C'mon, you heard the captain! now get over there and let's pull those ropes tight."

prof-sailor for aid another: 1d20 + 6 ⇒ (6) + 6 = 12


male Human? pbp GM / 1 current map ; second floor

Darvan, with the aid of his crew, manages to accelerate the ship to 90 (3 squares).

Darvan - move the Hagwhere you want her, then it will be Boom Boom's turn.

Also - should you maneuver the ship off the mat, we will just reposition the ships to keep them in play. Its hard to run off the edge of the ocean.


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

Darvan yelling up to Amaru "How fast is the Nitro moving?"

Do I understand correctly that at our current speed it's a DC30 check to turn?


male Human? pbp GM / 1 current map ; second floor

@ Darvan - I believe you are right. You have a -10 to the sailing check at a speed of 90 (but dangit - I cannot find where it says the sailing check is a base 20 - but I read it somewhere).

I am going to reduce both your ships to 1 square by 3 squares. We will have to make one a different color if we forget who's ship is whose. I am also going to move the ships to stay on the map.

More sails billow on the Nitro - but they are a bit odd and unconventional to you. Goblin engineering, likely.

1d20 ⇒ 18 for sailing check and passing (I am deliberately keeping his profession sailor skill from you - I am not sure you would benefit from it but I haven't decided how to handle that yet).

Nitro speed 90/90

Players turn, map updated in a moment.


male Human? pbp GM / 1 current map ; second floor

And take a double move just to help close the distance.


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

"Everybody pitch in, we're gonna turn to outmaneuver the little pikers!" Darvan yells out to the crew.

sailing check to turn 45 degrees

prof sailor: 1d20 + 11 ⇒ (8) + 11 = 19

doesn't matter how much help I get, that's a fail. we move forward as normal

"It be a race to see if we can cross their T!!!!"


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Aid another: 1d20 + 7 ⇒ (14) + 7 = 21


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Noonan sings a sea shanty to get everyone's blood pumping.

o/~ Come sail away, come sail away, come sail away with me. o/~


male Human? pbp GM / 1 current map ; second floor

The Nitro stays her course.

speed 90/90

Players turn (move twice again)


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

White sheets of spray are leaping up from where the bow of the Sea Hag cuts through the ocean waves!

"Heave to and bring us to port!!!!" Darvan cries out as he tries to turn the surging Sea Hag 45 degrees to port.

move action to try to turn us 45 degrees to port - DC:30

prof(sailor): 1d20 + 11 ⇒ (17) + 11 = 28

can a brother get a hand? 1 aid another gets us turned towards an intercept course. Probably shouldn't be Willy ... I think we're in range with the cannons. Assuming Noonan and or Amaru come through for me I'll update the map

what's the reload time on a cannon? if we fire now, when can we fire again?

nevermind, I looked it up. It takes three rounds to reload them.

"Hold steady Willy!!! They're closing in .... You can hit them with the starboard battery when they close, then we'll swing around to rake them with the port guns!!!"


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Aid the captain: 1d20 + 7 ⇒ (4) + 7 = 11

Let me sail, let me sail, let the orinoco flow..


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

"If they keep driving in like they have been, they'll be about two hundred and fifty feet to port as we cross their line. That's when you hit 'em hard." Darvan calls to the gunner.

I think it takes a full round action for the crews to aim, then you can hit them. So aim this round and fire next?

aim for the sails maybe?


male Human? pbp GM / 1 current map ; second floor

The Nitro continues to bear in. You can hear shouts and shrieks of goblin joy at the approaching mayhem!

You see a complete claptrap of weapons, some ballista or onagers, some cannon, some catapults!

the Nitro does manage to sideslip a bit as she rushes at you.

Players are up. Single turns, me thinks!


Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)

Amaru looked on as the ships closed. There would be time enough for boarding but there was no sense in not taking a shot or two.

He pulled back the bowstring and sighted to that hobgoblin who seemed to be barking orders.

to hit bow: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d8 ⇒ 4

assuming Amaru can shoot with a bow he picked up from the ship stores before closing in


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Noonan grabs his longbow and starts firing.
Twang: 1d20 + 7 ⇒ (4) + 7 = 111d8 ⇒ 4


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

"Closing in .... give 'em the round shot Willy!" Darvan calls out to the master gunner.

"Slow us down!!! Heave to and reef sails!!!"

Test to slow us down a notch, move 60' and we'll drift diagonal to starboard to close the range

prof(sailor): 1d20 + 11 ⇒ (17) + 11 = 28

Sovereign Court

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6 Human Bard (Sea Singer) 5

Ready.... AIM...

Wilma holds her breath, aiming a cannon herself.

FIRE!

Cannon: 1d20 + 5 ⇒ (9) + 5 = 14 Do I roll one cannon? One for the entire broadside?


male Human? pbp GM / 1 current map ; second floor

See question under discussion; once resolved, we will know what to do with Willie's attack.

The Nitro has an AC of 14 and a hardness of 5;

the Hag has an AC of 13 and a hardness of 5;

(yes, that means Boom Boom has a sailor skill of 12...to hard to keep that secret when it builds into so many ship numbers).

keep in mind range increments as they will be key in a ranged battle like this and each square is 30 feet. List the range and range increment with a shot if you please to help me out a bit.

For example, the cannon on the Hag have a range increment of 100, and you are 6 diagonals away, so that is in the 3rd range increment so you shot is at a -6.

Sovereign Court

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6 Human Bard (Sea Singer) 5

She had her filling
FIRE: 1d20 + 5 - 6 ⇒ (15) + 5 - 6 = 14

Tequila swillin'
FIRE: 1d20 + 5 - 6 ⇒ (11) + 5 - 6 = 10

She doused all the flames
FIRE: 1d20 + 5 - 6 ⇒ (2) + 5 - 6 = 1

And it gave her the name
FIRE: 1d20 + 5 - 6 ⇒ (14) + 5 - 6 = 13

FIRE MARSHALL WILLY!
FIRE: 1d20 + 5 - 6 ⇒ (8) + 5 - 6 = 7


male Human? pbp GM / 1 current map ; second floor

The Nitro's AC is 14.

You forgot to add in the +2 for the initial shot.

So I show 2 of 6 shots hitting.

You have 7 cannon per broadside, so roll to hit once more and roll 6d6 damage for each hit.


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

If we hit on 14's and there's an additional +2, then didn't 3 hit so far?

Sovereign Court

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6 Human Bard (Sea Singer) 5

FIRE: 1d20 + 5 - 6 + 2 ⇒ (9) + 5 - 6 + 2 = 10

Stil trying to find the correct interpretation. Ar you saying the first volley in a battle gets a +2 because the cannon are well-prepared?

I'm guessing two of the shots were a hit if the -6 and +2 are applied to all shots, so:

DAMAGE: 6d6 ⇒ (6, 1, 3, 2, 2, 3) = 17
DAMAGE: 6d6 ⇒ (1, 5, 5, 2, 2, 1) = 16


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

yeah you're right, 2 hits with +2 and -6

1,201 to 1,250 of 1,325 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Ahoy Me Matey! A Skull and Shackles campaign All Messageboards

Want to post a reply? Sign in.