CrazyHedgehog's Skull & Shackles Game (Inactive)

Game Master CrazyHedgehog

Fun and Action on the High Seas!


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Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

"If they are fighting someone else, we can use that to our advantage. If they are waiting for us, we need a plan. While we approach in that boat, we'll be an easy target, I'm afraid. "

Does anyone have something like Obscuring Mist memorized? I'm afraid we are going to get shellacked in the open water, if we are the target.


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

usin' a scroll a black tentacles from our booty, would make a mess of the deck.

The Exchange

Ok, so I gather the plan is for everyone to return to the Man's Promise in the rowboat, and then attack Plugg and his followers and seize the ship? Any plans for explaining Penta's presence? I'll lay out the map here, assuming you are rowing back. Just let me know your actions, and if you are making an attack, go ahead and make attack rolls and roll initiative.

After today I am out of town for the weekend, so I'll make the next update Monday or Tuesday.

Time to face your shipmates. You ready the rowboat, Arven providing some muscle for the oars. Before you leave, Sandara lifts her tricorne off Atajay's head. "Watch this," she smiles. Sandara whispers a blessing to Besmara, and the hat begins to fold out, expanding and reshaping itself until it looks like a sleek black longboat. The boat itself looks large enough to carry all eight of you and then some, but even better now you have two boats.

Kenya Bloodblade checks her weapons before putting her gear into one of the boats, inspecting her pistol particularly closely. "If we're going in guns blazing, did anyone bring any grappling hooks? It'll be just like boarding practice!"

You make short work of crossing the distance to the Man's Promise. As you draw closer, you can pick out the individuals on deck. You are soon spotted, and everyone seems completely focused on your return. What does it mean? You'll soon be in weapons range...

The Man's Promise
The ship's boats are blacked out as both are away (you with one and the other taken by some of the original Rahadoumi crew). Most of the crew are accounted for on the main deck, but a few are missing: Ambrose Fishguts Kroop, Jack Scrimshaw, Jaundiced Jape, Aretta Bansion, and Shivikah. The upper decks are accessable, but I had trouble overlaying them onto the main deck map.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

"Maybe they'll let us on the boat, since I certainly don't have a grappling hook."

Atajay smiles at the cleric's ingenuity. "Aren't you just full of surprises, pretty lady?! A hat boat...That Besmara is pretty clever."


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta seemed pensive about the groups behavior. I'm lookin' to sail away from this deathtrap island. It's risky at best to start a mutiny before boarding.

Savin crewmates and gaining a powerful ally... Penta points her thumbs at herself ...should buy some favor.


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Arven rows, "Aye, let 'em know we are coming back to once more..." his arms swelling with each exertion. He concentrates on the job in hand.

The Exchange

You row out to the Man's Promise. Tension builds as you row the two boats within reach of ranged weapons fire, and you are perhaps surprised when none fall. Instead ropes are thrown down for you to climb aboard.

Once on the main deck, you see most of the crew at ease around the deck. That's curious enough, but what's more no one looks very comfortable. Master Scourge leans on the railing, leering across at you. Conchobar Shortstone, the gnome rigger, rakes Penta with lascivious eyes. Mister Plugg affects a grand welcome from where he stands by one of the masts. "Well, well! Didn't think you would return, to be honest. We didn't hear from you, I was starting to think those sea demons had gotten you all as well. By the way, welcome back Sandara, Kenya. Glad to see you didn't become fish food. And, who is this fetching creature?" Mister Plugg makes a shallow bow in Penta's direction.

Plugg chuckles and a wry smile crosses his face. The laugh seems alien coming from him. "In fact, another hour and we would have set sail, we've finished all our repairs. Ah, you did manage to bring back some fresh water, didn't you?" He throws a glance at Owlbear Hartshorn, but the big man just looks back blankly.

Warm Welcome


Batango does not know what to think upon the return of the party, and blinks at Plugg, genuinely confused. With one hand shifting to the hilt of his dagger and the fingers on the other dancing in preliminary arcana, he leans over to Quara and mutters to her in Aquan during Plugg's welcome.

Aquan:
You can read minds, can you not? What is our fair leader truly tinking, I wonder...


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

DM, can Atajay cast Mage Aarmor on both himself, and Sandara (if her armor bonus is less than +4) on the ride in the smaller boat? If they weren't attacked, Atajay doesn't trust Plugg and the others to not Attack him directly thereafter.

"Ah, we didn't have a chance to fill up with water. We were too busy rescuing these two, and fighting off more sea demons than you could shake a stick at."


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Quara flicks a glance at Plugg -- and unleashes the power native to her blood.

Out loud, she says: "Oh, there's water. Also mosquitoes, giant frogs, possibly more ghouls than the ones we cleared, and the big, ugly grindylow queen we ran off might be coming back with reinforcements sometime soon, depending on whether she's got friends."

Quara launches into a grand -- even a grandiose -- retelling of the group's adventures on the island, leaving out all mentions of mutiny and hamming up the courage, power and accomplishments of the group. She does not forget to mention Penta's fortuitous appearance.

Detect thoughts spell-like ability, a-go-go! No words, no gestures, just win. ;)


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Arven shrinks back a bit at Quara's retelling of the adventure on the island, ashamed of his failure to deal with the whale type creature.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Quara emphatically does not tell anything that puts the party in a bad light. ;)
Perform (oratory) 1d20 + 4 ⇒ (20) + 4 = 24


Once we are (safely?) back on board of the Man's Promise, I look at the crew gathered around. Master Scourge's leering is something I expected, but Plugg's warm words of welcome and his smile seem too much unlike him. In the back of my mind, my feelings seem to mirror those of Shadow, and my raven familiar urges me to be extremely careful. "You know I like fish, Raven, but this smells too fishy for me." - "I agree, Shadow. Plugg is not acting hostile at all. Which is not his normal attitude towards our little group. I sure hope Quara can read his mind and warn us when he's making his move, for I do not doubt he will act against us." - "I'll keep an eye out too, Raven." - Thank you, Shadow, I was hoping you would." My attention returning to Quara's recounting of our adventures, I slide up to stand beside Arven, my hand caressing his lower back as I put an arm around him. Whispering to him in Aquan: "Be ready. Something's afoot. I can feel it. And so does Shadow."


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Spotting Crimson Cogward among the crew, Quara tips her hat to him and grins.

"I think you'd have loved it over there, matey," she calls to him. "Fierce battle and a chance to do Pharasma's work; they do say Urgathoa favours ghouls because they combine all three of her sins, but I swear; fighting them is the perfect challenge for a warrior who loves both his trade and Pharasma!"

Diplomacy to improve Crimson Cogward's attitude to us - or to me, at least - even further: 1d20 + 10 ⇒ (9) + 10 = 19

The Exchange

Quara:

Mister Plugg is being friendly because he's feeling smug. He's feeling confident that the crew will be able to take you down at his command, so he feels he can indulge in some conversation. All he needs to do is give the sign, and Narwhal Tate and Conchobar will shoot you from behind with their crossbows. Plugg's sure that Master Scourge will see to it that the rest of the crew play their part in disposing of you. If only this damnable catwoman would stop speaking!

Atajay - absolutely you can cast Mage Armor on you and Sandara (she has AC 11).

Arven - just a note that you still have a +2 bonus to Diplomacy, Bluff, Intimidate and Perform when interacting with the crew, as a result of your victory in your bout with Owlbear Hartshorn.

The crew stand in rapt attention as Quara recounts your adventures. Crimson Cogward looks intrigued, as he always is by grisly tales of death and blood. Scourge scowls as the lot of you mutter to each other in Aquan. Conchobar Shortstone leans against the winch for the ship's boat. The dwarf Narwhal Tate edges towards the railing.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

"But speaking of epic battle," Quara sings out loud, "I have a tale of another fight to tell.
Plugg's ordered Narwhal Tate and Conchobar Shortstone to shoot us in the back
For he's a bastard whose soul belongs to Hell!
A man so riddled with fear, fills my gut with eer
He thinks Scourge will set all the rest upon us as well!
But the blackest heart I can read like a book
And his mind is so vapid, I read it with one look!
Now rise up ye, who would be pirates
Not lambs to the slaughter so lead
These two men who mutinied 'gainst Harrigan in silence
Ain't worthy of the salt on their bread!
"

Quara aims her finger at Narwhal Tata and snaps a single Word of Power: "Cachinnus!"

Since Scourge plans to order the attack as soon as I shut up, I figured I'd take the initiative away from him. ;) Standard action: cast Hideous Laughter on Narwhal Tate, DC15. Move action: draw longsword. Initiative roll if needed: 1d20 + 1 ⇒ (2) + 1 = 3


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Arven smiles, pleased at Raven's words and actions.

Arven hearing Quara's final words sees red and makes a grab for Plugg, hoping to take the braggart out of the fight and make him surrender or be thrown to the denizens of the deep. "Tell your men to put down their weapons or you feed the fish."

CMB Grapple 1d20 + 5 ⇒ (18) + 5 = 23


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

DM, I can't get the map to increase in size. I see what I assume to be an opponent close to Atajay (the bald headed picture). Who is that? I'm thinking about dropping a Shocking Grasp on him, but I want to be sure it isn't one of the ones that don't completely hate us.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

You might want to switch to the Gnome for a target; he's the other one set to shoot at us.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Is he within 15' of me, Quara? I can't see the names on that map. If so, I'll do that.

The Exchange

Atajay wrote:
DM, I can't get the map to increase in size. I see what I assume to be an opponent close to Atajay (the bald headed picture). Who is that? I'm thinking about dropping a Shocking Grasp on him, but I want to be sure it isn't one of the ones that don't completely hate us.

Yeah the link comes up a bit fuzzy, even when zoomed in. Try the link below, I've tried to zoom in as much as possible before making the snapshot. Essentially, from where you are Plugg is ideally situated to plant a shocking grasp on. Or by moving through your allies and across the deck you can also reach the gnome, Conchobar Shortstone, as well as Scourge, Narwhal Tate, Tilly Bracket (you can count her as an ally), Fipps Chumlett and Syl Lonegan.

Biggerer map


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Arafat moves forward and touches Plugg on the arm, after saying a few magical words, hoping that he can shock Plugg with his electricity.

Melee touch attack versus flat footed AC 1d20 + 1 ⇒ (20) + 1 = 21 plus three if Plugg either has metal armor or a metal weapon

Damage 3d6 ⇒ (5, 6, 3) = 14

Possible crit on melee touch attack versus flat footed AC 1d20 + 1 ⇒ (15) + 1 = 16 plus three if metal

Damage 3d6 ⇒ (4, 5, 6) = 15


At the snap of his allies letting loose, Batango turns abruptly and points his hand, fingers curled, at Scourge. "And how de tides turn upon you! Be gone, wretched beast!" Cast command on Scourge, forcing him to flee from my as far as possible for the next round, will save DC 16 to resist.

Initiative: 1d20 + 1 ⇒ (6) + 1 = 7


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta is not sure what to think, it sure wasn't the welcome she was expecting. From what she learned from her new companions, she was to expect a fight. The leering looks of the midget and Plugg made Penta suck air through her teeth in a dismissive sneer.

Init: 1d20 + 6 ⇒ (15) + 6 = 21

ill decide my moves once I know what my order is in the initiative

If first:

MA: Pull whips free...move to center my 15' reach to catch plugg and as many others as possible.

SA: Cast Bless: fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Swift Action: Fervor cast Divine Favor :+1 luck bonus on attack and weapon damage rolls


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Initiative 1d20 + 2 ⇒ (14) + 2 = 16


Initiative: 1d20 + 8 ⇒ (5) + 8 = 13
Hitpoints level 3 1d6 ⇒ 5 (Forgot to level up before)

BTW, Atajay, who is Arafat and how did he come to help us attack Plugg? ;-)


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Init: 1d20 + 2 ⇒ (15) + 2 = 17 delays until after Raven has been...

The Exchange

Update tomorrow - since Thanksgiving it's been unexpectedly hectic around here, must be the holidays.

The Exchange

The Mutiny - Round 1
Quara Sher finishes her tale by breaking into song, her words a thinly veiled warning as to Plugg's true intentions. His eyes go wide in surprise as his plans are laid bare. Conchobar Shortstone and Narwhal Tate likewise are astonished to have been found out. A brief, tense moment, then everyone goes for their weapons. Chaos ensues!

With quick refleses, Penta is the first to react to the situation. She bursts between her allies to move on top of one of the hatches on the main deck, unlooping her twin whips as she does so. From here she reach most of the crew on deck, all of whom are strangers to her. She even has time to say a few prayers for protection. Penta casts Bless, all allies within 50ft of her gain +1 to attack rolls and saves against fear.

Atajay slips forward, summoning magic and channelling it at Plugg in a sizzle of electrical energy. The stormborn sorcerer seems to summon the power of the hurricane itself, as the blast nearly jolts Plugg off of his feet. It is indeed worthy of a critical hit, and Plugg is flat-footed. 29 points electrical damage to Plugg! He's smoking!

A smoking Plugg rasps a command and Narwhal and Conchobar raise the crossbows at their sides and fire. Conchobar starts singing a jaunty tune, belittling creatures from the sea and bolstering his allies. It doesn't do Narwhal's aim any good, as the bolt he shoots at Quara goes wide. Conchobar's quarrel however, hits Arven in the small of the back - a treacherous act! Critical hit with crossbow on Arven, for 7 points damage total. Conchobar using inspire courage on allies.

Plugg meanwhile backs away from the fight, smarting from his wounds. He casts down his cat-o-nine-tails, draws his cutlass. As he does so he shouts at Owlbear Hartshorn. "Attack them you lummox! You big oaf! Or you'll get worse from me!" The towering but simple minded brawler does nothing, just looking back and forth at Plugg and the rest of you. Atajay if you have a weapon to hand you can make an attack of opportunity against Plugg as he makes a tactical retreat.

The other pirates draw their weapons. Fipps Chumlett and Syl Lonegan charge the party, laying in with their cutlasses. Blue-clad bully Fipps slashes Quara as he gets past her guard Was nearly a crit, 4 points damage to Quara. Syl Lonegan, rumoured to be an unhinged murderer who went to sea to escape the gallows, chooses the newcomer as his targer, diving at Penta Slaughter. Penta in this instance I think you get an attack of opportunity with your whip as he moves within your reach. Otherwise another potential critical, fortunately only doing 3 points of damage.

Badger Medlar, across the deck, draws her cutlass and clashes blades with the Halfling Rosie Cusswell. The Halfling has been a friend and ally to you throught the voyage.

Scourge moves through the crowd, edging away from the frontline but closer to Penta and to Plugg. He grabs up his whip and punching dagger and cracks the whip. It snaps and hits Penta in the face, leaving a deep welt. 3 points of nonlethal damage to Penta.

Updated Map I've made a few more changes, let me know if its any clearer.

A'vandira and Arven up next, Arven I have your action unless you want to change it.

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

========

GM rolls:

allies 1d20 ⇒ 14
enemies 1d20 ⇒ 16
Crimson 1d20 + 1 ⇒ (12) + 1 = 13
Penta Acrobatics 1d20 + 4 ⇒ (15) + 4 = 19
Narwhal 1d20 + 5 ⇒ (1) + 5 = 6
Conchobar 1d20 + 5 ⇒ (20) + 5 = 25
damage 1d8 ⇒ 1
confirm crit 1d20 + 5 ⇒ (15) + 5 = 20
crit damage 1d8 ⇒ 6
Badger 1d20 + 4 ⇒ (1) + 4 = 5
Fipps 1d20 + 4 ⇒ (20) + 4 = 24
damage 1d6 + 1 ⇒ (3) + 1 = 4
Syl 1d20 + 4 ⇒ (20) + 4 = 24
damage 1d6 + 1 ⇒ (2) + 1 = 3
Fipps confirm 1d20 + 4 ⇒ (11) + 4 = 15
Syl confirm 1d20 + 4 ⇒ (4) + 4 = 8
Scourge 1d20 + 7 ⇒ (18) + 7 = 25
damage 1d3 + 2 ⇒ (1) + 2 = 3


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

No weapon in hand, DM. So no AoO.


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

I need improved whip mastery to threaten (level 5), but I no longer provoke when using a whip :)

Penta, hoping to bring this to an end quickly, ignores Syl and Scourge. She concentrates on Plugg. Cut the head, and the snake whithers!

Masterwork Silver Scorpion whip: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Masterwork Cold Iron Scorpion whip: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Instead of grapple, make it a bull-rush ... in which Arven uses it as part of a charge, and gets the benefit of bless, as he's been hit he'll rage so that +2+1+2 on the CMB roll, which was 23, so total of 28. If possible he'll push Plugg over the side. Arven's movement is 40ft, so easy for the charge and bullrush to get Plugg to the edge and over.

If he suceeds in pushing Plugg over, he shouts.. "Your captain is as good as dead, lay down your weapons and show allegiance to your new captain."

Spoiler:

HPs: 31(37)
Rage used 1 of 11
Rage recovery reqd 2


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

"Owlbear, me old luv, help us!" Quara shouts to the towering Shoanti. "Remember who gave you healing and friendship! Please, help us! Stop Plugg and Scourge and their lackeys!"


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

As Arven rushes at Plugg, he shouts, "treacherous betrayer, turn on your captain and then your crew. No one can trust you, go play with the sharks...they are more your kind."


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

you'll probably need a diplomacy check or somethin Quara

The Exchange

The Mutiny - Round 1 continued
A'vandira hurls a ray of frost at one of the nearby enemy sailors, Fipps Chumlett. It misses him, but it does give him pause.

Arven hearing Quara's final words sees red and makes a grab for Plugg, hoping to take the braggart out of the fight and make him surrender or be thrown to the denizens of the deep. He bull rushes the first mate and shoves him back against the far railing, but not before Plugg slashes him with his cutlass. He seems good with a blade, and his cutlass though spotted with rust boasts a basket hilt adorned with a grinning skull. "Tell your men to put down their weapons or you feed the fish." the undine bellows. As a result of the bull rush you send him backwards 10 feet, another couple points and you'd have been able to shove him over the edge. He hits with an attack of opportunity for 8 points of damage.

Crimson Cogward, who you would expect to throw himself into a fight, instead hovers around the edge of the melee, watching everything.

At the snap of his allies letting loose, Batango turns abruptly and points his hand, fingers curled, at Scourge. "And how de tides turn upon you! Be gone, wretched beast!" Batango casts his magic, but Scourge just laughs. "Ha ha ha! Is that the best you can do, old man? Did I ever tell you that you remind me of my father? I never did like him. I'll enjoy gutting you." Scourge rolled a 20 for his Will.

Quara draws her longsword and shouts across to Hartshorn. "Owlbear, me old luv, help us! Remember who gave you healing and friendship! Please, help us! Stop Plugg and Scourge and their lackeys!"

Owlbear does indeed remember. After a few moments pondering, he turns towards Arven and Plugg. As he raises his club it looks like he's going to brain Arven Shark's Friend, but instead he brings it crashing down on Plugg. He shouts at the Shoanti, "Have you lost your mind, you imbecile!" but Owlbear just responds with "You mean to me. Owlbear not like you any more." Owlbear hits for 4 points damage - you had previous Diplomacy checks to win Owlbear's friendship, and he remembers Quara and Arven's kindness previously.

The fight continues. Kenya tries to hack at Fipps Chumlett, trying to clear room so she can fire her pistol. Her attack misses. You discover that one of the sailors Tilly Brackett is backing you as she draws her sword and she and Sandara harry the odious little gnome, Conchobar. Rosie Cusswell drives her prized handaxe into Badger Medlar, and another Halfling, Ratline Rattsberger, comes out on your side as he strikes Scourge. You also hear some fighting going on belowdecks.

All I can do tonight, but I'll get Atajay's action and can post up the first part of the next round.

Updated Map

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

=====

GM rolls:

A'vandira ranged touch 1d20 + 4 ⇒ (6) + 4 = 10
Plugg aoo 1d20 + 11 ⇒ (10) + 11 = 21
damage 1d6 + 6 ⇒ (2) + 6 = 8
Scourge Will 1d20 + 3 ⇒ (17) + 3 = 20
Owlbear attack 1d20 + 6 ⇒ (15) + 6 = 21
damage 1d6 + 3 ⇒ (1) + 3 = 4
Kenya attack 1d20 + 6 ⇒ (2) + 6 = 8
damage 1d6 ⇒ 4
Sandara 1d20 + 7 ⇒ (17) + 7 = 24
damage 1d6 + 1 ⇒ (3) + 1 = 4
Tilly attack 1d20 + 6 ⇒ (9) + 6 = 15
damage 1d6 + 1 ⇒ (4) + 1 = 5
Ratline attack 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d4 + 1 ⇒ (4) + 1 = 5
Rosie attack 1d20 + 8 ⇒ (11) + 8 = 19
damage 1d4 + 3 ⇒ (1) + 3 = 4
Jack 1d20 + 3 ⇒ (9) + 3 = 12
damage 1d6 + 1 ⇒ (2) + 1 = 3


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Atajay casts Ear Piercing Scream at Plugg.

Damage 1d6 ⇒ 3

Fort DC 18 for half damage and to avoid being dazed one round.


"Time to tilt the odds in our favor!" Casting a quick spell, I move across the deck to stand behind Arven, laying my hand on the Undine's back. As my fingers touch his skin, the magic flows into the barbarian, causing Arven to suddenly grow even bigger, muscles bulging even more than they already did and dwarfing Owlbear. "Alright big guy, now you can really do some butt-kicking for goodness."

Cast Enlarge Person on Arven (+2 Str bonus, -2 Dex, -1 AC)


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Will wait to see how thing are before I decide on my next action ....

Arven:

AC: 13 (rage and size)
HPs: 22(28)
Rage used 1 of 11
Rage recovery reqd 2


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta goes after Scourge

Masterwork Silver Scorpion whip: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Masterwork Cold Iron Scorpion whip: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

The Exchange

Sorry folks the Paizo site went down on Monday while I was halfway through this post, and afterwards my laptop was having issues of its own. Things still seem to be running slow today, not sure if it's to do with the computer or the website. Fortunately I'd been saving everything as I went along.

Mutiny - Round 2
Penta ignores the rest of the crew and decides to go after Master Scourge. She moves away from her fight with Syl Lonegan, and the man takes an ineffectual swipe at the warpriest as she goes. Penta lashes out with her specially treated scorpion whips at Scourge, both wrapping around the man and opening up painful gashes. Both attacks hit for a total of 13 points damage.

Atajay hurls one of his signature sonic screams at Mister Plugg. He winces at the excruciating sound only he can hear, but appears to shrug off the sonic attack. He looks around for the caster, and his eyes narrow as they settle on the sorcerer. Made his Fort save with a 19.

Black hearted rogue Fipps Chumlett swipes at Quara and slashes the tiefling with his cutlass. 4 points of damage to Quara Sher. His crony Narwhal Tate cranks back his crossbow and shoots another quarrel at Kenya Bloodblade. The fat dwarf barks out a laugh as the bolt hits her square in the chest. 6 points of damage to Kenya.

Scourge, who was just about to swat Halfling Ratline with his whip, is taken aback by Penta's attack and responds in kind. He cracks his whip and leaves a stinging welt on Penta's cheek, but his whip isn't treated in the same way that hers are doesn't bite as deeply. Syl Lonegan tries to follow up with an attack from behind, but Penta easily fends him off. 1 point nonlethal damage to Penta.

Half-elf Badger Medlar stabs your ally Rosie Cusswell in the gut, a deep wound (7 points damage to Rosie), while Conchobar Shortstone deftly tumbles out of the way of Sandara and Tilly's attacks. With a flourish, the gnome continues to sign away as he drops his crossbow and produces his cane. A hidden blade extends from the wooden shaft and he uses it to stab Tilly Bracket (3 points damage to Tilly).

Meanwhile Plugg seems to put all his energy into fending off attacks from Arven and Owlbear. The air is rent with the sound of clashing blades!

A'vandira moves up to where Arven is scrapping with Plugg and lays a hand on his back. Arcane energies flow through the conduit into the barbarian, causing him grow taller and fill the space. Enlarge person is a full-round spell, so Arven will be supersized on your turn next round.

Arven, Batango and Quara are up.

Updated Map

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

======

GM rolls:

Syl aoo 1d20 + 4 ⇒ (4) + 4 = 8
Plugg Fort 1d20 + 6 ⇒ (13) + 6 = 19
Shivikah attack 1d20 + 3 ⇒ (6) + 3 = 9
Aretta attack 1d20 + 3 ⇒ (19) + 3 = 22
1d6 + 1 ⇒ (6) + 1 = 7
Jape attack 1d20 + 3 ⇒ (9) + 3 = 12
1d6 + 1 ⇒ (3) + 1 = 4
Badger attack 1d20 + 4 ⇒ (14) + 4 = 18
1d6 + 1 ⇒ (6) + 1 = 7
Narwhal ranged 1d20 + 5 ⇒ (14) + 5 = 19
1d8 ⇒ 6
Scourge attack 1d20 + 8 ⇒ (15) + 8 = 23
damage 1d3 ⇒ 1
Fipps attack 1d20 + 4 ⇒ (13) + 4 = 17
1d6 + 1 ⇒ (3) + 1 = 4
Syl attack 1d20 + 4 ⇒ (7) + 4 = 11
Conchobar Acrobatics 1d20 + 7 ⇒ (19) + 7 = 26
Conch attack 1d20 + 2 ⇒ (17) + 2 = 19
damage 1d4 ⇒ 3


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Smiling at Owlbear, Arven lets him hear his appreciation, "Thanks Hartson, I knew you was a good sort. A friend in combat is a friend indeed."
Arven, distracted by 'Raven's touch' feeling the magic start to permeate his body, is distracted in his attack against Plugg, his cutlass almost slipping from his hand.

Cutlass attack 1d20 + 6 ⇒ (1) + 6 = 7


"If I was your father, I'd have cast you into de sea long ago...but it is never too late for discipline. I said be gone." Using the pearl of power to recall Command and cast it again, attempting to make Scourge flee. Hopefully this time actions speak louder than words! DC 16 to resist.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

I recall there were some fence-sitters - like Crimson Cogward - so...

Quara hisses with pain at her wounds -- and then raises her voice in a thunderous roar, the noise carrying through the din of battle. It is not a sentimental ballad, not a warm song of home. It is a rough roar, a chant as raw as the clash of warriors coming together -- but it carries a magic all the same.

"What worth a man if he can't stand proud?
What good a woman if she can't sing loud?
What good a warrior whose neck is bound
By a coward's filthy collar?

A pirate sails the briny deep
He robs and pillages even in his sleep
What good is it though if he can't meet
His own eyes in the mirror?

Stand - tall
When you draw your blade!
Stand - tall
Be you man or maid!
Stand - tall
And know your worth
When you walk down the thorny path!

When a ship you raid, strike true
When you sail, cut the briny blue
When you die, give what you're due
But walk your path with head held high!

When you mutiny, then draw your blade
When you party, then tip your maid
When you sing, raise your voice up LOUD
But walk your path with your head held high!

Stand - tall
When you draw your blade!
Stand - tall
Be you man or maid!
Stand - tall
And know your worth
When you walk down's the thorny path!

What good your life if you skulk and crawl
What good your life, creeping by the wall
What good your life if you don't stand proud
And sing about your choices with voice raised loud?

What good a woman who can't stand proud?
What good a man who can't sing loud?
What good the coward who connives?
What good the coward who in silence strikes?

Stand - tall
When you draw your blade!
Stand - tall
Be you man or maid!
Stand - tall
And know your worth
When you walk down the thorny path!

If a pirate be, then do it LOUD!
If a pirate be, do battle PROUD!
Bring your worth like a blade on every DAY!
By the filth your soul never let SWAY!
If a pirate be, then do it PROUD!
When you raise your voice, then sing out LOUD!

Besmara take the COWARD!
Pharasma receive the BRAVE!
If a pirate be, be not a KNAVE!
Silent conspiracies are the sins of KINGS!
WHO HERE IS A PIRATE?
WHO KISSES A DOG'S RINGS!
"

Standard action: commence inspire courage +1.
Diplomacy 1d20 + 10 ⇒ (13) + 10 = 23 to finally sway Crimson Cogward to our side -- as well as anyone else still fence-sitting.
[ooc]Perform (sing) 1d20 + 8 ⇒ (11) + 8 = 19

The Exchange

Mutiny - Round 2 continued
With A'vandira's magic coursing through his body, Arven tries to get past Plugg's defences. The magic perhaps throws off his sword arm, and the pirate deflects his blow.

Batango uses the magic of the pearl to recall to mind one of his spells. Casting it again, he targets Master Scourge, commanding him to flee. The pirate's eyes suddenly widen, and he starts to back away from the sea witch. Scourge is under effect of the spell, will move on his next turn.

Quara's song does much to rally the crew to your cause. In the final days of your voyage aboard the Man's Promise, the crew had become polarized between their allegiance to yourselves or to Plugg and Scouge. The fight so far has shown that you've swayed many to your cause who were previously on the fence, such as Tilly Brackett, Ratline Rattsberger, and young Jack Scrimshaw.

Wondrously, Quara's singing even wins around those previously opposed to you. Crimson Cogward, who you wouldn't have called an ally and was keeping neutral in the conflict, suddenly draws his cutlass. He moves up and slashes at Badger Medlar, opening up a deep cut on her back. The half-elf screams in surprise and pain. 5 points damage to Medlar. Basically, you're earlier efforts at influencing the crew won most of them over to you, while those that weren't slid down the scale to become hostile as they were in turn influenced by Plugg and Scourge. The exception was Crimson, who saw you as rivals and became hostile but due to your making a special effort with him you had brought his status up to indifferent until now. Well done!

Meanwhile the battle rages all around you. Ambrose Kroop appears from the cabin at the end of the main deck, and brains Conchobar with a frying pan. The gnome drops unceremoniously to the ground, his head staved in. 6 points damage to Conchobar and he's into minuses. Rosie Cusswell takes advantage of Cogward's entry into the fight by taking down Badger Medlar with her axe. 7 points damage to Medlar, putting her into minuses.

Ratline Rattsberger stabs Scourge as he tries to withdraw, the halfling's slim cutlass slicing up into Scourge's abdomen. It's a deep wound. Critical hit, 10 points damage. Owlbear Hartshorn clubs Plugg again. 6 points damage. Kenya Bloodblade takes a step back to draw her pistol and fires it at the crossbow-laden Tate. He howls as the shot slams into his chest. 6 points damage.

Updated Map You're carrying the day so far. Well done that most of the NPCs are allies rather than adversaries, otherwise this would have been a much more difficult fight.

Back up to the top of the round with Penta and Atajay.

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

=======

GM rolls:

Scourge Will 1d20 + 3 ⇒ (3) + 3 = 6
Cogward attack 1d20 + 7 ⇒ (10) + 7 = 17
damage 1d6 + 4 ⇒ (2) + 4 = 6
Kroop attack 1d20 + 4 ⇒ (18) + 4 = 22
damage 1d6 + 2 ⇒ (4) + 2 = 6
Rosie attack 1d20 + 10 ⇒ (14) + 10 = 24
damage 1d4 + 4 ⇒ (3) + 4 = 7
Ratline 1d20 + 5 ⇒ (19) + 5 = 24
damage 1d6 + 1 ⇒ (5) + 1 = 6
Owlbear 1d20 + 6 ⇒ (19) + 6 = 25
damage 1d6 + 4 ⇒ (2) + 4 = 6
Tilly attack 1d20 + 4 ⇒ (1) + 4 = 5
damage 1d6 + 2 ⇒ (3) + 2 = 5
Kenya attack 1d20 + 6 ⇒ (12) + 6 = 18
damage 1d8 + 1 ⇒ (5) + 1 = 6
Ratline crit confirm 1d20 + 5 ⇒ (13) + 5 = 18
damage 1d6 + 1 ⇒ (3) + 1 = 4


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Atajay moves to the right five feet and heads due north until her is ten feet from the side of the boat and screams at Plugg. "Throw down your weapons, Plugg. Those gods dammed sharks need to be fed. You'll keep them full for a day or two, I bet!"

Intimidate to Demorialize 1d20 + 9 ⇒ (17) + 9 = 26


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Calling upon the blessings of Calistra, Penta heals herself.

Fervor Swift Cast CLW

CLW: 1d8 + 3 ⇒ (1) + 3 = 4

Penta, seeing no reason to kill Scourge outright. Decides instead to be merciful.

Full attack switching to subdual damage

Whip Mastery (Combat):

Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.

Prerequisite: Weapon Focus (whip), base attack bonus +2.

Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.

Masterwork Silver Scorpion whip: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Masterwork Cold Iron Scorpion whip: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

The Exchange

Post to follow, hopefully should be up tomorrow. I was hoping to get another post up this weekend, but got caught up in the festivities. BTW happy holidays to everyone!


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

I'd just like to say that it's great to be the Bard in a game where Diplomacy is so important -- at least at this early stage of the game! ;) Really makes me feel useful, both in and out of combat situations. ^^


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

if you really want to be usefull... we could use some theme music that can play while our team walks towards the camera and away from a big explosion.

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