Choon's Skulls and Shackles (Inactive)

Game Master Choon

On the Wormwood!


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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)

I'm fine if you resolve their whole fight first. I'm not a fan of the flex time style personally. That's just my opinion.


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 the horizon for the ship they are tageting but also keeps a weather eye out for addition ships, possibly a military escort.

based on her knowledge of the sea nd sailing she tries to best guess how long till they will be withing range of the other ship.

at this time Noro has no idea about the scuffle going on below decks

perception for other ships: 1d20 + 2 ⇒ (2) + 2 = 4
Hey who took the ocean?

profession sailor: 1d20 + 9 ⇒ (5) + 9 = 14


The Man. The Myth. The Mask!

Noro's best guess places them within combat range mid-morning tomorrow.


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 a curiosity, Is the wormwood equipped for sweeps? (oars for those that are unfamliar with nauticcal terminology)


The Man. The Myth. The Mask!

No. Think ships of the early-mid 1700's without the cannon. There are maps in the campaign tab if you want a visual on the tub you're fighting for. :)


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

I'm a fan of the fumble deck, personally. Makes fumbles far more amusing than some of the stuff I came up with solo, although I'll never forget the Android Magus who accidentally self-destructed instead of killing a werewolf. ;)

GM/Isabella:
Sarenth curses his inability to strike, then tries to roll through the water past Narwhal.

Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10


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 continues her work trying to coax as much sail and speed as she can out of the sails. at this time completely unaware of the situation below decks.


The Man. The Myth. The Mask!

GM dice:

1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (6) + 2 = 8

Sarenth/Isabella:

Narwhal takes a swing at Sarenth as he rolls by, but the splashing water causes him to missjudge and the dagger strike misses. His follow-up blow slashes short as well. Narwhal growls and starts spitting curses under his breath.

Sarenth gets away clean. And can now maneuver. Isabella is now 20 feet away from Narwhal.


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/Isabella:
If Sarenth has a standard action left, he'd like to use his earlier stated Unseen Servant trick to keep Narwhal distant.


The Man. The Myth. The Mask!

Those guys:
Alrighty. Consider Narwhal distanced.


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

GM/Sarenth:
With Chumlet out of the way, Isabella turns her attention to the whiny Dwarf who dares to draw blades on a shipmate. Striding across the wet floor with water sloshing, she alternates lashing left and right at the treasonous sailor, finding flesh despite his evasive maneuvers.

Move right up into melee with Narwhal, whippin' right along as I go.
attack: 1d20 + 2 ⇒ (17) + 2 = 19
attack: 1d20 + 2 ⇒ (3) + 2 = 5

nonlethal damage: 1d3 + 3 ⇒ (2) + 3 = 5

"the blade drops or you do, Narwhal! Make quick and choose, swabby!"

I love me some whip mastery.


The Man. The Myth. The Mask!

GM dice:
1d20 + 2 ⇒ (12) + 2 = 14
1d6 + 1 ⇒ (3) + 1 = 4

Bilge rats:
Narwhal howls as one of her lashes finds its mark. He turns and dodges her second crack deftly. In a surprisingly lucky and desperate act, he spins to the right and whips his arm around him, gaining momentum from his evasion. His blade arm arcs across Isabella at blinding speed, opening a nasty gash.
Take 4 damage. Heroes up.


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

Bilge Session:
Sarenth reaches into his mind for any spell that will stop the swab from attacking, and calls on his one truly offensive spell. He spits in his palm, then moves his hand in an arcane gesture before throwing the resulting green orb at Narwhal.

Acid Spalsh: 1d20 + 3 ⇒ (1) + 3 = 4
Fumble Confirm: 1d20 + 3 ⇒ (6) + 3 = 9 vs. touch AC?
1d3 ⇒ 2


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

Battle of the Bilge:
Isabella grits her teeth as the treacherous blade draws blood, then grins and renews her assault with joyous snaps of her merciless whips.

attack: 1d20 + 2 ⇒ (4) + 2 = 6
attack: 1d20 + 2 ⇒ (19) + 2 = 21

"Stifle yer ego or breathe water, Narwhal!"
nonlethal damage: 1d3 + 1 ⇒ (2) + 1 = 3


The Man. The Myth. The Mask!

Those guys:

Narwhal takes another nasty gash on the cheek from Isabella. For the first time since you met, he actually looks a little scared. He looks between the two of you and suddenly dashes for the stairs!

You both have a turn and Isabella has an AoO before he disappears up the hatch.


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

As The Curtain Falls:
Sarenth curses, then calls to mind a different spell that will hopefully immobilize Narhwal.

Daze spell, DC 14 Will negates.


The Man. The Myth. The Mask!

dice:

1d20 ⇒ 17

as the heads fall:

Narwhal misses a step, shakes his head, and mentally powers through the spell.
nat 17 :(


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

parting shots:

"Oh hoho NO you don't, you slimy scallawag..."

Isabella steps after the retreating Dwarf, doing her best to stop him in his tracks with a furious barrage of swings, but twisting on her wound brings a cringe, and her focus falters for a moment before attacking.

attack: 1d20 + 2 ⇒ (1) + 2 = 3
attack: 1d20 + 2 ⇒ (16) + 2 = 18
nonlethal: 1d3 + 1 ⇒ (1) + 1 = 2

AOO: 1d20 + 6 ⇒ (12) + 6 = 18
nonlethal: 1d3 + 3 ⇒ (2) + 3 = 5
Wow, dice in a fickle mood tonight.


The Man. The Myth. The Mask!

Those guys:
Isabella's whips snap and crack. Narwhal weathers the first with a curse, but he goes down as the second lands!
Feel free to head up you guys. :)


The Man. The Myth. The Mask!

Ok, bilges thing all but done. Now for the good part.

The day wears on slowly, and the target ship creeps ever closer. She spots the Wormwood a few hours into the chase and her masts bloom new white flowers of sail, but her fat hold isn't a match for the sleeker, triple-masted predator at her stern. The nights activities consist of battle preparations. The ballistas and the light catapult are hauled out of storage and set up. The ship's officers are up on the poop deck all evening with Captain Harrigan.

Durvin- you are let out and given water. Sandra tends to your wounds. The reason given is they want everyone fit to fight by morning.

Just need actions from the bilge people coming up top and last actions before night time. Tomorrow: Piracy!


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

hehehehe... you said poop


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

cleanup:
Seeing Tate Narwhal finally give up the fight brings a satisfied sigh from Isabella as she loops up her whips and attaches them to her belt again.

"Now that was refreshing. Oy Sarenth, you sporting any new breathing holes, or was the baby Dwarf too slow for you?"

She moves to pick up the unconscious would-be assassins out of the water and rest them against the wall, rather than leave them to drown in their sleep. Dagger or no, she knew the consequences of killing a shipmate.

"'Spose we need to think up a way to handle the officers, eh? They won't take kindly to havin' their cronies red with lashes in the morning."


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

Cleanup:
"No new holes, no. Interesting applications of magic I hadn't considered before. Don't suppose you have a rat or a spider or some such handy? We could try and pass it off as they were bitten by something and passed out."


The Man. The Myth. The Mask!

Cleanup:
there are bilge spiders infesting the ceiling


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

cleanup:
Isabella scratches her chin in thought.

"Oh, I don't know. Don't suppose all the red welts from the lashes they took'll pass off as bites, mate. Might be better to just deal with it outright. Least then we won't be lashed for lyin' too."

She moves to pick up narwhal and carry him out, but then looks at the ladder and back to her unconscious burden.

"Hmmm...might need a hand with this one. Not exactly a bag of tubers, now is he? I've half a mind to just leave them here and let Scourge do the retrieving."


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

Cleanup:
Sarenth moves to assist Isabella, and follows her up the ladder.


Half-Orc

Disappointed by the lack of fighting and impatient to taste combat, Reck turns in early for the night to be well-rested and ready to kill a m$@&$$&%##%$ tomorrow.


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

Seeing reck skulking about a bit upset she knows just what will cheer him up. as reck heads to the bunk area Noro follows him to the bunk area.

[Reck[/b] she calls to him. when he turns around Noro head-buts him good night...


The Man. The Myth. The Mask!

The night is passed with a chorus of whetstones, small hammers, and muttered battle rituals. Most of the more seasoned pirates smoothly follow a pattern of preparations and show little sign of nerves. The recently acquired pirates vary. Sandra follows a ritual heavily focused around her queen, Besmara, while Shortstone keeps checking and re-checking his gear.

Sleep is just as varied. Some people stay up all night on deck or in the rigging, including "Barefoot" Toppin who spends the night up in the lower sails. Others sleep as though they're already dead. The siege weapons stand ready and guarded by a sleepless Raris Kane.

At dawn, the name of your prey, the Man's Promise, can be made out from the white lettering across the wide stern. An hour later, the Captain gives the order to make ready.


The Man. The Myth. The Mask!

Raris Kane gathers youall together on the poop deck and orders Noro, Your group is to secure the enemy poop deck and wheel. Under no f*^*~•g circumstances should you *#^#s allow the aft boats to touch the water, am I clear!


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 is feeling better after a good night's sleep and being allowed out of the box. He is not eager to speak to any of his new friends, and his silence is a little odd. He prepares for the upcoming fight, constantly squirming and adjusting his armor and rapier, the two looking to be getting in his way more than giving him comfort for the fight ahead. He looks a little more comfortable stringing his bow, but not much, his dislike of the necessity for killing fairly clear. To the master gunner's instructions, he just nods his understanding.


The Man. The Myth. The Mask!

Earlier that morning, the captain ordered two hogs brought up, cut their throats, and tossed them overboard to attract sharks to the party.


The Man. The Myth. The Mask!

At 200 feet out, two small ballistas on the Man's stern castle upen up, trying to hit the Wormwood's rigging. The first bolts hit only air. Raris starts to roar profanity-laced orders and your forward ballista opens fire in return with a THUMP that resounds through the deck. It is eerily quiet as the distance closes.

Prof:sailor DC 15:
You estimate you'll be in boarding range in just over a minute, but in reasonable firing range in about 15 seconds.


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)

Profession Sailor 1d20 + 4 ⇒ (9) + 4 = 13


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's only prep is putting on her light leather armor an she slips on a pair of gloves to protect her hands as she feels she is about the introduce them to lots of faces today.

she looks to Reck, you know what? my problem ish I have two fishts, and most people only have one face she says with a smirk.

profession sailor DC 15: 1d20 + 9 ⇒ (2) + 9 = 11

noro is too caught up in prepping for boarding than worrying about much else.

she watches the bolts sail across the sky to splash in the water.


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

Isabella is up with the sun; she shows signs of anxiousness and restlessness, and is almost constantly checking both her whips at her belt and her sword at her hip. Even when preparing for battle, her gaze lies squarely on the approaching ship.
prof sailor: 1d20 + 4 ⇒ (9) + 4 = 13

As orders are issued, Isabella licks her lips as if they were dry from a desert wind, and watches the approaching vessel with a hunger in her eyes.

this is it, isn't it Dad? This what it was always like? You ever want it this badly? Or am I just not right in the head?


Half-Orc

"You just 'ave t' 'it 'em twice then, won't you?" Reck comments as he makes ready for boarding. Bare-chested, he shrugs on his lamellar armor, pulling straps tight and checking the condition of the leather scales. To his belt he ties the pouch of spell components, and across his back he straps the spear he purchased from Grok.

Up on deck, Reck cracks his neck and his knuckles, running his tongue over his protruding teeth. Seeing Durvin's discomfort, Reck strides over and thumps the halfling heavily on the shoulder.

"Ready t' explain in kind words 'ow bad we need that cargo?" he says, mockingly.

As the ballistae open fire, Reck looks appreciatively at the destruction potential of the siege engines and their crews. Standing by the railing, Reck takes a boarding line in hand and makes ready to throw.


The Man. The Myth. The Mask!

A few moments after the siege weapons begin firing, a volley of arrows and bolts leaps from the Man's Promise. "Badger" Medlar in the crow's nest has just enough time to call COVER! before deadly bolts start embedding themselves in the deck and bouncing off the rigging lines. After the first volley, the shots continue to rain in, though in a less organized fashion. There are several cries as bolts find marks, but the wounds seem to be superficial.
The Wormwood Closes fast, making up the 120 feet in just a few seconds. Peppery Longfarthing, the ships sail master, masterfully guides the Wormwood into a glancing collision course. Just before impact, she releases the wheel to Mr. Plugg and starts casting spells. Fog envelops the victim ship and cries of alarm can be heard as the Pirats brace for impact.
The Wormwood impacts the Man's Promise solidly, but not hard enough to cause structural damage. Instead, the ships rub together with a deep, rumbling sound that can be felt more than herd. It's effect is immediate. The Wormwood instantly dips in the ocean and slows to matching speed. The pirates waste no time in tossing grappling lines and laying down boarding planks. With a great cry the Pirates dash across the feet separating the ships, and the battle is joined in earnest.


The Man. The Myth. The Mask!

Oops... posted before Sarenth. I'm having internet issues that are easily solved tomorrow (router and stupid ISP), so I'll have the map up then. If you want to post how you're going to cross the 5-ish foot gap to the Man's Promise before I get the map up, go for it.


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

Prof(sailor): 1d20 + 7 ⇒ (4) + 7 = 11

Sarenth's prep for the battle consists primarily of pulling Skipper from her hiding place and stroking her neck as he studies his spellbook. As they begin to close with the Man's Promise, Sarenth casts one of his spells to protect his body. He waits to cast the other one until the last possible moment before they'll be in boarding range.

Casting Mage Armor first, then Shield just before Initiative starts if possible, making my AC 20.

Boarding Attempt:
Sarenth eschews the ropes, his previous experiences with climbing telling him to trust in his other talents. He starts out 15 feet back from the rail, lining himself up with wherever he'll be closest to the opposing ship, then charges the rail and vaults as far as he can before blinking out of existence and appearing on the opposing ships deck, quarterstaff drawn.

Acrobatics: 1d20 + 2 ⇒ (4) + 2 = 6 for 5 feet of distance
Then use my shift ability to teleport an additional 5 feet forward onto the deck.


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)

Acrobatics 1d20 + 5 ⇒ (19) + 5 = 24. Map won't let me edit.

Durvin feels the ships collide, and figures that now is as good as any other time. Knowing full well how his shorter legs affect him, he circles around the back of the mast to give himself some room. Once he clears it he runs right past Noro and Reck, hops to the rail and leaps for all he's worth. Luckily he lands well past the rail on the stairs leading up to the poop deck, their target.

So, he steps back 1, right 1, then running jumps from in front of Reck to land in the square 1 up and 1 right of Sarenth.


The Man. The Myth. The Mask!

Map should be fixed


The Man. The Myth. The Mask!

As Durvin lands, he spots an enemy crew member at the wheel through the swirling fog!


Half-Orc

Reck squints and peers through the fog, trying to find a target.

Perception, with darkvision: 1d20 + 3 ⇒ (7) + 3 = 10

If Reck can see an enemy:

Seeing a foe before him, Reck grins darkly, looks a moment into the future, and throws the grappling hook straight for the foe.
Casting True Strike and using spell combat to throw grapple
grapple throw: 1d20 + 3 + 20 - 2 ⇒ (5) + 3 + 20 - 2 = 26
After the grapple lands on the enemy ship, Reck hauls sharply on the line to secure it and bind the ships together.

If Reck can't see through the fog:

Seeing no opposition and trusting to fate, Reck hurls himself off the deck into the obscuring mist. As he flies, he summons a bit of his magic into his claws.
swift action spending an arcane pool point to enhance claws to +1
acrobatics, running jump: 1d20 ⇒ 18


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

The moment before the ships collide is the longest moment in Isabella's life. All sounds are tuned out as she draws her cutlass; the sound of sliding metal seems to be the only thing she hears, until the rumbling crash of ships brings the world back into focus. As boarding planks are laid down, Isabella wastes no time crossing the gap, planting both feet on the enemy deck, scanning the thick fog for strangers emerging into striking range.


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 follows quickly behind the whipping mistress of pain. (Isabella)

acrobatics if needed: 1d20 + 7 ⇒ (13) + 7 = 20


The Man. The Myth. The Mask!

Just after you hit the deck the defenders rally to repel you. Durvin can see one man at the wheel when he lands. Just as Reck lands, two other men come out of the fog of the sterncastle and attack Reck.

The sounds of battle are echoing around you and out over the water. The ring of steel, battle cries, and the occasional scream of wounded men mix into a macabre cacophony. You hear one man hit the water somewhere off toward the bow, almost immediately followed by violent splashing and a gurgling crunch. The sharks accepted the Captain's invitation.

GM dice:

3d20 ⇒ (10, 10, 10) = 30
3d6 ⇒ (5, 2, 5) = 12

All three defenders swing, the one at the wheel at Durven and the two from the Stern castle at Reck, and all three blows are warded off by various bits of armor and a little luck. These men are clearly playing for keeps. You can also hear more voices in the fog. These three are not alone.

Line of Sight is limited to 5' due to the fog


Half-Orc

Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

claw: 1d20 + 5 ⇒ (14) + 5 = 19
claw damage: 1d4 + 4 ⇒ (4) + 4 = 8

claw: 1d20 + 5 ⇒ (8) + 5 = 13
claw damage: 1d4 + 4 ⇒ (1) + 4 = 5

bite: 1d20 + 5 ⇒ (19) + 5 = 24
bite damage: 1d4 + 4 ⇒ (1) + 4 = 5

we need initiative, right?

Landing on the deck of the prey ship, Reck fortifies his bite with magic as well and lashes out in a frenzy of tooth and claw at the nearest defender.


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

Initiative: 1d20 + 4 ⇒ (15) + 4 = 19

Hearing the sounds of combat from his right, Sarenth turns to see that his two companions are struggling with something unseen. He calls out the words to a spell to trip up the feet of the unseen opponents.

Grease spell aimed to hit the opponents fighting Reck and Durvin without hitting Reck and Durvin. Left pair or right pair is fine.


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

initiative: 1d20 + 2 ⇒ (15) + 2 = 17

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