Black Sails on the Horizon - A Skull and Shackles Campaign by Faol Mhor (Inactive)

Game Master Faol Mhor


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Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Almathea your icicle streaks across the bilges and impales one of the dire rats, it's not dead but it's surprised and looks angry and wounded.

Map to follow tomorrow, or maybe I might not do a map for this fight, we'll see how it goes. Sorry my posting has become almost once a day, I started a new job and I don't really have as much access to internet during the day. Anyway, I'm happy with the pace you guys are moving so far, I think this is a really good group of characters.

Rat 1: 3 Lethal DMG


Male Elf Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

Ah, shucks, thanks DM. You're doing great even if you can't post as often as you'd like to :)

Lex will throw his trident (which he had drawn before coming into the bilges) at the nearest rat, assuming it is within 10 feet. If not, he will use his move action to close on that distance.

Attack Roll 1d20 + 3 ⇒ (2) + 3 = 5
Damage Roll 1d8 + 1 ⇒ (2) + 1 = 3

Lex's trident, though thrown with good force, obviously misses its mark.
Assuming I didn't need to use my move action to close to 10 feet from the rat, Lex will draw his rapier with his move action. If I did use it, I'll use a swift action to release my dagger from my wrist sheath. Don't want to be caught unarmed by those things!


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

"That'd be great Lex." It was all coming together now.

When they passed the leaky barrel Marn fills his pockets and bag with grain. It didn't get any better for making his moonshine, except maybe potatoes. At least grain gave a better taste than woodchips.

Round 1
Standard: Drink Mutagen

Once the rats come in sight Marn unstoppers the vial he holds and down it. The moment he puts the vial away his muscles start to swell and he grows about 2 inches. Suddenly he looks extremely muscular and buff as he plays his hammer.

He only has 16 str though, but mutagens do weird things. Just 1 more level before I can start bombing. Without setting the ship alight that is.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Aldon aims at the other dire rat upon the crate, he slows his breathing and pulls the trigger on his musket. A loud thunderous boom is heard echoing throughout the bilges

Ranged Attack on Dire Rat 1d20 + 6 ⇒ (10) + 6 = 16 Against Touch AC
Damage 1d12 ⇒ 3

His hands are a blur as be pops another cartridge from his belt slots and slides it into his musket


Male Undine Oracle 2 (Dual-Cursed Oracle), HP 20/20, NL-HP 0/20, AC 15, Touch 11, Flat-Footed 14, F +2, R +1, W +5, Init +1, Perc +3

Round 1 - Taking Delayed Action
Move Action: Move up behind Lex, keeping him between the rats and myself
Standard Action: Cast guidance again on him, affecting attack rolls

Watching the start of the fight, Avakor waits for others to perform actions that discharge the magic he had cast earlier. When Lex flings his trident at the rat, he steps up behind the man, and recasts his spell, incanting a prayer in an otherworldly language.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Lex you can get in range with a 5 foot step Lex's trident splashes into the water, he is able to draw his rapier.

lol Marn, Snatching and scavenging everything you can :) It's pretty tight in the bilges to be bombing anyway but when you get into boarding ships it might come in very handy.

Aldon's musket explodes in a flash as the pan lights and a bang, the bullet hits the rat and nearly knocks it off the crate but doesn't kill it. The echo is load and the smoke from the gun fills the bilges. with no real affect on visibility :)

The vicious and oversized Rats his at your intrusion and your assault, the diseased and mangy looking things swim through the water to within range of you all and they start to bite at you from the water.

There are six in total, one attacks each of you while two attack lex, You each have one in melee with you.

Dire Rat 1, (-3 HP), Attacks Almathea,
1d20 + 1 ⇒ (17) + 1 = 18, DMG 1d4 ⇒ 1 HITS

Dire Rat 2, (-3 HP), Attacks Aldon,
1d20 + 1 ⇒ (9) + 1 = 10, DMG 1d4 ⇒ 4 MISS

Dire Rat 3, Attacks Avakor,
1d20 + 1 ⇒ (11) + 1 = 12, DMG 1d4 ⇒ 4 HITS

Dire Rat 4, Attacks Lex,
1d20 + 1 ⇒ (6) + 1 = 7, DMG 1d4 ⇒ 1 MISS

Dire Rat 5, Attacks Lex,
1d20 + 1 ⇒ (7) + 1 = 8, DMG 1d4 ⇒ 3 MISS

Dire Rat 6, Attacks Marn,
1d20 + 1 ⇒ (11) + 1 = 12, DMG 1d4 ⇒ 1 MISS

Almathea and Avakor both take nasty bites to their legs from the water, while Lex manages to keep two at bay with his rapier. Aldon's leather boot prevents the dire rat from getting thru and Marn slaps the Rat attacking him away with a stiff back hand.

Almathea and Avakor please make a Fort Save DC 11 to avoid catching a disease.

It is your turn to respond with your actions.

Disease:

Disease (Ex) Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Fort check 1d20 + 2 ⇒ (18) + 2 = 20
ranged touch attack 1d20 + 2 ⇒ (16) + 2 = 18
damage 1d6 ⇒ 6

With a little yelp of pain, Thea jumps back about 5 ft and flings another icicle at the vermin that bit her.


Male Elf Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

Filthy little buggers! Lex says as he bats two rats away with his rapier.

With that, he strikes one of the dire bats (#4) with a jab from his rapier.

Turn 2 Actions
Attack Roll:
1d20 + 3 ⇒ (2) + 3 = 5
Damage Roll: 1d6 + 1 ⇒ (6) + 1 = 7

The slash with his rapier seemed just as effective as his trident had been...


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Aldon takes a quick step back before firing at the rat that tried to attack him.

5 foot step back out of melee range of any rat

He aims at the rat that he just stepped away from and pulls the trigger, another loud thunderous boom is heard as the musket discharges.

Ranged Attack w Point Blank 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 To Touch AC
Damage 1d12 + 1 ⇒ (2) + 1 = 3

Without stopping, Aldon slaps in another paper cartridge, ready for the next shot.


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

Marn, pumped on his mutagen and annoyed by the rat, swings his warhammer at the creature. "Despicable vermint! I'll gut you!"

Warhammer 1d20 + 3 ⇒ (2) + 3 = 5 Damage 1d8 + 3 ⇒ (5) + 3 = 8

Too much anger and too little focus


Male Undine Oracle 2 (Dual-Cursed Oracle), HP 20/20, NL-HP 0/20, AC 15, Touch 11, Flat-Footed 14, F +2, R +1, W +5, Init +1, Perc +3

Fort Save: 1d20 + 2 ⇒ (2) + 2 = 4
Round 2
Free Action: 5-ft step away from the rat that bit Avakor.
Move Action: Nothing.
Standard Action: Cast cure light wounds on himself.
Cure Light Wounds healing: 1d8 + 1 ⇒ (4) + 1 = 5

Avakor staggers backwards away from the rat in the water that bit him and incants in Aquan. A glow infuses his hand for a moment and he touches it to the wound, which seals completely.

Did Fishguts allow me to take that dagger I asked him for? Also, statline edited to account for Fatigued condition.


Male Elf Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

Hey Aldon, how are you reloading and firing your musket every round? Rapid Reload makes one-handed firearms (=pistols) a move action (from a standard without). But two-handed firearms (like your musket) take a full-round action without RR and a standard action with). Is that a Gunslinger class feature or something?


Male Undine Oracle 2 (Dual-Cursed Oracle), HP 20/20, NL-HP 0/20, AC 15, Touch 11, Flat-Footed 14, F +2, R +1, W +5, Init +1, Perc +3

Alchemical cartridges more than likely. They reduce loading times by a step, making a two-handed firearm with Rapid Reload and Alchemical Cartridges a move-action to reload.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

He's using Alchemical Cartridges, he swapped his starting ammo for less of the Cartridges. It makes a gunslinger way more useful in the early levels.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Almathea impales a Dire Rat with a large icicle, it's body floats to the surface and bobs in the water tongue sticking from it's rancid mouth.

Aldon's shot takes a Chunk out of the dire rats mangy flesh and it's innards splatter into the water

Lex tries to stab one but misses and splashes water instead only to be out done by the torrent of water from Marn's own hammer splashing hot dank filthy water all over Lex and Avakor.

Avakor Fishguts does give you a dagger, sorry I missed that. I'll try and go back to those questions you asked earlier as well in a separate post.

Dire Rat 1 is dead.

Dire Rat 2 is dead.

Dire Rat 3, Attacks Avakor,
1d20 + 1 ⇒ (10) + 1 = 11, DMG 1d4 ⇒ 2 HIT

Dire Rat 4, Attacks Lex,
1d20 + 1 ⇒ (17) + 1 = 18, DMG 1d4 ⇒ 2 MISS

Dire Rat 5, Attacks Lex,
1d20 + 1 ⇒ (15) + 1 = 16, DMG 1d4 ⇒ 2 MISS

Dire Rat 6, Attacks Marn,
1d20 + 1 ⇒ (3) + 1 = 4, DMG 1d4 ⇒ 2 MISS

The rats continue to bite and gnash at your legs in the water, their little claws and teeth scratch against your leather and most of you are able to psuh them back.

Avakor is fighting a particularly vicious one it seems and takes a bite on the hand.

Almathea, you notice that if you wanted to you could probably flank one of the rats attacking Lex.

One down, one that appears on deaths door and four that are still in disease ridden fighting form. PC Round 3

EDITED: Because Aldon actually killed Rat 2...my bad :)


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Avakor:

Earlier this morning,

Fishguts tells you he met her aboard the wormwood several weeks ago and he and Grok hit it off right away. He wishes you luck as you head below.

Unfortunalty your second action will happen after the fight in the bilges

Later that afternoon, If you don't die in the bilges!

Grok says, ”Well seeing as Abmrose thinks yer an alright sort, I’ll see what I can do...the captain does't keep track of everything down here you know, but you better not let anyone else damn well know that I showed you any favour you here me! Maybe just remember you owe me and bring me a larger peice of meat in my stew from now on.

Grok hunts around in her stores and comes back with your gear in hand.


Male Elf Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

16 is actually enough to hit me (my AC is only 16), so those two misses are actually hits.
Fortitude Save (Rat 4)
1d20 + 2 ⇒ (9) + 2 = 11
Fortitude Save (Rat 5) 1d20 + 2 ⇒ (6) + 2 = 8

Lex winces at the two bites and once again strikes at Rat 4 with his rapier.

Attack Roll 1d20 + 3 ⇒ (19) + 3 = 22
Damage Roll 1d6 + 1 ⇒ (5) + 1 = 6

Threatens a Crit!
Confirmation Roll 1d20 + 3 ⇒ (3) + 3 = 6
Normal Hit: Total Damage: 6

Finally the sharp tip of his rapier pierces one of the dire rats!


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Seeing the dire rat explode from his shot, Aldon swings his musket towards one of the rats that are attacking Lex (The other, non hurt one). He pulls the trigger to start the loud discharge of his weapon.

Ranged Attack w Point Blank 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 To Touch AC
Damage 1d12 + 1 ⇒ (6) + 1 = 7

He lets the smoke clear from his barrel and he pops in another paper cartridge.


Male Undine Oracle 2 (Dual-Cursed Oracle), HP 20/20, NL-HP 0/20, AC 15, Touch 11, Flat-Footed 14, F +2, R +1, W +5, Init +1, Perc +3

Might I assume that he has the dagger in hand?

Round 3
Move Action: None.
Standard Action: Ready Action.
If someone moves next to the rat that is attacking me before the rat goes, I use my readied action to use the Aid Another action to give them a bonus to attack the rat.
Aid Another: 1d20 - 2 ⇒ (1) - 2 = -1
If no one does move next to the rat before it's turn on the initiative count, then just before it's turn, I'll use the Total Defense action to add 4 to my AC.

Avakor watches the rat in front of him, waiting for an opening, or failing that, adopting a defensive posture.

I'll respond to the rest after work tonight.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

ranged touch 1d20 ⇒ 18
damage 1d6 ⇒ 6

Thea flings another icicle, this time at one of the rats that is attacking Lex. She aims for the one that is not impaled by his rapier.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

In quick succession Aldon and Lex eliminate the two rats attacking lex, one is shot at close range in the side while the other is skewered through the neck.

Almathea, I am just going to redirect your attack at the Rat attacking Avakor since both Dire rats attacking Lex have been killed.

The vicious dire rat goes in for another bite of tasty undine flesh but instead gets a shard of ice impaled in it's head. It sinks in the water, the cold icicle slowly melting in the heat of the bilge water.

Since Marn is gone I'll just GM PC him until he gets back.

Marn upset about his previous miss lets lose with another heavy blow from his mighty hammer.

Attack: 1d20 + 3 ⇒ (17) + 3 = 20, DMG: 1d8 + 3 ⇒ (8) + 3 = 11

With a mighty splash the last dire rat is crushed below the water by the head of the hammer.

All rats have died. You are all free to take actions or talk while here in the bilges before heading up to report to Mr. Plugg.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

That's fine. I missed seeing in Aldon's post that he was already going to attack that rat.

Thea grabs the nearest floating rat corpse by the tail and lifts it up, slinging it over her shoulder. "Well, I guess we best take these with us. We can just drop them off at the galley."

Almathea give a loud sigh. "Too bad it smells so bad down here, otherwise I'd say we just take a little break down here. This is truly the most miserable ship I've ever been on."


Male Elf Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

Lex wipes his blade on his trousers and then sheathes it. He looks around for his trident and keeps an eye out for any valuables he might have missed after 2 days in the bilges.

Perception Check 1d20 + 10 ⇒ (10) + 10 = 20

Agreed, this ship is miserable. Perhaps we should take this chance to discuss our plans. It's smelly here, but they've no reason to expect us to have dispatched these vermin so quickly. They won't miss us for some time. Ye're all quite handy with yer musket, yer dagger, yer hammer and yer spells, and the others aren't any the wiser right now.

While I would like nothing more than to see Plugg thrown in the brig or even overboard, I don't think now is the right time. I think our best bet for a mutiny is to get friendly with the crew and strike as a group against the Cap'n and his cronies. Cog's warmed up to me some, but he's nowhere near joining us in a mutiny. Lady Rosie, the halfling swab with the ax, is cold as winter sea to me, but she let slip she'd be a lot happier toward anyone who got her fiddle back from the quartermaster. Without money or loot to spare, or a hand with locks, I've got no way for it, but if one of ye were to get it for her, we'd have a strong ally. What say ye?


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Aldon grabs the ramrod attached to his musket and fishes out the paper cartridge he put in there. It was unwise to leave the musket loaded where it could easily discharge. Once done, he decides to help lex look around the bilges and brackish water for anything interesting.

Perception to find 1d20 + 6 ⇒ (20) + 6 = 26

While searching, he speaks to the rest of the group, "I've been speaking with Shortstone, you would know him as the overdress gnome that works the rigging. It appears he fancies Rosie, so I'm sure if we can get her on our side, we can certainly get him. I have an in with the quartermaster, but I will either need some form of alcohol that isn't rum, or something to barter with to get it."

Aldon thinks for a moment, "As for mutiny, I have some experience. As a former Andoran marine, we used to perform daily exercises of preventing mutinies. But the main thing we will need is timing. Bad timing will give us bad results."


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"If they keelhaul people just for stealing, I wouldn't want to know what they do to people who mutiny." Thea gives out a sigh. "I suppose it is likely our only way to be free of Plugg though. I wonder if we could get Sandara on our side too?"


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Aldon smiles, picturing the beautiful pirate cleric Sandara, "I have no issue with getting to know Sandara better and winning her over to our side"


Male Undine Oracle 2 (Dual-Cursed Oracle), HP 20/20, NL-HP 0/20, AC 15, Touch 11, Flat-Footed 14, F +2, R +1, W +5, Init +1, Perc +3

After the last rat dies, Avakor touches the place where the rat bit him on the hand and winces from the pain. He focuses inwardly for a moment, closing his eyes and exhaling, mentally drawing forth the pulsating rhythm and forcing it outward. A wave of healing energy washes over the bilges.

Avakor is using Channel.
Channel Healing: 1d6 ⇒ 2

"Agreed. She seems like a decent person, much like Fishguts and Grok, although I have spoken with her little. I'll see what I can do about securing fruit for the moonshine. Hopefully then we'll have some decent alcohol to give to the quartermaster."

Avakor will help with the search through the bilges.

He'll take 20 if he's able for a 23 on perception. If not, then here's the roll.
Perception for Searching the Bilges: 1d20 + 3 ⇒ (16) + 3 = 19


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Thea manages not to snicker at Aldon's comment. I can just guess how he plans to go about getting to know Sandara better. *sigh* Men.

Thea keeps watch on the stairs as the men search about the bilge. "I suppose we'll have to make more of an effort to get to know some of the other crew as well. Test em out and see who else may have a wish to see Plugg go overboard."


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Aldon shakes his head, "Not just Plugg, that boot lick of his as well, Scourge. I remember him from the night we were all "recruited", I think he was the one that drugged us"


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"Aye, I'd like to see that one tossed overboard with an anchor chain wrapped about his ankles. A nasty one he is."


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

You know what you can all just take 20 if you like on perception.

Your group kicks over crates and moves boxes aside making sure you got all the nasty vermin. In the process you find the following.

I guess this would be a good time to decide how you would like to divvy up loot. As you designate loot to go in the party horde now or later on I can put together a google doc and move the gear you aren't using in there and then link it on the campaign info page. So you all can check it out whenever you like.


  • 1 Suit of leather armour (Medium Sized)
  • 3 heavy maces
  • 1 Buckler
  • 1 Masterwork Handaxe
  • 1 Vile of Holy Water
  • 1 Tanglefoot Bag
  • 2 Tinder Twigs
  • 21 gp and 12 sp.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Loot list is up and linked on Campaign Info Page


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

*sighs* "Well, we didn't find anything else to use to make any alcohol, but maybe we could use either some of the gold or an item to trade to Grok for Rosie's fiddle? I mean, it's not like the gold is going to do us any good anyway while we are stuck on this ship. So we may as well try using to help up make allies, right?" Thea looks about at the others, hoping to at least not be laughed at for her suggestion.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Aldon picks up the handaxe and examines it. "The quality of this handaxe is rather good. I might be able to barter with this. That is unless anyone needs it for our scheme."


Male Undine Oracle 2 (Dual-Cursed Oracle), HP 20/20, NL-HP 0/20, AC 15, Touch 11, Flat-Footed 14, F +2, R +1, W +5, Init +1, Perc +3

"I think that we should be able to buy things from the quartermaster's shop, perhaps any gear we might've lost upon our abduction. I will speak with Grok about it later on in the day. Kroop has gotten the supper done faster than during the previous days, leaving us with much time to drink and talk. A trip to Grok's office should be easy enough, considering that the door is in the Galley." Avakor looks around at the accumulated items and picks up the tanglefoot bag. "Would you mind if I grabbed this? It might help me to keep an enemy from attacking myself or another."

At the Quartermaster's Office later that afternoon:

He blinks for a moment at the half-orc, a bit stunned by her generosity. "I certainly do and I certainly will. Although, Grok, you've been kind enough to me already that I'd do that without you asking." He smiles at the half-orc. "I have two other questions if you would be inclined to answer them for me. Are there places on the ship to store our belongings? Are there other things in the stores that can be purchased?"


Male Elf Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

Agreed, Lady Almathea. Gold is of little use when you're pressganged on a ship, but may be invaluable for gaining allies. And from our superb fight with the dire rats, it looks like we are all fairly well equipped for the fight, at least for now. Did you want to trade in your light mace for a heavy one, though?

In any case, we may also want to consider gambling with that gold, to rub shoulders with more of the crew and earn some respect.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Avakor you have a key to a locker in the lower hold where you sleep and you can store your items there. I'll answer the other question after you all decide to leave the bilges.

You can continue to talk or act. I'll continue once your group decides it's done here in the bilges and you indicate you've headed back up stairs.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Aldon nods to everyone, "I believe we all have our tasks in order, and we should probably get out of these bilges before they send a rescue party."

And with that statement, Aldon leaves the bilges.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Thea grabs up a second rat by the tail and follows Aldon up out of the bilges.


Male Elf Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

Lex also follows Aldon and Thea.


Male Undine Oracle 2 (Dual-Cursed Oracle), HP 20/20, NL-HP 0/20, AC 15, Touch 11, Flat-Footed 14, F +2, R +1, W +5, Init +1, Perc +3

Sweet! Then please scratch that part from Avakor's questioning. He wouldn't ask if he already knew.

Before we leave the bilges, who is carrying the party treasure? Where is it being stored? I just want to make sure that I'm not missing anything.

Avakor leaves the bilges with the rest.


Male Elf Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

That's probably a good thing to establish. I vote Aldon NOT carry the tindertwigs, don't want any mishaps with his gunpowder lol ;-) Does everyone have their starting gear back? Probably should establish that and equip anyone who might be lacking armor or weapons before deciding to barter it.

One more thing, my friends, I think an homage to the Pirate Queen would be appropriate, for our first cache of loot. We best throw an offering overboard for her, per her custom. I believe a gold piece or two out of our modest haul would be pleasing to her.

If individual shares of the gold are given, Lex will throw one gold piece of it overboard for Besmara. If the group agrees (and the offering is made before individual concerns about the gold), Lex will defer the honor of making the group's offering to Almathea, a cleric of Besmara and therefore, in Lex's eyes, more fit to make the offering than an inquisitor like himself.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Was thinking to trade the masterwork axe for Rosie's fiddle, unless anyone needs it

Aldon nods to Lex, "If you must make the offering, then please perform it for me. I am a godly man myself, but not of Besmara. She is quite opposite to my patron, Abadar."

Aldon heads to Grok's store and places down the masterwork handaxe. "You like? Willing to trade for a certain item if you are willing. I'm looking for a fiddle, of a rather sturdy quality." Aldon smiles to his friend Grok, hoping she will take the trade


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Aldon you quickly stop off at the quartermasters on the way up. Grok is pleased to see such a fine axe and is more than willing to trade the fiddle for it.

My apologies I've been rather busy and haven't posted much this weekend. I will be back in full force after work tomorrow so don't go away :)


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Aldon gives Grok a quick smile before going up the rest of the way to the main deck. He tries to find Rosie, the foul mouthed halfling. "My lady, I believe this is your!". He hands her the fiddle.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Aldon you find Rosie on your way up and hand her the fiddle. For once she seems speechless...that only lasts a few seconds. "&^%$ me! She stairs at her fiddle and gently takes it in hand with a look of amazement.

"Thank you! She says with a grin from ear to ear.

You all come back on deck with the dire rats and show them to Plugg.

"Blasted Bernie! When I get back to Port Peril I'll cut him from stem to stern fer giving us bad supplies. How the hell does someone manage to pack away barrels of supplies with &%$#ing Dire Rats inside them. Shivikah, Rattsberger, get down into the main hold and check the rest of the barrels before any other surprises spill out and find there way into the ship."

Turning his attention to your group.

"Well get back to work, and toss those damn things over board, they look diseased, don't need the crew getting sick. Step lively back to it!

You figure that is the most praise Plugg is liable to give you and you each manage to head back to your tasks.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

You can each take 6 GP and 6 SP from the Bilges by the way. Deduct from your coin what you feel appropriate as worship for Besmara if you like and post it.

After the afternoons work is done the crew settles in for a meal, rum, gambling and the like. You are all free to choose your night action.

Avakor, you feel exceptionally tired by this point in the day. You are fatigued, rum will make you exhausted

Aldon, around supper time you notice that your hand starts to shake a bit, your hands are normally so steady. You figure a drink would probably calm them down. You are still addicted to rum


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Almathea tosses a gold piece overboard and offers up a prayer to Besmara, offering her thanks and asking for guidance on their future plans.

chr from rum 1d4 ⇒ 3
duration 1d8 ⇒ 5
fort save 1d20 + 2 ⇒ (16) + 2 = 18
sense motive 1d20 + 3 ⇒ (8) + 3 = 11
diplomacy 1d20 + 3 ⇒ (20) + 3 = 23

During dinner, Thea will check on Jack and see how his hand is.

Later on, Thea will try to single out one of the pirates to talk to. She'll be sure to not pick one of the ones that attacked them the other morning. During their conversation, she'll attempt to figure out their true feelings towards the ship and crew. All right now, let's see if I can find anyone else wanting to over throw Plugg and Scourge. You never know, there might already be a mutiny planned.

Once she picks someone, she'll wander over to them and begin by talking about the dire rats, asking if they often have such pest problems and jokes how they should find a dire tabby cat next time they are in port. Followed by asking about how they ended up aboard the ship and commenting offhand about how strict the discipline is aboard the ship.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Day 4 - Night Actions - Influence
Rum Ration - Drink
Cha Bonus 1d4 ⇒ 3
Fatigued 1d8 ⇒ 6
Fort save 1d20 + 2 ⇒ (7) + 2 = 9

Aldon tries to steady his hand and takes a shot of rum. Need to worry about that later... don't want to end up like Pa

He walks over to where Shortstone is sitting, "Hey, I've got any idea. Would you like to come with me and convince Rosie to play a song on her fiddle that she just got back?"

Provided he comes

The pair walk over to Rosie, "Hey Rosie, this is my friend Conchobhar. He was telling me how much he would love to hear you play."


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

After the fight Marn made sure his mutagen had ceased functioning before he joined the others. It was better to keep such a thing hidden for a later date.

Day 4 - Night
Rum
Charisma bonus 1d4 ⇒ 2
Fort Save 1d20 + 3 ⇒ (7) + 3 = 10

Once the rum was dealt with Marn excused himself, he had work to do. Taking his new provisions he retreated to the bunks and started work on the moonshine he had promised Gork as well as a new mutagen. Having his hammer back he also no longer needed a way to turn his fists to stone and instead prepared himself a nifty trick he learned years ago that allowed him to make his explosives have a more focused blast.

Prepare Targeted Bomb Admixture instead of Stone Fist
Prepare Dex mutagen
Alchemy for Moonshine 1d20 + 8 ⇒ (13) + 8 = 21

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