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

Game Master Faol Mhor


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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

Welcome back, Marn!

Night 4
Rum: Drink
Charisma Bonus:
1d4 ⇒ 2
Hours Fatigued: 1d8 ⇒ 4 -> 1 Hour Exhausted, 3 fatigued
Fortitude save: 1d20 + 2 ⇒ (12) + 2 = 14
Ship Action: Influence Jack Scrimshaw

Lex throws one gold piece overboard, thanking Besmara and praying she'd lead them to more loot.

Feeling a little more confident in his social skills thanks to the rum, Lex finds Jack Scrimshaw.

Boy, why'd the rats get to you so bad? Did ye not have any weapon to defend yerself with? Or have ye not any ability with a blade? I would be happy to shew ye how to wield a rapier or dagger or shoot a pistol if ye got one. Didn't learn nothing fancy with soldier arms on the Banshee's Bliss but I could shew ye a thing or two with simpler stuff.

Diplomacy Check 1d20 + 2 ⇒ (7) + 2 = 9

After he's done talking to Jack, he will hobble to his hammock, telling Jack (if he is interested in learning) it would have to wait until tomorrow since he can barely stand. Hmm, looks like that didn't go well. Oh well, with Diplomacy you can't make their attitude worse right?


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

Day 4: Evening Actions

Almathea You see a human woman off to one side, you notice she is generally in good spirits and that she doesn't seem to hang around those who attacked you earleir. You wader over and begin your conversation. You find out the woman's name is Tilly Bracket, a sailor who's lived in the shackles her entire life and is looking to make it rich as a pirate. She doesnt want the boring life of a merchant.

You find out she's more than happy to joke around with you and tells a few jokes herself. When it comes to your probing about discipline on the ship the mood changes a bit but she doesnt become unfriednly.

"Well as to yer question bought discipline Thea, I can call you Thea can't I? She asks before continuing.

"Well its not an uncommon practice at all. I mean the likes that sign up or get recruited on to a pirate ship aren't known to be the brightest nor the hardest working types out there, and I know yer a Besmaran but even a Besmaran's gotta face the facts some times, most pirates are rotten scoundrels who care little for the pirates code, who don't want to earn an honest living and many would soon stab ye as smile at ye so discipline has to be harsh. Same I hear as any navy out there."

She pauses only to take a drink.

"I mean it would be great if everyone just got on with their work but if'n scourge is tasked with make'n sure the ship runs smoothly and he finds a crewman slacking of or work'n poorly what's he to do? The lash gets the crew move'n. The threat of the lash is usually enough but what happens if'n he finds a crewman sitting around? Does he stay his hand? Nah course not, if'n he stays his hand he'd have half the crew sitting on their arse not working."

Life on board a ship is harsh, I'm not saying Plugg and Scourge aren't particularly nasty bastards but they are pirates after all and it seems to me the best pirates are those that can get the job done anyway they can.

Thea you are free to respond. Tilly's attitude has improved towards you as well.

Marn You find the time to work on your brew. You manage to get another brew under way. It will take all night and should be ready by the morning but from the looks of it, and the taste, your pretty certain this batch will be more than enough to get on Grok's good side.

Aldon you find Conchobhar gambling and at the mention of Rosie he is more than willing to come along. You both find Rosie topside with her fiddle in hand playing a halfling jig and tapping her toe. She's happy to see you, but not so happy to see Conchobhar.

When you propose she plays a song she agrees but she says only for you, she says quite plainly that Conchobhar can listen but he better just listen and not let his hands wander or she'll take them off with her axe. Conchobhar agrees and says he learnt his lesson the first time.

It's quite clear they've had some dealings before you met them and from there attitude your aren't sure if Rosie is very receptive to Conchobhar's interest.

Go ahead and role a perception check as well as a diplomacy check. I am assuming you are trying to influence Conchobhar?

lol Lex!

Lex you find Jack still nursing his hand. You propose to teach him and he doesn't take kindly to it. The small boy seems offended. "A can take care o ma self! I know how t' use blades just fine. If'n they had nah been hiding in the water and got me unawares I woulda killed em all. He says before he stomps off.


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

Day 4 - Evening Action
Rum Action: Drink
Charisma Bonus: 1d4 ⇒ 1
Hours Fatigued: 1d8 ⇒ 2
Fortitude Save: 1d20 + 2 ⇒ (18) + 2 = 20
Ship Action: Sleep

Avakor drinks the rum and eats the food he's offered, but the day has caught up to him. When he nearly passes out on deck, he staggers towards the stairway, stopping a moment to speak with Lex.

"Lex, I'm done for the day, so I'm heading below for some rest. I'll be in in my bunk if anyone needs me." Then he wanders below decks.

When he sees Marn working, he'll approach the dwarf for a moment, "Marn, I'll check tomorrow for those... fruits, right? You needed, fruits, and see if I can't get any for you."

He crawls into his hammock and drifts off to sleep.


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

Trying to influence, forgot the roles sorry

Perception 1d20 + 6 ⇒ (7) + 6 = 13

Diplomacy on Shortstone 1d20 + 1 ⇒ (12) + 1 = 13


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:
Shortstone doesn't seem to happy with how things go this evening. He seemed to have high hopes but Rosie's attitude towards him has sullen his mood. You figure you probably haven't made much headway with him tonight.

Just a note about this campaign. The first part does seem to drag a bit, especially in PBP, because you are stuck doing the mundane jobs on a ship, but that's kind of the point. Your stuck here in a tough spot. It's very long in the Real life campaign, I'm going to shorten this section up for the PBP but I still want you to get the sense that you are on the wormwood for a long time.

What I think I'm going to do from this point is not bother to assign daily tasks, we will just assume you've each fallen into a routine and you know your job. What I'll let you do is take one action a day instead of two, you can choose a night or day action and make the appropriate rolls for that. Rum ration still needs to be had each day because it's something that's forced on you. This will give you the sense of time passing by but we won't spend two or three real life days trying to play out one in game day (unless something unique happens that day. How does that sound? It will get us to the interesting parts faster :) Input, thoughts? I'd be interested in your feed back on this idea, especially those of you who have played, or GM'd this AP before.

Day 5: Morning, The ship is still heading South West.

You are each assigned your daily work, hauling rope, running notes, cooking food and tying knots here and there. The day seems normal enough and the weather pleasant. Plugg and scourge make their rounds, Scourge yells and cusses at some of you, Plugg just seems to ignore you, as if he has something else on his mind.

perception Check DC 20:

You notice that the captain, who comes on deck only to go to the bridge a few times each day spends a lot of time talking to the mysterious woman Peppery Longfarthing and not as much talking to Plugg other than to give orders here and their. You determine that this is starting to grate on the first mate and he seems to be getting frustrated that he's not included in these longer conversations.

Go ahead and choose one daily action, either a night action or a day time action, roll rum for the evening etc.


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

I'm fine with that. When I GM'ed this in RL, my players got considerably bored and it almost ended the campaign. Luckly we got through it to the other side. But my RL group is very "non-RP", where as this has been fun, even with it being slower then RL.

Last Night

Aldon sighs in exasperation, "Try to impress the guy and get him on our side and he keeps getting offended. I think I may have to leave him alone for a bit." Aldon turns back to Rosie, "That was a lovely song, my lady, best I have ever heard, and I can tell you that I have heard some great musicians. Where'd you learn to play the fiddle like that?"

If Shortstone won't take my olive branch of setting him up with Rosie, then I will just sweet talk her for Aldon

Next Day

Aldon awakes from his night and cradles his head from the headache, What I wouldn't give for some coffee. He gets up from his bunk and proceeds on deck to begin his day.

Night Action -Day 5- RP
Rum Ration - Drink
Cha Bonus 1d4 ⇒ 1
Fatigued 1d8 ⇒ 2
Fort save 1d20 + 2 ⇒ (6) + 2 = 8

Aldon will spend his night after the long day of working on the ship with Rosie. Listening to her talk and to her playing the fiddle. If he sees Shortstone, he will apologize for the previous night, but won't engage him, he will just continue to spend time with his new found friend and compatriots.


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 guys seem to be doing well and not getting to bored so I haven't been terribly concerned but it does seem to drag a lot. I just want to try and strike a happy medium rather than bore the group. We have been playing for a while now and its only day five :)


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've had the same issue with my group, or at least a member or two. The time period seems to be too long doing the same thing, but I've got a group that has difficulties with large dungeons (anything more than 10-15 rooms). I've been enjoying the rp so far, but I can understand the frustration that I've seen with the structure.


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

I am fine either way, going at our current pace or picking it up. I'll have fun either way lol :)

Perception Check 1d20 + 10 ⇒ (2) + 10 = 12

Day 5
Ship Action: Shop (day)
Rum: Ditch
Stealth Check
1d20 + 3 ⇒ (4) + 3 = 7
Well, looks like some lashes are headed my way lol...

G'day, Lady Grok. I recently acquired some gold and would like to browse yer wares. I'm sure we can strike a deal we'll both be happy with.

Perception check on her wares: 1d20 + 10 ⇒ (5) + 10 = 15


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

rum bonus 1d4 ⇒ 2
duration 1d8 ⇒ 3
fort 1d20 + 2 ⇒ (15) + 2 = 17
influence / diplomacy 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22

Having noticed that Aldon didn't seem to have much luck with Conchobhar, maybe she should try making friends with him. So after downing her rum and dinner that night, Thea will go up to him and start up a conversation.

"Hiya, Conchobhar was it? My name's Almathea, sorry if I didn't you name just right. I'm still learning everyone's name. That's one of the hardest parts of starting over on a new ship you know. Having to get to know a whole nother crew of people. Well, I guess you know how I ended up on board, but how about you?"

This the gnome right? What's he look like?


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 and MArn still need to post actions but I'm going to go ahead and post this anyway.

After bloodyhour Plugg, Scourge and several other pirates lead the hulking brute in rags, Owlbear, up on deck. The deck goes quite.

"This here is Owlbear and he does one thing and one thing only, fight! And I'm in the need of some proper entertainment tonight." Yells Plugg as he pulls out a large black bag. "This here is a purse with 100 Gold coins and this goes to the man or woman how thinks they can best Owlbear in a fight. Tonight I'll leave it up to you lot," He points at the PCs "Our latest volunteers to the sweat trade. Let one o' yer number take the challenge or i'll choose one of you as I fancy. This is fists and fists only and not to the death just to a bloody pulp, so which one o' you will volunteer?"

All right this should be fun :) Just to let you know I might be able to post in the morning but after that I won't be able to post again till Saturday night or maybe even Sunday night as I am going camping...so no internet. Avakor and Marn feel free to post your actions and you can all talk amongst yourselves and decide which lucky character gets to fight Owlbear.


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 was seeing rum actions in everyone's post and it didn't dawn on me that we'd switched over to the new format... like you said. Failed that Perception check, I did.

Day 5
Ship Action: Influence (Tilly)
Rum Action: Drink
Charisma Bonus: 1d4 ⇒ 1
Fatigue Duration: 1d8 ⇒ 2
Fortitude Save: 1d20 + 2 ⇒ (16) + 2 = 18
Diplomacy Check: 1d20 + 7 ⇒ (1) + 7 = 8

After a long day of cooking, either with a sober Fishguts or no help at all, Avakor surveys the ship and sees Tilly with a small group of pirates, laughing and carousing. He walks over to the group and sits down, attempting to join in on the merriment, but his focus on Tilly is obvious, and he likely comes off as trying too hard. His "winning" smile isn't so winning today.


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

i believe I'm the natural choice for hand to hand combat among the five of us, friends. I and Lady Almathea here are the strongest of the group, but I have the finesse to hit my opponent. I will fight this Owlbear. I have +3 to hit unarmed and deal 1d3+1 damage on a hit. I believe that is the best fists only out of the group


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

Day 5
Day: Sneak (talking to Grok to tell her she'll get moonshine that night)
Evening: Influence

Rum Cha: 1d4 ⇒ 2
Fortitude: 1d20 + 3 ⇒ (11) + 3 = 14

After a hard day's work Marn downed his rum and snuck off to his locker. During the day he had met Grok to tell her that the moonshine was ready and he'd get it from his locker later that evening.

That evening he handed Grok the moonshine, [b]"Here you go. I've got more coming, but I'd like to know how you think I can improve it."[/ooc]

When Plugg speaks Marn rolls his eyes. A fistfight with that thing? Right. If only he had some time.

If I have an hour to prepare I can beat you. Strength Mutagen + Stone Fist brings me to +3 hit and 1d6+3 lethal damage, but I need an hour to make a new mutagen


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 slaps Lex on the back, "I'm not the man for this fight, so I'm glad you volunteered!"


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

"Good luck to ya Lex. I'll heal ya up afterwards if ya need it."


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

Day 5: Action Results

Aldon:

Aldon your conversation with Rosie goes well, you’ve found a friend for certain. She regales you about several fights she had as a youngster in port peril and how she broke a drunken pirate captain’s nose at the age of fifteen in an argument in the market.

When you see Chonchobhar he isn’t terribly upset about last night. ”Conchobhar is simply to much for that little damsel to handle, Conchobhar will no doubt woe her yet, how can one resist Conchobhar, eh my firend? Hmm..nevermind I seem to see another beauty coming this way, excuse.” Conchobhar wanders over to Almathea and they begin to talk.

Marn:

Grok seems to enjoy the taste and tells you your welcome to shop there any time. She says she is also willing to give you a small loan for gambling if you need it in the future.

Marn do you have your gear back? If not she willingly hands over your gear.

Almathea:

Yes Conchobhar is the gnome.

The Gnome is dressed in purple clothes with frills and lace and has a wide brimmed foppish hat, also in purple with a white feather. He has a small thin moustache and a roguish smile.

”Ah, but with new people comes new pockets to empty of their coin in games of chance, and less likely that the old disgruntled opponents can find Conchobhar and try to get their money back.” He says with a sly grin. ”Conchobhar came aboard same as you, except in a sack, very unfit for a man such as he, but one must make the most of ones situation, no? Now you seem quite the beauty tell Conchobahr about you, the other Halfling woman, she is not so interested in Conchobhar so perhaps his attention should be placed...elsewhere?” He says with a huge grin and a wink at you.

Avakor:

Unfortunately Tilly doesn’t seem so interested in talking with you, she seems more interested in telling rowdy jokes.

Lex:

You are indeed caught by Scourge and he is furious. He promises you a lashing tomorrow evening because he’s busy with something tonight.

Grok is more than willing to sell but she is not very inclined to just let anyone wander her store room and look in lockers. She tells you you’ll need to tell her what yer looking for because she isn’t going to let you snoop.


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

Owlbear is let off his chain and sensing that he is going to get to fight begins to pound his fist against his open palm with a toothy grin. The pirates around the main deck begin to cheer or jeer and the mood of the crew is very boisterous and loud in aticipation of the coming fight.

"Better not be over too fast"

"Smash em to bits Owlbear."

"Doesn't matter who they choose 5 gold on owlbear."

"Five, I'll go fifteen!

As you make your choice and lucky Lex is singled out as the combatant the betting begins in earnest all around the deck, mostly in favour of Owlbear. Conchobhar is giving 2:1 Odds for Owlbear and is willing to go 5:1 on Lex though he doesn't have many takers.

Lex is pushed into the makeshift ring of pirates. The crowd begins to cheer even louder.

Lex go ahead and roll initiative as well as a perception check please.


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 slides over to Conchobhar, he hands him ten gold, "Give me ten on Lex, should help you cover the spread"


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

Thea heads over to Conchobhar as well and hands him five gold. "I'll put five on Lex."


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

Here goes nothing...

Initiative Check 1d20 + 3 ⇒ (20) + 3 = 23
Perception Check 1d20 + 10 ⇒ (2) + 10 = 12

Put 'em up! Lex says to Owlbear, with perhaps a little too much bravado as he takes up a fighting stance...

Critted that initiative check though lol! BTW how big is the "ring"?


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

Okay I'm back from camping. The "ring" is no more than 10 to 15 feet wide at anytime, depending on where the crowd is really.

You are able to notice that Owlbear is very slow to respond on his left side because he appears to be blind or nearly blind on that side. You figure that if you tried to stick to that side you could make it difficult for him to hit you.

If you fight, while trying to stay to his left side, when he attacks you will be able to make a bluff or Acrobatics Check to try and avoid incoming damage.

You get the jump on Owlbear and come out swinging. Lex Post your first round.


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

Round 1

Lex steps to Owlbear's left side and throws a punch Owlbear's way.

Attack Roll 1d20 + 3 ⇒ (14) + 3 = 17
Damage Roll1d3 + 1 ⇒ (2) + 1 = 3


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

Thea cheers Lex on as he throws the first punch.


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 gets off to a good start it seems, he moves nimbly to the left and punches Owlbear hard in the kidneys. It seems to have very little effect however, Owlbear seems un-fazed by it but does seem flustered that you are on his left.

He throws a wild haymaker at your head.

1d20 + 5 ⇒ (7) + 5 = 12
1d3 + 3 ⇒ (1) + 3 = 4

his heavy blow goes wildly over your head.

Owlbear -3 NL, Lex -0. Lex it is your turn.


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

Round 2

Encouraged by the missed blow to him, Lex punches again.

Attack Roll 1d20 + 3 ⇒ (5) + 3 = 8
Damage Roll 1d3 + 1 ⇒ (2) + 1 = 3


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

This time Lex your punch doesnt even seem to slow him down at all, it bounces of his hard muscle with no effect.

He swings hard again with his other fist with a hefty hook.

1d20 + 5 ⇒ (9) + 5 = 14
1d3 + 3 ⇒ (3) + 3 = 6

The swing is even faster and harder than the last but it also swings wide and goes over your head.

owlbear -3, lex -0, Lex your turn.


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

Round 3

Lex thanks Besmara for pointing out the blindness on his left side as another blow goes over his head, and prays for sure aim when he throws another punch.

Attack Roll 1d20 + 3 ⇒ (10) + 3 = 13
Damage Roll 1d3 + 1 ⇒ (1) + 1 = 2


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 hits but has a tough time getting passed the beasts muscle. He still inflicts damage but Owlbear seems no worse for wear.

With a grunt and a roar Owlbear wings again.

1d20 + 5 ⇒ (16) + 5 = 21
1d3 + 3 ⇒ (2) + 3 = 5

The meaty fist comes flying square at Lex's face...

Lex you may take a Bluff or Acrobatics check to avoid the incoming blow.

Owlbear -5, Lex -0, your turn.


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

Acrobatics Check 1d20 + 3 ⇒ (19) + 3 = 22

Lex dodges the blow, and counters with another fist of Besmaran fury. I assume I dodge it?

Attack Roll 1d20 + 3 ⇒ (18) + 3 = 21
Damage Roll 1d3 + 1 ⇒ (2) + 1 = 3


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

Yes you dodge it

There is a gasp from the crowd as the certain blow is narrowly dodged by Lex and followed up with another punch to Owlbear's rips.

This time Owlbear grunts a little at the blow, the small hits beginning to cause him so discomfort as well as frustration.

1d20 + 5 ⇒ (5) + 5 = 10
1d3 + 3 ⇒ (1) + 3 = 4

Another miss by Owlbear brings some frustrated yells from the crowd, their sure bet not appearing to be so certain.

Okay I'm off to bed, I'll post again in the morning. If Avakor and Marn want to bet on Lex they still can.


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

Round 5

Encouraged by his lack--for now--of being beaten to a bloody pulp and his several good hits on Owlbear, Lex smiles and continues his quest to fell the hulking man before he gets felled. Lex continues fighting in Owlbear's blind spot and goes for another hit.

Attack Roll 1d20 + 3 ⇒ (11) + 3 = 14
Damage Roll 1d3 + 1 ⇒ (1) + 1 = 2


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 slaps Conchobhar on the back with a laugh, "Should have given my boy there worse odds!"


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

Owlbear groans as Lex dances like a butterfly and lands another sting like a bee. At the furious onslaught of small punches Owlbear falls back away from Lex with a cry. The crowd begins to boo.

Plugg, seeing Owlbear run yells to him and tosses the brutes club into the ring. Owlbear grabs the club from the ground.

Lex you can take an attack of opportunity because He moved away from you.

Conchobhar shrugs and sighs.


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 yells foul, "Oh come on, this was supposed to be a fist fight! No weapons in a fist fight! BOOOOOOOOOO! BOOOOOOOOO!"

Aldon continues to booo as he moves behind Lex, ready to support him in case more cheating becomes apparent.


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

Almathea frowns as she sees Owlbear grab up the club. "Hey, the fights supposed to be fists only!" Thea follows up behind Aldon as he makes his way over to Lex.


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

"Fists only for your friend here, I never said anything about Owlbear!" smirks plugg.

You notice that Plugg is keeping an eye on you and watching for any interference of your own.


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 resists the urge to take out his rifle and shot Plugg between the eyes. "Come on Lex, beat up that brute! So these p###-ants that we aren't afraid of a little challenge!"


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

As she follows after Aldon, Thea moves right up behind him holding onto the back of his jerkin for a moment as her other hand holds onto her holy symbol as she whispers: "Besmara please place your blessing upon Lex during this fight."

Thea is casting Bless on those she views as her allies while trying to use Aldon for cover so that it goes unnoticed.
Stealth or Bluff if needed, roll is the same for either. 1d20 + 2 ⇒ (14) + 2 = 16


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

Unfortunately I am unarmed and do not threaten and thus cannot take that AoO. I assume moving over and picking up the club counted as his turn last round?

As Thea tries to cast her spell, Lex whispers back, It'll be worse for me--and you all--in the end if you use magic to help me.

Speaking to the crowd in a clear voice now, Lex says I'll be fine guys, just be ready to heal Owlbear when he goes down!

Lex says a prayer for himself as he attacks the now armed Owlbear...

Attack Roll 1d20 + 3 ⇒ (16) + 3 = 19
Damage Roll 1d3 + 1 ⇒ (2) + 1 = 3
Alright, ready to take my AoO and next round's attack...


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

Plugg's perception check 1d20 + 2 ⇒ (2) + 2 = 4

Almathea you are able to cast bless without Plugg seeing you. Lex you feel invigorated and any fear you may have had seems to melt away. you get a +1 on your attack rolls.


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

Blast it, lol, I always forget that rule :) You are right you don't get an AoO

Owlbear picks up the club only to have you rush in and hit him with a blow to the neck.

He cries out and swings wildly with the club.

1d20 + 5 ⇒ (2) + 5 = 7
1d6 + 3 ⇒ (2) + 3 = 5

It doesn't even come close to hitting him.

Owlbear -13, lex -0, your turn


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

No worries. Most fights don't have limitations like "don't use weapons" and no one but a monk would come to a fight unarmed, and they get Improved Unarmed Strike anyway ;-)

Lex continues to punch Owlbear, hoping to down him before his club made contact with Lex's squishy elven body.

Attack Roll 1d20 + 4 ⇒ (20) + 4 = 24
Damage Roll 1d3 + 1 ⇒ (2) + 1 = 3

Threatens a crit!
Confirmation Roll 1d20 + 4 ⇒ (11) + 4 = 15
Critical! Damage x2 = 1d3 + 1 ⇒ (1) + 1 = 2 +3 = 5 Total Damage

YAY!


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

The blow hits owlbear in the mouth and he begins to bleed. He swings wildly again and again his attack misses.

1d20 + 5 ⇒ (8) + 5 = 13
1d6 + 3 ⇒ (6) + 3 = 9

Owlbear -18, lex -0, your round


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

First blood! Just say the word, friend, and I will accept your surrender, Lex says as he throws his next punch.

Attack Roll 1d20 + 4 ⇒ (13) + 4 = 17
Damage Roll 1d3 + 1 ⇒ (3) + 1 = 4


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

Owlbear moans and stumbles to one knee for just a moment, using his club to rise up he swings with all his might for what may be his final attempt to hit Lex.

1d20 + 5 ⇒ (4) + 5 = 9
1d6 + 3 ⇒ (4) + 3 = 7

Too tired and beaten Owlbear cant even come close to hitting Lex.

owlbear -22, lex -0, your round


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

Well, ye can't say he don't have guts!

Lex throws one more punch at the hulking man.

Attack Roll 1d20 + 4 ⇒ (11) + 4 = 15
Damage Roll 1d3 + 1 ⇒ (3) + 1 = 4


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

With one final blow to his head you knock Owlbear out, his heavy limp body falls to the deck with a thump and he lays their unconscious.

For a second there is silence and then most of the crew starts to cheer.

Plugg is visibly upset and stalks off to the officers cabin after he tosses Lex the purse full of Gold.

Conchobhar willingly pays Aldon and Almathea with a smile noting that he made more tonight on the other "suckers" than he had to pay you out. He lets you know that Fipps is especially angry because he's out 50 Gold. All he had he had bet on Owlbear.

Crew men all about come up to Lex and congratulate him. Afterwards the party continues, most of the crew it seems were very happy with the evenings entertainment.

As your fifth day on the Wormwood comes to a close and the sun sets you each head off to bed after you are done partying on deck.

you are each free to talk to some of the crew if you like before heading to bed. If not than it will be day six.


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

Thea cheers and gives Lex a congratulatory hug. "That was great. Guess we had nothing to worry about even when that club was tossed in, He just couldn't touch ya."

After that, Thea goes over to the gnome to collect her winnings with a smile. How much did I win for betting 5 gold?


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

Day 6 goes by without incident, the ship continues on its heading South west. Going to just skip a day

Day 7

Profession Sailor or Knowledge Geography Check DC 15:

You notice that you are passing an island called Matoku. You figure you should be clear of the shackles soon and into the open ocean within a day, two at most.

The morning bell tolls and you each head up on deck to a bright red sky. Several of the crew are grumbling and don't look to happy to see the brialliant red of the sky.

Avakor, as you sit down for your morning biscuit you feel terribly ill and you have a fever. Roll a fort Save

Dex DMG: 1d3 ⇒ 1
Con DMD: 1d3 ⇒ 3

The crew goes about their daily work. It's about noon when the clouds which have slowly been building begin to let loose and it begins to rain heavily.

Aldon you are on rope work which you are able to handle with ease on the deck, up in the rigging you can make out Conchobhar, syl and Narwhal having a hell of a time up there today. the rest of you are unaffected by the heavy rains as well and are able to go about your work without too much interference. Avakor, the rain and the wind however don't make your day very pleasant, luckily Fishguts is sober so he doesn't require much of your help today.

each of you can perform a day or night action

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