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 |

Fortitude 1d20 + 2 ⇒ (17) + 2 = 19

The respite from dangling from his peg leg, forty feet above the ground did wonders for the sorcerer. Even the brutal heat didn't seem to bother him. "It's been worse. Trust me," he says, when asked about his strange sense of calm down in the dark, hot place.

He takes the chance to better introduce himself to the others as they descend to the bilges. "I haven't meant to be rude, but this ship work is taking a major toll on me. I've been passing right out at light's out. But I do still appreciate you all helping me out the other day with those thugs."


After the wildly unsuccessful meal, Batango curses himself for allowing his focus to be shaken, but ultimately decides that a bit of celebration for being reunited with Tabook was justifiable. He doesn't much bother apologizing to the rest of the crew, but returns the foul glares from any of them with his own, his own eye twitching as he hopes perhaps word of his being a witch has gotten around enough to keep people from getting too belligerent. He does offer an apology to Fishguts, who has generally been an all right sort, even if such an opinion only formed due to the proximity and frequency of Batango's interactions with him.

The next day, Batango does not complain about being sent to the bilges. No sense in making everyone irksome and then complaining about the next job. He lingers in the back of the assembled group, listening as they discuss the task at hand. He squints at the heat from the bilges, and looking at the water he cannot help but let out a stifled chuckle. "Go from making de soup to being int it...out of de galley and into de cookpot, aha" he mutters to Tabook.

Fortitude: 1d20 + 2 ⇒ (6) + 2 = 8

I kept my waterskin as my one item.


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 goes by his bunk, to retrieve his cutlass which he leaves swinging from his belt. He smiles and laughs, "Bilges, no worry, just a place where the dirty water gathers. that and the dark." His body sweats as he gets further down into the bilges, so hot it seems to sap his strength and make him feel a little dizzy and sick. as he descends the ladder to the water below, his cutlass is held securely between his teeth. He gives a gutteral laugh from his belly.

Perception 1d20 + 6 ⇒ (15) + 6 = 21 to see what bit the lad
Survival 1d20 + 8 ⇒ (12) + 8 = 20 Raven, Quara, Kenya, Atajay and Batango get +4 to save. (that is the default order for bonuses when appropriate from Arven survival rolls.)
Fort Save 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 12 from survival
Perception 1d20 + 6 ⇒ (9) + 6 = 15 once in the bilges.

Arven kept his compass and his cutlass has been returned to him already by Sandara Quinn.

The Exchange

Rats!

Arven:
You saw that it was a large rat that big Scrimshaw's arm.

One by one each of you drop down into the bilges, looking for the beast. It doesn't take you long. Thigh-deep in the water, you quickly see that the water is roiling with squirming figures. In one corner you see a pointed snout, in another a scaly tail, there a halfling-sized furry body - dire rats! You count eight of them; like yourselves they seem affected by the heat, making them frantic and aggressive. They swim towards you, menacing.

Arven and Batango, you both take 3 points of nonlethal heat damage.

I've attached a map below, along with initiative. The rats are small enough that they are swimming in the water and so get concealment - along with attack rolls, please also make percentile rolls. On a result of 20% or lower, your attack misses due to the effects of the water.

Initiative
25 - A'vandira
20 - Batango
16 - Quara
15 - rats
8 - Atajay
7 - Arven
4 - Kenya

Map of the bilges

--------

DM rolls:

1d100 ⇒ 56
init 1d20 + 3 ⇒ (12) + 3 = 15
Arven init 1d20 + 2 ⇒ (5) + 2 = 7
Atajay init 1d20 + 2 ⇒ (6) + 2 = 8
A'vandira init 1d20 + 8 ⇒ (17) + 8 = 25
Batango init 1d20 + 1 ⇒ (19) + 1 = 20
Kenya init 1d20 + 3 ⇒ (1) + 3 = 4
Quara init 1d20 + 1 ⇒ (15) + 1 = 16
Kenya Fort 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20
A'vandira Fort 1d20 + 1 + 4 ⇒ (11) + 1 + 4 = 16
1d4 ⇒ 3


Are these regular rats? That is, tiny size and thus incapable of attacks of opportunity?


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 |

Raven hasn't posted since March 20. Not sureif they are still with us or not.


Not to worry, Atajay. I'm still here, but real life is a bit hectic at the moment. Intended to post yesterday, but work got in the way. Trying to prepare a post right now. And btw, CH, the crew does not hear Raven talk to Shadow. Seeing how Shadow is my familiar and embedded in my skin, I am thinking conversation is like telepathy. Hence my use of italics. Speech I do in regular bold script.


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 |

Fyi, I'll be out today. When my turns comes up, I'll start a sleep spell.


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)

"Well, that's nasty," Quara says, her upper lip curling with distaste, and she takes a step back.

The next moment, the tiefling launches into a heroic ballad, and the rest of the group feels a sudden and inexplicable surge of confidence and power running through them.

Bardic performance: inspire courage +1! That's a +1 to attack and damage rolls, as well as rolls to save vs. charm and fear effects. She takes a 5-ft. step back from the rodents.


"Okay. So they want us to take care of whatever it is that is down there. How about getting the gear we're most likely to need? I don't know what you guys intend to do, but I for one would like to get my crossbow back. Don't much care for fighting up close. I find it tends to mess up my looks. Not to mention my nails breaking. The sardonic smile on my face as I hold out my hands to show my nails shows my words to be more mockery than anything else. "I'll swing by Grok to see if I can get my stuff back."

When I get to the quartermaster, I address Grok: "Hi there. We've just been ordered to take care of something hiding in the bilges. Something that just took a bite out of Jack Scrimshaw. I would very much like to have my gear before going face to face with whatever is down there. Can you help me out?
Once the half-orc returns my crossbow to me, I wink at the big guy "I'll be back for the rest later. Maybe we could play a couple games of dice and share a cup of grog."

Entering the bilges with the others, I am assaulted by the smell and the heat. "Oh crap. I'm a child of the North. What, in the name of the Winter Witches, am I doing here? It stinks. And it is way too hot for a normal person. Let's get this done quickly and be out of this hellhole as soon as we can!"
Drawing the string of my crossbow back, I look around for signs of danger, but already the heat is forcing the sweat out of my pores and pouring down my face and into my eyes, forcing me to blink and ruining my eyesight, until the dire rats are almost upon us."Dang! Can't see a thing in this dark, and that sweat in my eyes doesn't help anything either. I need to get out of here real soon."

As the dire rats approach, I raise my crossbow and fire a bolt at the one closest to me.

Diplomacy check to sweet-talk Grok: 1d20 + 3 ⇒ (14) + 3 = 17
Fortitude save: 1d20 + 5 ⇒ (4) + 5 = 9
Perception check: 1d20 + 3 ⇒ (4) + 3 = 7
Non-lethal damage from heat: 1d4 ⇒ 2
Attack, Crossbow: 1d20 + 2 ⇒ (16) + 2 = 18
[ooc]Damage, Crossbow: 1d8 ⇒ 4

Current status: AC 12, touch 12, flat-footed 10
Current HP 5/7

Only item I have on me is my father's signet ring


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;

Waiting for the rats to bite me first .... damn initiative... :)


Batango watches as the rats swarm through the water, narrowing his eyes. He stares at the closest one to him, transfixing his malevolent gaze on the rodent. "Feel de curse of the sea," he mutters.

Using evil eye on the rat directly in front of me. It takes a -2 penalty on attack rolls for 7 rounds, or only 1 round with a DC 15 will save. Also, it just occurred to me, I suppose I do not have my spell components pouch? I will have to visit the quartermaster, I think.

The Exchange

Before going in the bilges:

Along the way to the bilges, you make a quick stop at the quartermaster's store. Grok greets Quara heartily, while A'vandira attempts to barter for her gear. The half-orc woman ducks her head to see if any other crew are nearby, then turns to a chest, pulling out A'vandira's crossbow and bolts. "Here we are," she says. "We can work out the rest later." The half-orc winks back conspiratorially. "I'll take a tankard of grog anytime. Or something stronger, if you have it." She also returns Batango's spell component pouch. Actually, you probably could have kept your component pouch on your, most pirates wouldn't have understood its importance and they weren't too thorough when they were checking you over, which is why you were each able to keep an item on you. Anything else while you're here?

Round 1
The dire rats lunge at you from out of the water, baring their sharp incisors. Reacting quicker than thought, A'vandira raises her crossbow and fires at the closest rat, even as three of the rodents leap at her. She shoots the rat directly in front of her, but not before it manages to bite her shoulder. A'vandira, don't deduct any heat damage yet. I made a roll on your behalf earlier, plus Arven was able to provide you a bonus, so you haven't suffered any damage from the heat. However, you have received 1 point of damage from the rat's attack of opportunity. You should also make a Fortitude save against DC 11 to avoid contracting filth fever.

Batango fixes his gaze on the rat in front of him. The rat begins to cringe and writhe in fear. The rat has been successfully affected by your gaze, for 7 rounds.

Quara backs away a step from the rodents, diving into a heroic ballad that, when you hear it, fills you with confidence and boldness. Everyone receives a +1 to attack and damage rolls, as well as rolls to save vs. charm and fear effects, while Quara continues her song.

Despite your powers and attacks, the rats swarm all over you, squeaking and screeching. Kenya takes bites from two rats, while Atajay tries to fend off another. The rat that bit A'vandira, seeming more savage than the others lunges again. This time it latches on to her arm and shreds it with its teeth. One rat tentatively leaps at Batango but he is easily able to splash out of the way, while another two try to grab Arven. One of the manages to bite through the boot of his good leg. Another rat tries to attack Quara, but misses. Right, Kenya you receive 3 bites of damage from the two bite attacks, and please can you make two Fortitude saves. A'vandira, the rat biting you very nearly scored a critical hit, but still bit you for 3 points of damage, please can you make another Fortitude save. Arven, 1 point of damage and a Fortitude from you as well please. DC to beat is 11.

With a wave of his hand Atajay summons a spell that sends a number of the rats to sleep. One of them attempts to leap at the sorcerer, but doesn't quite reach him and falls asleep at his feet, slipping under the water. Atajay I centered your spell in the middle of the rat swarm, where it looked like it wouldn't affect any PCs. It affected 4 rats, 1 of which made its saving throw to negate the spell. The rest are at risk of drowning while they are asleep, one made its save to avoid drowning, the other two are now at 0 hit points, next round at -1 unless they wake up, the next round they die. The spell area is marked in blue. Hopefully the map will make sense.

Arven, your turn!

Updated Map

------

DM rolls:

rat 2 aoo 1d20 + 1 ⇒ (8) + 1 = 9
rat 4 aoo 1d20 + 1 ⇒ (13) + 1 = 14
damage 1d4 ⇒ 1
rat 6 aoo 1d20 + 1 ⇒ (3) + 1 = 4
rat 5 Will 1d20 + 1 ⇒ (4) + 1 = 5
rat 1 attack 1d20 + 1 ⇒ (19) + 1 = 20
damage 1d4 ⇒ 2
rat 2 attack 1d20 + 1 ⇒ (17) + 1 = 18
damage 1d4 ⇒ 1
rat 3 attack 1d20 + 1 ⇒ (3) + 1 = 4
rat 4 attack 1d20 + 1 ⇒ (20) + 1 = 21
damage 1d4 ⇒ 3
rat 5 attack 1d20 - 1 ⇒ (1) - 1 = 0
rat 6 attack 1d20 + 1 ⇒ (11) + 1 = 12
rat 7 attack 1d20 + 1 ⇒ (14) + 1 = 15
damage 1d4 ⇒ 1
rat 8 attack 1d20 + 1 ⇒ (6) + 1 = 7
rat 4 confirm crit 1d20 + 1 ⇒ (10) + 1 = 11
rat 3 Will 1d20 + 1 ⇒ (20) + 1 = 21
rat 4 Will 1d20 + 1 ⇒ (13) + 1 = 14
rat 5 Will 1d20 + 1 ⇒ (7) + 1 = 8
rat 6 Will 1d20 + 1 ⇒ (10) + 1 = 11
rat 3 aoo 1d20 + 1 ⇒ (6) + 1 = 7
rat 4 con 1d20 + 1 ⇒ (3) + 1 = 4
rat 5 con 1d20 + 1 ⇒ (5) + 1 = 6
rat 6 con 1d20 + 1 ⇒ (16) + 1 = 17


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 |

Perfect spell placement, DM.


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;

Surprised by the attack, Arven's body seems unable to fight back against the sickness from the rat's wound. He roars, "Damn vermin die you dirty b*****ds." He brings his cutlass down with force on the rat which drips his blood from its over large incisors.

Fort Save 1d20 + 6 ⇒ (2) + 6 = 8
Cutlass Attack 1d20 + 4 + 2 + 1 ⇒ (11) + 4 + 2 + 1 = 18 Rage(1/7), courage
Cutlass Damage 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9 Rage
AC 10 while raging ...HPs max 18.


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)

"Raise spell and steel and let them fly," Quara sings,
"For 'tis I who shall make the sleepers die!"

The tiefling brings her longsword down and decapitates the sleeping rat in front of her.

Quara continues the Inspire courage +1 and coup de graces the sleeping rat closest to her, while advising the rest of you to keep fighting the waking ones.

The Exchange

Round 1 continued
Arven flings off his attacker, feeling a burning sensation where the rat bit him. With a roar, he launches himself at the rodent, and it seems as if with that roar the undine has become as ferocious as the rats themselves. With a mighty swing of his cutlass, he neatly slices the rat in two. 9 points of damage to the rat.

Kenya works at keeping the rats nearest her at bay, slashing out with her dagger. The rats keep dodging and diving in the shallow water, making it difficult to stab them. Wandslinger, are you out there? Hadn't heard from you for a while, so NPC'd Kenya this round. If you're waiting in the wings, just let us know.

Round 2! Back up to A'vandira and Batango.

Initiative
25 - A'vandira
20 - Batango
16 - Quara
15 - rats
8 - Atajay
7 - Arven
4 - Kenya

------

DM rolls:

Arven miss chance 1d100 ⇒ 34
Kenya attack 1d20 + 1 ⇒ (9) + 1 = 10


Batango watches the scene unfold, seemingly paying more attention to his crewmates than the rodents, seemingly recognizing and gauging their capabilities. He kicks at the rat that tries to nibble on him, sneering, but makes no move to truly strike back. He keeps his eyes on the battle while muttering quiet intonations to his patron, ready to subject another foe to ill fortune.

Ready an action to use evil eye on the next rat that attacks an ally (excluding myself), giving it a -2 penalty on its attack roll for 7 rounds, or 1 with a DC 15 will save. My spell selection is much more catered to humanoid enemies :P


A look of revulsion on my face, I step back from the attacking dire rat, cursing loudly when I see the wound on my arm where it bit me. Then it attacks again and this time it really savages my arm. Letting out a cry of pain, I try to swipe it away, as my body starts to fight against the infection from the rat's filthy bite.

Through the pain, I manage to focus on the power of my blood, intoning a quick spell to freeze the aggressive vermin. A pale ray leaps from my outstretched finger towards the rat, the air crackling from the sudden cold.

Fort save: 1d20 + 1 ⇒ (3) + 1 = 4
Fort save: 1d20 + 1 ⇒ (15) + 1 = 16
Concentration check: 1d20 + 4 ⇒ (13) + 4 = 17
Touch Attack, Ray of Frost: 1d20 + 2 ⇒ (8) + 2 = 10
Damage, Ray of Frost: 1d3 ⇒ 2
Status: AC 12, touch 12, flat-footed 10
Current HP 3/7

The Exchange

Round 2
A'vandira reels from the pain of the rat's savage bites, attempting to focus her mind. She sends a ray of frosty cold at the closest rat, but it is small enough that it dodges the frigid blast. Ray doesn't hit, unfortunately.

Batango seems to lose himself, watching the scene unfold around him. You hear him muttering quiet intonations under his breath.

Meanwhile, still singing away, Quara brings her longsword down and skewers the sleeping rat floating next to her, killing it. Nearby, the other two rats affected by Atajay's sleeping spell sink under the water, drowning. Four rats down in total, leaving four left in the bilges.

The rats are frantic now, swimming everywhere trying to get away from your attacks. Where they come in contact with you, they bite. One rat bites Atajay on the leg as it tries to get past, looking for a way out of the bilge. 2 points of damage to Atajay, and please can you also make a Fortitude save against DC 11 to avoid contracting filth fever. The other rats swarm over A'vandira, Kenya, and Arven, but don't manage to do any harm.

Updated Map - skulls = dead rats

Initiative
25 - A'vandira
20 - Batango
16 - Quara
15 - rats
8 - Atajay
7 - Arven
4 - Kenya

------

DM rolls:

rat 1 attack 1d20 + 1 ⇒ (17) + 1 = 18
damage 1d4 ⇒ 2
rat 2 attack 1d20 + 1 ⇒ (7) + 1 = 8
rat 4 attack 1d20 + 1 ⇒ (2) + 1 = 3
rat 8 attack 1d20 + 1 ⇒ (6) + 1 = 7


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 5', feeling more comfortable being back to back with Batango. He opens his mouth and nothing comes out, except to the rat that was threatening him. That rat hears an overpowering scream that makes it hard for that creature to focus.

Cast Ear Piercing Scream for 1d6 ⇒ 6 damage. DC 16 Fort save for half damage and to avoid being dazed for one round.

Fort save 1d20 + 2 ⇒ (3) + 2 = 5

HP 8/10


CH, not sure if a touch attack of AC 11 would hit. Forgot to factor in the +1 from Quara's song. Should 11 be enough to hit, not sure if the +1 on damage would work for magic as well.


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;

Hearing the 'Raven' cry out in pain, Arven's rage is directed at the rat that bit her, he wades through the bilge water bringing his cutlass down on the rat. He shouts, "Vile creature will die for attacking my friend."

Any AoOs do not stop the barbarian's movement to defend Raven.
Cutlass Attack 1d20 + 4 + 2 + 1 ⇒ (18) + 4 + 2 + 1 = 25 Rage(2/7), courage
Cutlass Damage 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5 Rage
Cutlass crit confirm 1d20 + 4 + 2 + 1 ⇒ (18) + 4 + 2 + 1 = 25 Rage, courage
Cutlass crit damage 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7 Rage
AC 10 while raging ...HPs max 18.


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 continues to sing, and calmly takes a step closer to A'vandira, her longsword sweeping for the other rat threatening her.

Longsword attack: 1d20 + 2 ⇒ (13) + 2 = 15 for damage 1d6 + 2 ⇒ (4) + 2 = 6. Continuing Inspire Courage +1.


Female Human Gunslinger 1

Kenya does her best to maneuver in the muck, and strikes forth with her dagger. She fervently wishes that she had her boarding axe, or her pistol.

Dagger:1d20 + 5 ⇒ (12) + 5 = 17
Damage:1d20 + 1 ⇒ (10) + 1 = 11

EDIT: She is attacking the one north of her.

The Exchange

Apologies everyone for keeping you waiting. Let's get back to the rats!

A'vandiria: the rats are smaller than you and dextrous, so it still avoids your ranged touch attack. However, I believe Quara's inspire courage would apply to the attack roll.

Round 2 continued
With Batango covering his back, Atajay unleashes a wave of sonic power, directed at the rat attacking him. The rat twitches soundlessly in pain, then sinks beneath the water. 6 points of damage to the rat, it is now dying.

Arven rushes foward to help A'vandira, splashing past other raps that try to snap at him as he passes but unable to touch the quick moving undine. With a tremendous sweep of his cutlass he hews the rat in two! A slick of blood covers the water where the rat was. Wow, great crit, 12 points of damage to the rat.

With only one rat near her, Kenya lashes out with her dagger, skewering the beast. The rat paddles away out of reach, but not far before it starts swimming back towards her for another bite. Kenya, I rerolled damage for your dagger, since I don't think a dagger uses a d20. 2 points of damage to the rat, there's not many left now.

Updated Map

Initiative
25 - A'vandira
20 - Batango
16 - Quara
15 - rats
8 - Atajay
7 - Arven
4 - Kenya

------

DM rolls:

rat 1 Fort 1d20 + 3 ⇒ (12) + 3 = 15
rat 8 aoo 1d20 + 1 ⇒ (6) + 1 = 7
Kenya damage 1d4 ⇒ 2


Female Human Gunslinger 1

Oops. Yeah, my bad. I must have been thinking of something else while I was posting that.


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 decides to not waste another spell, seeing the others have the situation well in hand. "Finish those other two off, and we can get out of here."

While down here, Atajay casts Detect Magic, hoping some trinket might have been lost over the years.


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)

What about the rat I attacked?


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 scans the water for any movement from a rat, before rushing at the nearest creature to dispatch it to the get rat in the sky. His cutlass swings down at the furry teeth filled head, in a deadly sweep. As the creature expires, so does the big man's rage as he slumps into the dirty bilge water.

Cutlass Attack 1d20 + 4 + 2 + 1 ⇒ (11) + 4 + 2 + 1 = 18 Rage(3/7), courage
Cutlass Damage 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10 Rage

Took the liberty to presume that all rats have expired and he killed the one he attacked, if not his rage continues.

The Exchange

Don't worry, Quara, had just posted the actions taking us up to the end of Round 1, to give A'vandira and Batango a chance to post. Thanks for posting up your next actions, if they haven't posted by tomorrow I'll update with next round's actions in any case.

No worries, Wandslinger, easily done.


Batango surveys the graveyard of rats and notices that the rest of his crewmates are much more apt at dispatching them than he. Looking to help them finish off the last few a bit more easily, he concentrates his malign gaze on yet another rat, looking to lower its defenses.

Evil eye on the closest rat for a -2 penalty to AC for 7 rounds, DC 15 will save reduces it to 1 round.


Through the pain of the wound and the haze of battle I notice Arven coming to my aid and somehow I have this gnawing feeling that I might have misjudged the man. Shadow's voice in my mind at least seems to agree with that thought. Despite feeling more than a little worse for wear, I rush forward to catch the big Undine as he slumps down after the last rat is dispatched. "Arven, are you alright? Are you hurt? Despite my own wounds and my misgivings about him, I feel obliged to help the man who jumped to my defense without regard for his own safety.

Current HP: 3/7

The Exchange

Round 3
A'vandira moves up closer to Arven, checking that he is alright and thanking him for helping with the rats. At the other end of the bilges, Batango turns his eye on the next closest rat. It seems to sense the witch's focus, twitching and spasming as it swims about trying to avoid Quara's blows. Finally, the tiefling bard manages to skewer it with her longsword. 6 points of damage to the now dying rat.

The other rat half-heartedly tries to gnaw on Kenya's boot, until she kicks it away.

Atajay, seeing that the situation is nearly resolved, turns his attention to other matters. He casts a spell, scanning the bilges for magic. He takes in the discarded crates, boxes, and the water below, but doesn't immediately see anything magical, though that's not to say there isn't anything else to be found - this grimy pit seems to be a dumping ground for all sorts.

Arven charges over and attacks the lone remaining rat, gnawing at Kenya. With one deadly sweep he ends the rat's life. You have cleared the menace in the bilges!

Well done! I'll need to know your next actions before I post the outcome of your rat hunt. Also, after today to keep things fresh I think I'm going to skip a few days of game time - I think you've had an opportunity to experience the drudgery and danger of life aboard the Wormwood. It will also give your characters a chance to heal hit points as well. So, if you could also give me a general idea of anything you think your characters might be doing in the off-time, I'll work that in to the next post. If you feel any skill checks might be appropriate, go ahead and roll them, that will help save time too.

------

DM rolls:

rat 2 attack 1d20 + 1 ⇒ (14) + 1 = 15
damage 1d4 ⇒ 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 will look in the goop for a couple rounds before heading out. Over the next couple days, Atajay will try to do a decent job in the rigging. If he is able to get one of the others to introduce him to Grok, he will try to get his possessions back, and have enough cash to do a little gambling with the others in some of the games of chance on board. Also, he will attempt to talk some to the red haired cleric that healed him way back on the first day. She seemed nice.

Diplomacy 1d20 + 4 ⇒ (1) + 4 = 5
Gambling check 1d20 ⇒ 16
Day job check 1d20 + 5 ⇒ (14) + 5 = 19


Looking at my ravaged arm, my complexion turns a little paler: "Some healing would be welcome. And I think something to cure a possible infection as well. The way that bastard rat savaged my arm, I wouldn't be surprised if I caught some sort of disease." In my mind I hear Shadow, grumbling about not having been allowed to fight alongside me, but I feel too weak to argue with my familiar.

Once my wounds are taken care of, I make my way back towards the upper deck, this time less concerned with keeping my distance from Arven. "I think it's time to go look up Grok again. I could use a drink. And I just know Grok will be most happy to join in." - "Just watch it, okay? I'm not looking forward to feeling hammered again all day, just because you had to go get plastered." - "Oh, shut up, Shadow! That was ages ago. And how could I have known that you would be affected too, while in tattoo form? It's not as if things like that are common knowledge. Most people wouldn't even begin to guess you are so much more than a mere tattoo." - "Alright, alright. I give up. Just try not to overdo it, okay?" - "Got it, Shadow."

A'vi will spend time with Grok to get the half-orc to release the rest of her gear. She'll also spend time with Batango, talking about familiars and comparing witchcraft to sorcery. Over a couple games of dice, she'll try to be more friendly and welcoming towards Arven, thanking him for coming to her aid, but also making it clear that she'll not be considering anything more than friendship between them. (At least for now / until Arven does something to really impress the hell out of her). And of course she'll be doing her chores as assigned, working diligently to avoid unwelcome attention from the ship's officers.

The Exchange

With the threat over, you spend a few more minutes to search the bilges before you head back up to report to Master Scourge. You are wary of the briny water and of the cobwebs hanging from the ceiling - those spiders look pretty big, though on this occasion none seem to harm you. Your diligent searches prove fruitful; though Atajay doesn't locate any magic or magic items, you do find a suit of leather armor, packed amongst the straw, along with 3 heavy maces, and 12 silver pieces. You also find sunken amidst the waters a buckler, a finely wrought handaxe, a vial of holy water, and a tanglefoot bag.

When you return above decks, Scourge seems a bit disappointed to see you victorious, but he thanks you for catching all the rats. You have all had a short reprieve from your daily tasks, but now it's time to get back to work.

Sorry folks, ran out of time to finish this post properly. Will be back tomorrow with all your actions. And in instead of jumping ahead several days, this time I think we'll just jump ahead only the one day, and perhaps make a larger leap after.

------

DM rolls:

Arven percept 1d20 + 5 ⇒ (19) + 5 = 24
Atajay percep 1d20 ⇒ 20
A'vi percept 1d20 + 1 ⇒ (15) + 1 = 16
Batango percept 1d20 + 3 ⇒ (1) + 3 = 4
Kenya percept 1d20 + 6 ⇒ (14) + 6 = 20
Quara percept 1d20 - 1 ⇒ (3) - 1 = 2
1d3 ⇒ 2


After the last of the rats have fallen, Batango purposefully strides to all of his crewmates who were injured in the battle and plants a hand on their heads, murmuring some oddity about the sea in a mix of common and seemingly nonsense, subjecting them each to a hex of healing. "You all seem to fight with some fervor, I am seeing. We were all brought aboard dis ship against our will, but it is my seeing dat it might be prudent to keep eyes on each others' backs, no?"

I figure there is no sense in rolling for the healing hex. I can affect each person with it 1/day, and if we are going to be healing up naturally, figure it won't matter anyways.

After the bilges, Batango will check in with old Fishguts and see if he is in need of any cooking assistance. He will also practice cooking some with any spare ingredients lying around - for if this is to be his lot for now, he wishes to learn, if not master the task. He will engage with any conversations that Raven begins about magic and familiars, a bit more amiable now that he has been reunited with Tabook. In fact, getting his otter back has seemingly made Batango forget about his other possessions, and he does not visit the quartermaster.

The Exchange

Day 5
You are beginning to find a kind of routine for your life on board the Wormwood. Up with the sun, fall in for muster, a task for the day under the strong tropical sun, meal and rest time afterwards, putting up with remarks and hassle from Mister Plugg and his hangers-on.

Today you find you are each assigned different tasks. Atajay is again up in the crow's nest providing a lookout, Arven is helping repair the lines, and A'vandira is swabbing the decks. Kenya is sent about below decks rat catching (not the giant variety), while Quara is back to running messages between officers. Batango lands the cushiest job, as he finds some free time in the kitchen with Fishguts Kroop. With the evening stew simmering away, Kroop puts his feet up and regales Batango with stories of his life at sea and his life before becoming a sailor, when he was an up-and-coming chef. He is free with the rum as well, and Batango receives his share of extra rations. Kroop seems in a good mood, and is deep enough in his cups that by late afternoon he falls asleep, snoring loudly. No need to roll for success for your chores today. If you all want to take any ship actions, let me know. Batango, you get a lucky break, with Kroop asleep you can take an extra daytime action if you like.

In fact, while you are looking around the galley, becoming better acquainted with your new post, you discover a finely wrought ( masterwork )knife with a handle of inlaid pearl, that looks like it has been used as a butcher's knife. The galley is full of discarded utensils, equipment, foodstuffs, hens, and is generally just a mess - who knows what other treasures might be found here?

In the evening, as everyone is beginning to disperse after your supper, you notice Mister Plugg and a couple of his cronies leading Owlbear Hartshorn up onto the main deck. Owlbear is a huge, simpleminded, hulking brute of perhaps Shoanti blood, who usually stands guard near the officers quarters on the middle deck. Some of you may have seen him while you were prowling about scouting the ship. The man starts limbering up while Mister Plugg stirs up the crowd. The captain seems nowhere in sight.

"Step right up! Anyone for a bit of sport? Anyone dare to take on the mighty Owlbear? How about one of you?" Plugg indicates the group of you. "Here, I'll make a wager, just to make it interesting." The pirate tosses down a fat pouch, some of which spill out onto the deck. There must be a hundred pieces of gold there! Owlbear stands there without expression, cracking knuckles, cracking his neck. You notice that he sees really grubby, like he's been painted in tar, and is covered in seagull feathers. The big guy doesn't really seem to take any notice. The deck starts to fill up again, as the rest of the crew gather to watch.

Right, decide amongst yourselves, who would like to take on Owlbear Hartshorn in a wrestling match? Wrestling or bare-knuckle fists only, no weapons, no magic, last one conscious wins. Winner takes the 100 gold, but nothing stopping anyone else from making wagers on the side. Perhaps Arven, or Kenya? Whoever decides to go for it, please if you could roll initiative.

Healing: Batango is right; between him and Sandara Quinn's healing magic, and natural healing, consider each of yourselves fully healed. Still might want to get those rat bites checked out though...

Bugbear Hartshorn

------

GM rolls:

Batango 1d6 ⇒ 5
Atajay 1d6 ⇒ 5
Arven 1d6 ⇒ 6
A'vandira 1d6 ⇒ 3
Kenya 1d6 ⇒ 2
Quara 1d6 ⇒ 5
Batango percept 1d20 + 3 ⇒ (13) + 3 = 16


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 |

Lol, Atajay is going to sit this one out. Punching things isn't his strong suit!


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 does her best to work hard during the day, passing messages with alacrity and clarity. If a small space of time opens up, she spends it keeping up her good rapport with Rosie Cusswell, and in an attempt to improve her relationship with the Gnome she annoyed before.
Diplomacy to improve his attitude: 1d20 + 10 ⇒ (8) + 10 = 18.

She passes Rosie her shares of rum and sings during the evenings, trying her best to keep the crew entertained.
Perform (sing) 1d20 + 8 ⇒ (5) + 8 = 13 and 1d20 + 8 ⇒ (7) + 8 = 15.

She spends some of her free time with the formidable Quartermaster, and trades her some songs for her sling and bullets - and her fortune teller's deck.
I remember the Quartermaster is a superstitious soul, so she might actually like to give me those cards so I could read her fortune? ;) In any case, for her 'payment': Perform (sing) 1d20 + 8 ⇒ (3) + 8 = 11 and 1d20 + 8 ⇒ (10) + 8 = 18, aided by Diplomacy 1d20 + 10 ⇒ (4) + 10 = 14 and 1d20 + 10 ⇒ (6) + 10 = 16.

When Mr. Plugg sets up his challenge, Quara raises an eyebrow in surprise, and crosses her arms to indicate she won't be having any of this action. "Calistria take me for a doxy if I will," she says, eyeing Owlbear Hartshorn up and down. "I'd break all my nails with the first punch!"
Bardic Knowledge check for anything useful on Hartshorn vis-à-vis fighting him: 1d20 + 2 ⇒ (9) + 2 = 11.
If a member of the group steps up to take the challenge - Quara gives them a quick hug. "You brave soul, you," she purrs - and surreptitiously slips them her brass knuckles. "I'll be singing for your victory, chummy."

I'll want the knuckles back afterwards, of course. ;)


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;

Wrote this little bit before our GM's last post ... will respond to that in my next post.

After recovering his energy from the fight in the bilge, the large man shakes the dirty stagnant water from his body, "This water is wrong, it has lost its natural life. I always live in hope that the bilges would be living." Slightly sad at this, he collects the bodies of any rats that he can, carrying them out over his shoulder, rat tails tied together. Once on deck, he throws them overboard, "They'll no poison the waters below." he tells Batango.

Arven plays dice and games with the crew in his time off, he will attempt to get his gear back from either his winnings in gaming or through convincing Raven or asking Sandra Quinn if she can retrieve them. If all else fails, he attempt to sneak into the quartermasters' stores when Grog is away or asleep.

Otherwise he tries to setle into the boring routine of the boat, he'll try and help his fellow crew mwmbers with their tasks as he can.

Arven failed his filth fever check, not sure what you want me to do.


Daytime Actions

Spending the day in the galley, Batango takes his time to make sure the evening meal will make up for the previous night's. As the stew simmers, he tastes it and adds this-and-that, starting to pick up a knack for flavor. While Kroop shares his stories, Batango listens and interjects, having enough guile to slip a compliment here and a flattery there, peppered with observations and calculations when necessary. After old Fishguts falls into one of his rum comas, Batango stumbles upon the knife, which both reminds him of his own dagger that was taken from him, and also if Kroop would notice if this one would go missing. Ponderous, he begins to search through the rest of the stockpiled mess in the galley.

Influence Kroop (Diplomacy) 1d20 + 1 ⇒ (1) + 1 = 2 :(
Search the Galley (Perception) 1d20 + 3 ⇒ (12) + 3 = 15

After dinner, no one seems to complain about the meal, which is good enough for Batango. When Owlbear opens up a boxing challenge, Batango does not respond, but slips away to the outside edge of the remaining crew and watches the scene unfold. If one of his companions rises to the challenge, Batango shows that he meant what he said in the bilges about watching their backs, and also sees the bout as a good opportunity to start manipulating things on the ship to his favor. As the bout begins, Batango surreptitiously peeks through the crowd and casts an evil eye on Owlbear, intending to lower his defenses -2 to AC for 7 rounds, or 1 with a DC 15 will save. If none of the PCs challenge him, Batango does not evil eye.


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 in a moment of quietness as the challenge is being made, Arven turns to Raven, "If only I had me special drink, would have been just the thing for a bit of protection, I seem to find things don't hurt so much you know. But if things gotta be, then there's a purse at the end of it." Arven clicks his knuckles in readiness for acceptance of the challenge as he eyes his opponent. "This is for you my beauty." he winks, "Though beauty is not what I'll be on my return." he laughs.

Throwing back his head, Arven steps out, "A prize you say, then let's be seeing the purse. No point in ruining these good looks for nothing." he shouts out laughing.

Initiative 1d20 + 2 ⇒ (20) + 2 = 22

Arven is always available for Mage Armor to be cast on him.


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)

Don't forget the Brass Knuckles Quara slipped you.


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;
Quara Sher wrote:
Don't forget the Brass Knuckles Quara slipped you.

Certainly not Quara, they may come in handy ... ;-)

The Exchange

Round 1

Initiative
22 - Arven
13 - Owlbear

The crew move back to give more room as Arven steps forward, answering the challenge. At Arven's remark about the prize money, Mister Plugg steps forward, picking up the bag and upending it in the middle of the deck, by the mast. "It's all here. Do you want to count it?" He gets a few chuckles from the crew, and the first mate rounds on them. "And it better all be here when we're done! No thievin'!"

As Arven surreptitiously slips on the brass knuckles, Batango moves around the edge of the crowd, getting a good look at Owlbear Hartshorn. The brute seems easy to manipulate, and you see your evil eye taking effect, as Owlbear's shoulders slump and he seems to move a bit more sluggishly as the two warriors square up to each other. There's a point where you notice Mister Plugg staring at Batango with a suspicious look, and he seems to be trying to determine if Batango is using magic during the fight, but the wily witch manages to disguise her baleful gaze. Evil eye at work against Owlbear, Plugg very nearly discovered you using magic to influence the fight.

Let the fight begin! Arven is up first.

Batango: While you are rummaging around the galley, in addition to the ivory-handled knife you also find two matching handaxes, being used as meat cleavers. You feel you are only touching the tip of the iceberg; it will take a while to sort through all the mess. Don't worry about Kroop, previously you and the group were able to make him helpful, so no additional Diplomacy rolls needed with him unless something major happens to make him not helpful any more.

Arven: I'll update about your attempts to get back your equipment with the next post.

Map of the fight - I haven't shown the rest of the party or the crew, to keep it from getting too confusing. I'll add them in as necessary.

-----

GM rolls:

init 1d20 - 1 ⇒ (14) - 1 = 13
Owlbear Will 1d20 - 2 ⇒ (20) - 2 = 18
Plugg sense motive 1d20 + 2 ⇒ (18) + 2 = 20
Batango bluff 1d20 + 1 ⇒ (20) + 1 = 21


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)

"Fists be flying
Men be bold,"
Quara sings, her voice filled with a raw enthusiasm,
"Another tale of battle
Is to be told!

Fistfuls of money
Maids in bows
The prize of victory
Is fine to hold!"

The tiefling goes dancing around and around the field of battle, much like a cheerleader getting the crowd worked up. Her golden eyes sparkle and her tail lashes like a great cat's.

"So raise your voice
Let out a cheer
Lift mugs in the air
For battle is here!"

And incidentally, Quara is using Inspire courage +1 for Arven's sake. ;) No creepy gestures or incantations needed. Perform (sing) 1d20 + 8 ⇒ (13) + 8 = 21.


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 dances forward, light on his feet as he can moves forward, his arm and knuckle out leading, before he brings a fist, aided by Quara's weapon.
As he pulls away he whispers into Owlbear's ear. "You want to earn more gold than the Plugg will give you?" he asks with a smile.

Brass Knuckle Attack 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13 inspiring courage. Damage 1d3 + 2 + 1 ⇒ (3) + 2 + 1 = 6

The Exchange

Round 1 ding!

Nimble on his feet despite his peg leg, Arven the Shark's Friend wastes no time in dancing forward and planting a solid punch to the side of Owlbear's face. It is like hitting a solid wall. The brass knuckles lend power to your punch and leave a ragged cut on Owlbear's cheek. The big warrior doesn't move, just stares at you dumbly for a moment, then leans over and spits out a tooth. He doesn't seem to respond to Arven's offer, whether he didn't hear you or didn't understand your meaning you're not sure.

The rest of the crew join in with shouts and hollers, some shouting for Owlbear, others rooting for you, it's quite a din. Above it all, you hear Quara's song, filling you with confidence and courage. Some of the crew see the brass knuckles and the damage you did to Owlbear's face and cry foul, and Plugg watches grimly, but doesn't say anything.

Suddenly Owlbear's brain seems to kick into gear and with a lunge brings down a meaty fist that probably would have decked the undine if it hit, but Arven manages to step to sidestep it at the last moment. Owlbear seems surprised that he missed, and looks around for you. 6 points of lethal damage to Owlbear; he is still affected by Batango's evil eye.

Quara:
As you are dancing about, with your keen observation skills you notice that Owlbear seems blind in his left eye. He also seems pretty slow, though strong. An opponent could easily slip into his blind spot and avoid his blows.

------
And in other news...

Filth fever - Ah yes, those who failed your Fortitude saves against the rats might want to get those wounds checked out soon...

Equipment - Quara, your songs for Grok are well-received, you are able to get back your sling, bullets, and fortune deck. Grok looks forward to having her fortune read soon. Arven, you can see if Raven or Sandara (Quara seems to be doing pretty well too) would negotiate for your stuff on your behalf; from what you can gather, sneaking in to the quartermaster's store can be done but is very risky.

The Gnome - Quara, your attempts to improve relations with Conchobar Turlach Shortstone don't really go anywhere. Despite the way the foppish gnome leers at you (and any other female on the ship) and your appeals to his ego, he seems to have taken against you and your allies. It will take a lot of work to soften him up.

Treasure - To help keep track of gold and treasure you've found so far, I've started a treasure column on the campaign thread for this game. I'll try to keep it up to date, and let me know if you are wanting to claim anything out of the pot.

------

GM rolls:

Owlbear attack 1d20 + 3 ⇒ (7) + 3 = 10

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