Choon's Skulls and Shackles (Inactive)

Game Master Choon

On the Wormwood!


701 to 750 of 1,653 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

The Man. The Myth. The Mask!

Kroop glances about to make sure they're not being overheard. Chelish brandy, you say? And where'd a Swabbie get his hands on tha-? Oh, wait, I don't care. I'd love to.
He waves for Durvin's attention and calls, Yer turn for the dishes. I have some business that needs discussing.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

The rain has put a bit of a damper on Noro's topside evening activities.

So she simply eats and downs her crappy rum ration.

Noro makes her way down to the bilge area where Owlbear is usually kept.
grabbing someone else's rum along the way.

approaching Owlbear Hello again. You enjoy your Rum yeshterday? I brought you another for today.

she goes and sets it down so he can reach it. then pulls up a barrel to sit on but not too close to Owlbear.

Show you ready to tell me more about yourshelf?

infuence: 1d20 - 1 ⇒ (15) - 1 = 14


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Oops. Didn't realize they were standing that close together.


The Man. The Myth. The Mask!

Owlbear looks at you suspiciously. He reaches into a nearby barrel, grabs a live crab, and proceeds to crack the shell. He devours it efficiently, semming to not notice the animal desperately clawing at his large hands. When he is done he looks at the rum, but makes no move toward it. He doesn't appear to think it's a trap today. He seems more like a dog that's been hit one too many times.
You notice that there is no sign of the other mug. Someone must have removed it.


The Man. The Myth. The Mask!

Seeing that Sarenth has no place for this drinking in mind, he waves the Brandy laden man into the galley and pushes a stool his way. Grab a couple o' mugs above yer head there and crack her open. I've needed a drink all day.


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Wait, is Kroop saying this, or is Grok? I was aiming for the latter.


The Man. The Myth. The Mask!

Ahh, appologies. I read "dishing out the rum" and my mind got stuck on Kroop for some reason. Behave as if Grok has accepted your invitation with the same words in the Friday post without yelling for Durvin to do dishes.


The Man. The Myth. The Mask!
Durvin Tamish wrote:

Durvin once again quite handily rids himself of the awful drink before making his way around to the rest of the crew. He offers some of his serving of turtle to Jape, and then heads over to Syl, coyly hinting at his part in catching the turtle for the night's meal. The general dreariness of the weather, though, has everyone so morose that he feels tonight would be a good one for a cheery tune.

"Raindrops keep fallin' on my head
And just like the guy whose feet are too big for his bed
Nothin' seems to fit
Those raindrops are fallin' on my head, they keep fallin'

So I just did me some talkin' to the sun
And I said I didn't like the way he got things done
Sleepin' on the job
Those raindrops are fallin' on my head, they keep fallin'"

As you are now not required to do dishes, lucky swab, you.

Both Jape and Syl seem to tolerate your presence, and Syl seems slightly impressed that you managed to catch a turtle in the downpour, but the others standing nearby give you more than a few hateful, nasty looks. Specifically, you get the feeling that the former slaver, Shivikah, is imagining chains around your ankles.
Many of the others that don't outright hate you, however, are starting to really enjoy your presence and tunes. A few even come up to you and say so including Samms Topin and "Ratline" Ratsburger.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person
GM Choon wrote:

Owlbear looks at you suspiciously. He reaches into a nearby barrel, grabs a live crab, and proceeds to crack the shell. He devours it efficiently, semming to not notice the animal desperately clawing at his large hands. When he is done he looks at the rum, but makes no move toward it. He doesn't appear to think it's a trap today. He seems more like a dog that's been hit one too many times.

You notice that there is no sign of the other mug. Someone must have removed it.

Noro smiles to reassure owlbear she isnt going to hit him.

go on, i jusht wanted to thank you for puttin on a good show the other night. You really got shome talent.

She moves the rum closer

go on, itsh a shpecial treat from me

diplomacy because its a sure failure: 1d20 - 1 ⇒ (15) - 1 = 14


The Man. The Myth. The Mask!

Owlbear stays still for a long time, seeming not to move. Then he inches closer. And another inch. He never takes eyes off you. You are certain that any movement and he will dart back to his place at the mast where he is chained and never attempt this again.
After what seems like years he slowly reaches out and barely touches the mug. He freezes, expecting something.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

Noro makes no sudden movements.

Go on, I'm not here to hurt you. I am giving thish to you. No Trick

Noro looks to see Owlbear's chains, You want to be free of that leash? you can walk on deck, breathe the fresh air. I would like to help you with that.


The Man. The Myth. The Mask!

Owlbear slowly takes the mug and hops back a step, his chains rattling at the movement. He sips it a couple times and smiles. His teeth are filthy and a few are missing altogether.

When you ask about his chains he be has to think about what you mean. When he understands he frowns. He takes a chain in his large hands and pretends to break it. Then he makes a furious face and starts acting like he getting the living daylights clobbered out of him, miming punches all over his body.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

Noro watches and after a few she cathes on.

i understand, you get free, then you get beat. Ash shtrong ash you are, and with me and Reck at your shide, i bet we could squash mean ole Scourge


The Man. The Myth. The Mask!

Owlbear shakes his head. Apparently not scourge. He pantomimes being more round and scowls again.


The Man. The Myth. The Mask!

For everyone: Perception or Prof: Sailer DC 10:
As the evening progresses, youall feel the waves occasionally hitting the ship that feel more forceful than the current storm warrants


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

GM:
Sarenth heads below and grabs one of the bottles of brandy from his locker before meeting Grok at the Galley. [b]"Here you are, milady. A bottle of my finest stock. Cheers." After pouring a generous measure for each of them, he toasts and sips his.

Diplomacy: 1d20 + 2 ⇒ (20) + 2 = 22

Perception: 1d20 + 3 ⇒ (6) + 3 = 9


The Man. The Myth. The Mask!

Sarenth:
Grok downs hers quickly. Not quite as quickly as she knocks back her rum, but still. She sighs in pleasure and says, It's good 'o ya to share dis. But nothin on this ship is shared for nothin. Wha'dya want?


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

perception: 1d20 + 2 ⇒ (1) + 2 = 3
profession sailor: 1d20 + 8 ⇒ (7) + 8 = 15


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

GM:
"Quite frank. Well, I'll match you, then. An friend and ally in this place, since it seems that many of the crew aren't fond of myself and those who came aboard with me. And perhaps we can negotiate an exchange of favors or goods for a loan of the gear that was taken from us, in event of us needing it when we take another ship."

Diplomacy: 1d20 + 2 ⇒ (14) + 2 = 16 to influence, same as the previous one


The Man. The Myth. The Mask!

Sarenth:

Taking another ship, or dis one? I know about ya new swabbies and yer feud with the upper-ups. I 'ear things. Good for you I like ya.
She holds out her cup and knocks back another glass. Ye have me support. Just don't let it get 'round. She winks and raises her third glass as she casually strides off.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

As the ship rocks a bit Noro grabs hold of some rope hanging nearby to keep to her feet.

that wave sheemed extra rough. Owlbear I have to go and She what the devil ish going on. I be back later before I turn in to get rid of that mug for ya, sho Plugg won't hurt you

Nor turns and heads topside to try and catch a glimpse of the rough seas and what is going on.


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

GM:
"Any ship, really. Thanks. Please, the rest of the bottle is yours." Sarenth hands her the half-bottle remaining. I have a few more. This will likely be worth it. He wanders off in the direction of the hammocks, whistling.


The Man. The Myth. The Mask!

Noro:
You see rain, mostly. The sun seems to have set while you were in the hold. It's dark, and the rain is still falling with a constant, depressing persistence. What few clouds you can make out look like the clouds have come closer to the ocean. Either that or they are tricking your eyes.

I'll post tomorrow's event tomorrow. It's gonna be fun. :)


Half-Orc

1d20 + 3 ⇒ (13) + 3 = 16

As the ship rolls and bucks in the gale, Reck leans against the sodden wooden railing of the crow's nest. Driving rain blows into his face and pelts his bare back, stinging on the raw skin produced by his earlier lashing. Reck contemplates the storm.

Well, a storm you wanted and a storm you got. Not half as impressive as the Eye, but it'll do for now. Gozreh's balls, it quickens my blood.

squinting against the rain, Reck takes a breath of the salty air and savors it.

If I ever have a ship of my own, I'll sail it right through the heart of the Eye. Something awaits me there, I know it.

Reck tightens a fist on the railing, claws digging into the wood.

Never get there on this tub, though. If the captain's anything like his officers it's a wonder we haven't hiked up our skirts and ran mewling for a safe harbor. Scourge is better suited for a nursemaid than a pirate.

Reck closes his eyes and recounts the day's events. In his mind's eye he relives every stripe of the lash that Scourge laid on him.

I'll see each lash repaid tenfold, and carve his lungs out his back ribs till he dances the Blood Eagle. Not now, though. It would be foolish to act while the captain remains an unknown factor. Soon, though. Soon.

Thinking happy thoughts of dismemberment, Reck dozes off to sleep, heedless of the storm. He is awakened some time later as the ship ploughs through an enormous wave. The bow rides up and over the crest of the swell, only to slap back down into the trough with a jarring impact that sprays salt water in a foaming crescendo. Atop the mast, Reck holds on for dear life as the mast magnifies the sway of the ship.

That wave was much rougher than the others. Best stay topside to swim if it comes to that.


The Man. The Myth. The Mask!

The rain continues well into the night, but lightens as dawn approaches. However, the waves never die down, and the sun never rises. Just as the sun should be peeking over the horizon, a real storm catches the Wormwood in her grasp, and it's sudden. The winds go from stiff to near gale-force in minutes. The ship begins to shudder and roll with each wave and gust. This wakes some of the crew, but not all. Within a minute Scourge is down in the holds sending everyone up top for assignments, even the galley boy.
You are all herded up on deck from your slumberes. The rain is driving so hard it stings and the wind makes it hard to hear anyone except Mr. Plugg who's voice cuts through the noise like a knife. As each of you arrive he orders you to a position on the rigging. In a truly spectacular display of lung power, Plugg yells his assignment for Reck clear up to the crows nest.

Isabella: 1d6 ⇒ 1 Rigging repair: DC 12 climb checks to reach 30' then DC12 prof: sailor or Dex check

You there, this wind be tearing the rigging a new one, get up top and help get it under control!
Reck: 1d6 ⇒ 4 Rope work: DC 12 Prof: sailor or Dex
We gonna need rope up here, whipping boy! Make sure th' boys up top have it when they need it!
Durvin: 1d6 ⇒ 5 Lookout: DC 12 climb checks to 60', then DC 12 perception.
Apprentice boy! Get up top and keep a weather eye for th' big 'ol waves! I don't want to crest one without knowing I'm doing it!
Noro: 1d6 ⇒ 4 Rope work: DC 12 Prof: sailor or Dex
Iron Maiden! Help Whipping Boy!
Sarenth: 1d6 ⇒ 5Lookout: DC 12 climb checks to 60', then DC 12 perception.
And you get up in the crow's nest with him. If ye see anything that isn't wind nor wave, I wanna know!

The storm persists all day without sign of letting up. In fact, after a few hours of torrential rain and gusting winds, lightning begins to split the sky.
ALL: DC 12 fort or Fatigued. This is the entirety of your morning activity.


Half-Orc

fortitude: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
prof sail: 1d20 + 5 ⇒ (16) + 5 = 21

As Reck hustles around with rope, he growls a little at the nickname Plugg has picked out for him.

anybody who calls me that is going to die like a dog


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

All Accelerated Climbs, upping the DC to 17 (he's willing to risk it, as he can feather fall himself if he misses).
1d20 + 7 ⇒ (14) + 7 = 21
1d20 + 7 ⇒ (14) + 7 = 21
1d20 + 7 ⇒ (16) + 7 = 23
1d20 + 7 ⇒ (18) + 7 = 25
1d20 + 7 ⇒ (18) + 7 = 25
1d20 + 7 ⇒ (20) + 7 = 27

Perception 1d20 + 6 ⇒ (1) + 6 = 7
Fort save for Fatigue 1d20 ⇒ 4

Durvin is both excited and eager to get a chance to be back in the crow's nest. It's what he wanted in the first place, and now he finally gets his chance. He scrambles up the rigging like a monkey until he gets to the top. Once he does, he finds that the weather has made it near impossible for him to see much of anything, and ends up spending most of his time watching the others in the rigging. If anyone were to fall, he is ready to arrest it by causing them to float gently to the deck.

He will feather fall anyone that falls (up to 4 people a day)

With all the time spent gripping the nest for dear life, he is really worn out from the work. He had grown soft working in the galley.

Questions:
If Durvin takes 10, he can accelerated climb successfully. Is he able to take 10? If not is it just because the weather, or he can't take 10 at all? Also, the same question can be asked for the Perception check. Lastly, after they get done, can he use his Sea Shanty ability to remove the fatigue from the crew (as he considers all of them his ally, some are just meaner allies than others)?
If so, Perform check 1d20 + 7 ⇒ (13) + 7 = 20


The Man. The Myth. The Mask!

Answers:

He cannot take 10 on the accelerated climb because of the weather. The jarring movement and driving wind won't allow it. And because accelerated climb implies that you're going quickly while taking 10 is just the opposite.
I will allow him to take 10 on the Perception, however, as he is stationary for that and able to focus on his job and not rush it.
Lastly, things happen. You'll see

This storm will last longer than your morning shifts, so don't RP yourself wandering off from your job or anything unless you want to be accused of abandoning your post.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

profession sailor DC 12: 1d20 + 8 ⇒ (10) + 8 = 18
fort save vs fatigue DC 12: 1d20 + 4 ⇒ (15) + 4 = 19

Noro makes her way to reck. and starts to help him on the ropes fighting the storm and occasionally loosing her grip but luckily Reck was there to help her.

As the ship yawns to the starbord at a sudden wave. Noro barely is able to grab the Backstay to prevent falling overboard.

she reaches up to grab another rope but luckily Reck was there again to give her a hand hauling her back on deck.

Thanksh reck, I owe ya one


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

If we're not rounding my climb checks off to 5, then 7.5
climb: 1d20 + 3 ⇒ (10) + 3 = 13 7.5
climb: 1d20 + 3 ⇒ (15) + 3 = 18 15
climb: 1d20 + 3 ⇒ (18) + 3 = 21 22.5
climb: 1d20 + 3 ⇒ (7) + 3 = 10
climb: 1d20 + 3 ⇒ (18) + 3 = 21 30

prof sailor: 1d20 + 3 ⇒ (5) + 3 = 8
fort: 1d20 + 2 ⇒ (1) + 2 = 3
Oh dear god.

Isabella's pleasant dreams and gentle rocking are disturbed by the now grating voice of the bosun, Scourge. rolling out of her hammock proves easy, as she found rainstorms quite comforting to sleep to, but getting outside brought a much more exciting vision: the storm seemed intent on rocking the ship, and the ship wasn't in the mood to argue.

More impressive than the storm, however, was Plugg's clarion orders. Sailor's been through a storm or two to have a call like that. Funny how Scourge is only good at snivelin' orders, Plugg's the one actually givin' em.

The pounding surf shakes her from her musing as Isabella receives her orders and plants hands and feet in the rigging. Nearing her first point of duty, she's almost flung from the ropes by a sudden jerking of the ship from a low, yet surprisingly hard wave. It takes her a moment to reset her grip and continue on, but she laughs out loud at her own reaction as she looks at the roiling stormclouds.

"Aye, now this is more like it!"

Reaching her target seems to be the least of her worries, however, as a piece of rigging snaps free from the tugging winds and whips about in more directions than an uncontrolled whip. Unable to catch the rope itself, Isabella aims for it's base, only to be yanked around repeatedly by the ship's arrhythmic tilting and tossing. At some points, it's all she can do to keep her footing and her grip on the ship.

giving up on the loose rope for now, Isabella does her best to secure other loose lines and otherwise keep everything in place, but the storm and the ship both seem intent on thwarting her; for every line she manages to secure, another breaks loose. At the first crack of thunder, she begins to notice her spent energy, and moving about the rigging becomes more difficult than even her groggiest days at sea.

"Alright now you bloody raincloud, you've had your fun, now STOP BREAKIN' MY ROPES!"


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Really? All the Climb checks? So going to die. Regular climbs.

Climbing:
Climb: 1d20 ⇒ 4 no progress
Climb: 1d20 ⇒ 19 7.5 ft.
Climb: 1d20 ⇒ 3 fall
Climb: 1d20 ⇒ 16 7.5
Climb: 1d20 ⇒ 12 15
Climb: 1d20 ⇒ 6 fall
Climb: 1d20 ⇒ 19 7.5
Climb: 1d20 ⇒ 17 15
Climb: 1d20 ⇒ 12 22.5
Climb: 1d20 ⇒ 10 no progress
Climb: 1d20 ⇒ 2 fall
Climb: 1d20 ⇒ 7 no progress
Climb: 1d20 ⇒ 10
Climb: 1d20 ⇒ 2
Climb: 1d20 ⇒ 6
Climb: 1d20 ⇒ 3

I'm guessing I take enough falling damage to knock me out? Sorry for lack of formatting. Posting from space phone, and it's very difficult to format.


The Man. The Myth. The Mask!

GM dice:

2d6 ⇒ (1, 6) = 7
1d6 ⇒ 5

Lets do this
Mr. Plugg is no idiot. When he sees you almost knock yourself senseless trying to climb he calls across the deck, Don't kill yerself, swabbie! Get on the deck lines, and secure the slack!
Reassigned to Line work: DC 12 Prof: sailor or Dex check, you are at 6hp nonlethal taken.


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

"Yessir. Right away, sir." Sarenth dashes for the ropes.

Prof(sailor): 1d20 + 6 ⇒ (17) + 6 = 23

Thanks, boss.


Half-Orc

Seeing Noro start to slip, Reck quickly doubles a rope around his wrist and leans down to grab her. As their hands clasp, Reck is reminded that this is no damsel in distress - Noro's grip threatens to crack bone. Hauling back to safety, Reck nods: "Repayment from last night - 'ad almost talked myself off th' plank!"

As they get back to work, Reck pauses for a second to admire Noro's taut-muscled body.

A fine sight, that. A worthy mate for a warrior...

Reck's thoughts are interrupted by a wet sail, freed from its guy rope, slapping into his face with a crack of wet canvas.

focus! time for that later!


The Man. The Myth. The Mask!

Time is an odd thing. It seems to move with a will of it's own. Sometimes it flies by, sometimes it seems to stand still. On this particular day, you loose your sense of time altogether. There is only the storm. It constantly rips at the ship, undoes lines, tries to tear sail, and sheets of rain pour gallons of water through the cracks of the deck. You keep at your tasks, though some of you have more trouble than others. There is no sun to mark the day.

Suddenly, there is a cry of warning, Monster Wave!. You have just a couple seconds to brace before a massive wave breaks over the starboard side of the ship. A flood pours across the Wormwood, threatening to swamp her. The water envelops everyone on deck. The force of the impact rocks the ship toward port almost 30 degrees, threatening to throw the riggers into the ocean.

DC 5 reflex save everyone

if you make it:

Good job, describe the event for me :)

if you don't:

Well, we rolled poorly, didn't we... Describe nearly getting swept into the ocean for me. Nearly. I don't want to kill youall at lvl 1. :)


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Reflex: 1d20 + 2 ⇒ (15) + 2 = 17

Sarenth catches sight of the wave just before it hits the deck and manages to wrap his wrist in one of the ropes just in time. He gamely hangs on as the wave washes through him. As he breaks trough the far side, he casts his eyes about, looking for his companions and allies.

Perception: 1d20 + 3 ⇒ (7) + 3 = 10


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

reflex: 1d20 + 2 ⇒ (18) + 2 = 20
........DC 5 and now I roll high. Smartass dice...

The rain proves to be a boon when a random rogue rope lashes Isabella across the cheek, drawing the slightest line of blood. Growling under her breath, she lunges for the upstart line just as the she hears the monster wave called out. Facing starboard already, she has only the barest of moments to gaze upon the killer crest of surf as she hooks her feet and arms into the rigging.

The titanic swell slams into her, even at her height, nearly tearing the sleeves from her arms with the sheer force; the smash of water jerks her outwards from her grip, causing her entire body to cry out from the soreness and sudden strain--but her fingers maintain their steely grip.

Daring to open her eyes and take a breath, Isabella finds all her muscles groaning; even her clenched teeth take time to release.

Well, Belle... she mentally chides herself, You wanted some action, the sea delivered. No complaints, now.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

reflex DC 5...yes I can fail: 1d20 + 2 ⇒ (13) + 2 = 15
but I didn't

Noro is barely recovered from the minor mishap with the ropes and she finds herself thanking reck a little to long and she is thrust back into reality at the call "Monster Wave"

Noro glances in the direction indicated and her warrior instincts for survival kick in.

shoving reck to the ground Noro dives on top of him grabbing some rope and grasping both as the water washes over them.

The force of the water is immense and the belaying pin holding the rope taught is about to give way.

with a yell of desperation and anger Noro gives the rope a flip to wrap around her hand for a better grip.

The force of the water pulling against her the rope biting into her hand. a combination of blood, sweat, and seawater mingle, Nor yell as the salt stings her hand here she id cut.

Noro burned a round of rage during this for the strength boost


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Reflex (with fatigue penalty) 1d20 + 4 ⇒ (6) + 4 = 10

As the wave comes Durvin presses against all sides of the nest as best he can. Sadly, the highest point of the ship moves so much with even the slightest tilt of the base. As the ships tips, his grip is not quite enough as he gets tumbled from the small basket-like position. He is just able to grap the lip as he rolls over the side of it as he swings his feet into some of the rigging to help secure himself to the upper mast.


Half-Orc

hopefully by "shoving reck to the ground" you meant against the fighting top. Shoving me to the ground would involve a hefty drop!

reflex: 1d20 + 2 ⇒ (4) + 2 = 6
lol just!

Propelled by Noro's shove, Reck crashes to the wooden lattice floor of the fighting top platform. She lands on top of him, slightly winding him as her hip drives into his gut. Reck wraps an arm around Noro's waist, digs his bare toes into the lattice, and stabs a clawed hand into the mast.

The ship heels perilously, the top-gallant sail nearly dipping into the water. Reck finds that his scanty hold and Noro's body are all that holds him above a drop to horrendously violent waters.

As Noro bellows her rage to the storm, Reck cracks a smile and laughs heartily.

"Ahah! Now we're 'avin a little fun!"


The Man. The Myth. The Mask!

The wave passes and the Wormwood rolls back to starboard and rocks a few times before settling. Mr. Plugg, unfortunately, was not washed overboard. You almost immediately hear him yelling again, Jake! Shivikah! To the bilges! Sound off stations! All stations start sounding off in turn, but shortly after the second station sounds “Ratline” Rattsberger in the port side mainsail rigging yells, Man Overboard! and points to a floundering Rosie Cusswell. She is 10 feet off the port side and struggling to keep her head above water.

To save a girl:
You may try to save Rosie by tossing her a rope. Doing so is a ranged touch attack with a range increment of 10 ft. If the rope hits, up to 3 people can tug on the rope to pull Rosie in, adding your Str mods to her swim checks. This does not mean automatic success, however. Rosie will be making some really stiff swim checks and if she fails hard enough, she will loose her grip and you will need to toss her a rope again.

GM dice:

1d20 + 3 ⇒ (15) + 3 = 18
Touch AC 13


Half-Orc

rope throw: 1d20 + 2 ⇒ (18) + 2 = 20

Hearing the alarm call, Reck deftly scoots out from under Noro. He grabs one if the coils of rope he's been running about with and loops it about his arm. Judging the distance to the endangered pirate, he twirls the coiled rope above his head and throws a lifeline to Rosie.

"'OLD FAST!"


The Man. The Myth. The Mask!

Reck's throw is spot on and lands within easy reach for Rosie. She grasps the line for dear life, but it's still all she can do to breathe.

Once everyone has posted their reactions I'll roll the necessary checks for round 2. It doesn't require Init or anything, I just want to give everyone enough time to RP someone falling overboard.


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Sarenth has a spell prepped that may give him an alternative option for rescuing her. Touch of the Sea grants him a Swim speed as well as some major skill bonuses and potential. His first instinct is to cast it and dive into the water to save her. Your thoughts, GM Choon?


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

just so you know noro ony held on to reck till the wave passed

Noro was about to report in when the call came. Noro doesn't know her well butshe does appreciate her music.

Once reck tosses the line noro falls in to help pull her up. grab the line she yells down to rosie.

Once secure noro grabs the rope to assist. Calling on all her strength toresue rosie.

guess noro continued her rage for a second round to help pull. Raging, noro has a 22 strength so that is a +6


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Sarenth doesn't even think, he just acts. Calling out the words of a spell, he charges for the railing with the rope that was wrapped around his wrist still held. "Grab the rope, damn your eyes. I'll get the girl." As he reaches the rail, he leaps and pushes off the rail, diving into the water, his hands and feet already growing webbing and turning into fins. He knifes into the water, holding onto the rope and swimming toward Rosie.

Acrobatics: 1d20 + 2 ⇒ (5) + 2 = 7
Swim: 10 + 8 = 18 Taking 10, so score of 18 on Round 1 to be in control of myself in the water.


The Man. The Myth. The Mask!

Sarenth:
You hit the water with all the confidence in the world. The water quickly challenges your skills and swirls around you. The currents are extremely strong. They first tug you aft, then closer to the ship, then you hit a small whirlpool and find yourself doing your best just to stay upright in the froth.
To move at full speed in the water is a DC 20 swim check representing not only your skill in swimming itself, but also in predicting the currents. You are restricted to half speed otherwise due to the current's violence and chaotic shifting. You are currently 15 feet from Rosie. Please give me a second DC 20 swim check for the beginning of next round.


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Durvin hears the call down below, but he can't seem to make out much in this weather, and he certainly couldn't safely get to her in time. He is relieved, however, to see some of his companions jump into action. He just wishes he were closer to lend some kind of aid. The best he can do is return to his important job of keeping an eye out for other dangers.

Go ahead and play out the scene without waiting for me. Being 60' up, and given his current task, there isn't much Durvin could do to help.


1 person marked this as a favorite.
Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Swimmy swim swim ...

Swim: 1d20 + 8 ⇒ (19) + 8 = 27


Half-Orc

Reck watches with astonishment as the slender mage hurls himself into the brutal surf without hesitation.

He's going to get f~+&ing killed in there!

To Reck's surprise, Sarenth knifes through the water gracefully, making headway despite a tremendous buffeting.

"Sarenth's got more t' 'im than 'e seems!", Reck exclaims and redoubles his efforts. His thickly muscled legs strain on the wood, and his back burns with exertion as he hauls on the line. Despite his prowess, it's all he can do to keep from being pulled backwards by Noro's furious efforts.

701 to 750 of 1,653 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Pirates Gameplay! Pai sanook gun tur! All Messageboards

Want to post a reply? Sign in.