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 |

Is there anyone on board as the ship's healer or anything like that, that we might know of.


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)

There's the ship's surgeon, and there is me.


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)

"Get him! Get him!" Quara enthuses while she keeps up her song.
"You're in the right
So hit him from the left
Make him feel your might
He'll be of victory bereft!
Go, Arven, go, Arven, go!"

Continuing Inspire courage +1. Perform (sing) 1d20 + 8 ⇒ (14) + 8 = 22.

The Exchange

Quara's right, there are three healers aboard ship that you know of. Quara's has some healing experience as a sawbones, Sandara Quinn is a cleric of Besmara, and the ship's "official" surgeon is a fellow named Hanbly Quarne. Also known as the "Stitchman". Apart from running messages back and forth between him and the captain, you've not had much dealings with Quarne.

Deevor, as the combat's just between you and Owlbear, Arven might be able to make a few rounds' worth of actions and dice rolls, and I can post up the results of their boxing match.

BTW, Quara, great song! Arven, are you listening?


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;

Now for the reason to wear the knuckles,.... does Arven get an attack of opportunity as he has a lethal weapon and Owlbear might not, unless he has improved unarmed combat or similar.

Arven brings his peg leg down in front of Owlbear, "Watch this" he says as the spins around on the peg leg, before letting a fist fly out and attempt to hook into Owlbear's jutting chin.

Brass Knuckle Attack 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 inspiring courage. Damage 1d3 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Brass Knuckle Attack 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 inspiring courage. Damage 1d3 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Brass Knuckle Attack 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 inspiring courage. Damage 1d3 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Brass Knuckle Attack 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 inspiring courage. Damage 1d3 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Once Arven takes damage from Owlbear, he rages for 4 rounds before becoming exhausted, so that will be +2 to attack and damage, -2 to AC

Just before he becomes exhausted Arven will retreat and try and push Owlbear over the side ... CMB 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 not sure if inspire courage gives an extra +1 to CMB.

If Botago gets the chance can he evil eye Owlbear for -2 to hit as well as his -2 to AC ... thx...


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)

And hit him from the left!

The Exchange

Sorry folks for the delay, had some internet troubles yesterday

Brass knuckles: If there is something that indicates otherwise, let me know, but my interpretation of their description in the PRD is that the brass knuckles enhance your unarmed attacks, turning nonlethal damage into lethal damage. But, in a sense, you're still unarmed and using your fists, so I would say that Owlbear wouldn't incur an attack of opportunity from you unless you drew another weapon, or vice versa if he drew a weapon on you.

The Fight
The crew are getting louder, equally cheering you on and jeering at you or Owlbear as you circle each other, looking for a moment to strike. Suddenly Arven spins on his wooden leg and plants a fist squarely on Owlbear's jutting jaw, and everyone catches their breath at the loud smack! 6 points lethal damage to Owlbear; he is still under the effects of Batango's evil eye. Owlbear responds with a roundhouse punch that catches Arven unawares on the side of the head and an ear ringing. 5 points nonlethal damage to Arven. As per action, raging now for 4 rounds, +4 Str and Con, +2 Will, -2 AC. Even with Owlbear's bare fist, Arven still sees stars from the blow.

More warily now, Arven circles around and tries a sharp jab to the kidneys, eliciting a grunt of pain from the big man. 8 points lethal damage to Owlbear, including adjustment for increased Strength. Arven's opponent responds with a solid blow to the undine's stomach, knocking the wind out of him. 4 points nonlethal damage to Arven.

Winded, Arven picks himself up and continues to advance on his opponent. Owlbear seems to be getting nervous now and starts backing away from the fight, but the pirates jeer and shove him back into the cleared circle. He starts making a quiet whimpering noise, evoking more laughs from the crew. They now seem to be cheering Arven on, shouting on him to finish the match. With one more swift uppercut, Arven knocks Owlbear out cold! The big man lies sprawled on the deck, and the crew stoop to make sure he's alright. Sandara Quinn produces her holy symbol of Besmara, and checks Owlbear's lumps and bruises. 7 points of lethal damage to Owlbear, putting him in the minuses. Arven is the victor! The crew give you a rousing cheer for putting on a great fight and entertainment - they've never seen anyone beat Owlbear so soundly, and so quickly!

Amidst the celebration, you notice that Mister Plugg looks livid at what has happened to his "pet", burning inside with a cold rage. Slowly, deliberately, he turns and disappears below deck. Surely, this won't be the last you hear of this.

Arven, the 100 gold pieces are yours, to keep or to split with the others as you wish. You also earn 400XP for defeating Owlbear in single combat.

Quara and Batango, I'm awarding you 200XP each for managing to find ways to assist Arven without provoking Plugg's intervention.

------

GM rolls:

attack 1 1d20 + 5 ⇒ (13) + 5 = 18
damage 1d3 + 3 ⇒ (2) + 3 = 5
attack 2 1d20 + 5 ⇒ (11) + 5 = 16
damage 1d3 + 3 ⇒ (1) + 3 = 4
attack 3 1d20 + 5 ⇒ (1) + 5 = 6
attack 4 1d20 + 5 ⇒ (14) + 5 = 19
damage 1d3 + 3 ⇒ (1) + 3 = 4
Will 1d20 - 2 ⇒ (11) - 2 = 9


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 |

"nice job, Arven! Well struck blows...

After he fight was over, Atajay approaches Sandara Quinn. "Hey there, Sandara. I don't suppose you could take a look at me, could you? I got bitten by a rat when I was cleaning the bilges and I've not felt right since. I've been hacking and coughing for a whole day now. What should I do?"


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)

Sweet. ^^ That puts me at 300 xp, plus whatever we got so far as a party. ... How much was that again?

Quara claps Arven on the shoulder - and surreptitiously retrieves the brass knuckles - then joins Sandara in crouching over the downed Owlbear.

"Warrior brave, now suffer no more," she chants.
"Bones I knit, blood refill, and flesh restore."

The tiefling caresses the big Shoanti's cheek and some of his wounds start to close.

Cure Light Wounds for 1d8 + 2 ⇒ (8) + 2 = 10.

"Poor fellow," Quara coos when Owlbear's eyes open. "Is that better? You have nothing to be ashamed of, though, you fought bravely and well. You can keep your head up high."

Unless Owlbear makes hostile moves, Quara plants a tiny kiss on his forehead before giving him room to stand up again.

Hey, I'm not the one who beat him up, it could work. ;)


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;
CrazyHedgehog wrote:


Brass knuckles: If there is something that indicates otherwise, let me know, but my interpretation of their description in the PRD is that the brass knuckles enhance your unarmed attacks, turning nonlethal damage into lethal damage. But, in a sense, you're still unarmed and using your fists, so I would say that Owlbear wouldn't incur an attack of opportunity from you unless you drew another weapon, or vice versa if he drew a weapon on you.

Fair enough, no harm in asking.

Arven, picks up the spoils before he raises his arms aloft, then almost collapses with the effort as he breaths hard, blood streaming from his mouth, until Quara's touch. He looks up at the strange woman, smiles and coughs, "Thanks, I owe you one." winking as he does. His hand clasps hers and the weapon passed over.

Once his breathing returns and he feels steady on his feet once more, he pushes through the crowd of cheering and jostling pirates, clapping hands with them as he makes his way over to Owlbear. He offers his hand to help the big man up, pulling him towards him and onto his feet. As he does he says, "No harm done friend, you fought well, but from now on we fight side by side, not against one another, aye? Let us go drink together and stop the pains of this contest." He looks over searching for Master Plugg, but he is nowhere to be seen. He scowls, but turns back to Owlbear, "We were just pawns in a game being played by Master Plugg, a little bit of fun put on for his cronies, tell me Owlbear, now we can be friends? Let there not be bad blood between us." He puts his arm across Owlbear's broad shoulders and leads him chatting towards the galley to buy a drink. He says, "Here take this," and counts out 10gp and hands it to Owlbear, "not much, but it'll buy grog to make the journey shorter. What do ya say, friends? Let's drink together tonight."

After the furor has died down, Arven brings his allies around him, "What good is gold on this vessel until we reach port. I couldn't have survived so far without the support of you all. Here... I'll only win it back off you in a game of chance." he laughs and counts out 10gp for each of his new found friends. as he puts the money into each of their palms, he says 10 for you, except for Raven to whom he also whispers, "And a little extra for you."

Arven 35gp (minus a tot of rum for himself and Owlbear, Atajay 10gp, Botango 10gp, Kenya 10gp, Quara 10gp, Raven 15gp, Owlbear 10gp.

Arven:

600XP
54 GP, 2 SP, 8 CP


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)

Oh? Okay, I'll give Arven a healing spell, too. I was trying to improve Owlbear's mood towards us. Kind of, "Your boss sends you into danger and hurt, but we fix you up."

Purring, Quara cozies up to Arven and places a little kiss on his jaw.

"How exciting," she growls. "A winner covered in blood.
Have some healing though, so you don't turn into a dud. Heh."

Healing energy surges through the Undine at the brief, silly rhyme.

Cure Light Wounds for 1d8 + 2 ⇒ (6) + 2 = 8.

The tiefling girl grins widely at the gift of gold, and she tips her hat to Arven.

"Much obliged, matey. You make being a friend a profit as well as a pleasure!"


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 |

"Thanks Arven. I certainly didn't do anything to deserve it, but I certainly appreciate it."


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;

"Who knows what tomorrow brings, I may be needin' a favor or something. And anyway, who says it'll still be yours in the morning, after a game of chance." he slaps Atajay on the back heartily, almost pushing the man forward. A broad smile covers the Undine's face.


Batango smiles knowingly as Arven is victorious, and his grin grows a touch more wicked as he sees Plugg stomp off. When Arven approaches him with the coins, he accepts them with a nod. "Gold is power among pirates, I am sure dis will be being useful on dis ship. I am thanking you." He lowers his voice for his next words. "I was saying how I would be watching de backs of these, and I was." He flashes a mischievous grin as a little something mysterious flashes in his right eye.

The Exchange

Here are the XP totals I have so far for each of you, including bonux XP for your success in performing certain actions aboard the Wormwood , as well as group XP. Don't worry if it looks like there are big differences - there will be more opportunity for earning group XP (i.e. combat) soon, which will even out the scores some. Some of you have also had jobs or situations that probably didn't play to your strengths, as well.

Arven - 767xp
Atajay - 267xp
A'vandira - 667xp
Batango - 867xp
Kenya - 267xp
Quara - 567xp

As Quara plants a light kiss on Owlbear's forehead, the big man fairly begins to glow with happiness, only partly due to the tiefling's healing spell. Owlbear speaks with slow, ponderous words. "You help Owlbear? Owlbear friend! Sea-man hurt me. Hurt bad! Better now." He smiles broadly, and you notice him focusing on you with his good eye.

Once Quara heals Arven, the undine comes over to Owlbear, helping Quara get the big guy to his feet. Owlbear listens to Arven's explanation, but seems a bit slow to understand. "Plugg, bad? Why bad? Why let Owlbear get hurt again? Owlbear like friends. Owlbear want you for friend too." Owlbear tries to brush off some of the feathers tarred to his skin, the result of a practical joke the crew played on him days ago. Arven, one more thing. As a result of your rousing victory, you receive a +2 bonus to any future checks (Bluff, Diplomacy, Intimidate, or Perform) to influence the crew for the remainder of the voyage.

------

Day 8
Storm! The two days following Arven's bout with Owlbear Hartshorn, you notice increasing cloud cover and rising winds. By the dawn of your eighth day aboard ship, the storm has well and truly laid in. Sharp rain lashes your face, as the Wormwood is tossed about on the high seas like a cork. With such a storm, there is constant danger of foundering in the waves, and the ship's best hope is running with the storm. The whole crew pitches in with the work on deck, not sparing even Caulky Tarroon the cabin girl and Kroop and Batango.

You are all ordered up into the rigging: Arven and Batango are sent up to help trim and hoist or lower the sails as needed. Please make either a Profession (sailor) or Dexterity check, against DC 12. Please also make a Constitution check (DC 12) to avoid becoming fatigued. Atajay and Kenya are sent up to help with the upper rigging, 50 feet up. Please make a Climb check (DC 12), as well as either Profession (sailor) or Dexterity check (also DC 12). A'vandira and Quara help the ship's ropes, securing them to cleats and single and double bollards. Roll either a Profession (sailor) or Dexterity check (DC 12).

The storm lasts the day, and beyond. By twilight, your muscles are aching, but you don't dare stop. The crew stays up all night battling the storm - there is no evening rest or entertainment, and after the evening meal (ship's biscuit only), you are back up in the rigging Please make skill checks as above unless otherwise specified): Kenya and Arven trimming the sails; Atajay climbing up to repair fouled rigging ( Please make a Climb check against DC 12 for climbing up to the rigging, then a Profession (sailor) or Dexterity check to fix the rigging - also DC 12) ; A'vandira doing upper rigging work (see above); Batango stowing and securing ropes (see above); Quara helping to lower the mainsail ( Make a Profession (sailor) or Strength check, DC 12). By the end, you are really knackered. Please can everyone make a Constitution check against DC 14. If you were fatigued as a result of the first shift, you now fall asleep on the job out of exhaustion!

In the dark of the night, you hear a scream and a muffled splash. Sailor overboard! You stare into the storm and see Rosie Cusswell struggling to tread water and reach the ship. With a flash of lightning, you can see Rosie's terror-stricken face, slowly growing smaller as the ship sails on.

------

GM rolls:

Quara diplomacy 1d20 + 10 ⇒ (10) + 10 = 20
Arven diplomacy 1d20 - 1 ⇒ (3) - 1 = 2
1d6 ⇒ 2
1d6 ⇒ 3
1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 3
1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 1
1d6 ⇒ 4
1d6 ⇒ 3
1d6 ⇒ 2
1d6 ⇒ 6


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)

On the day of the fight:

Quara grins at Owlbear's simple, straightforward words and pats him as high on the back as she can go while standing on her toes.

"Yeah? Friends? I like that. Having friends is a good thing. As your friend, how about I help you get some of this muck off?"

If she has any time to do so, Quara helps Owlbear get rid of the tar and feathers still sticking to his hide.

On the day of the storm

Quara gives it her all when the storm hits, and she does fairly well at her tasks.
Profession (sailor) check #1: 1d20 + 3 ⇒ (13) + 3 = 16.
Profession (sailor) check #2: 1d20 + 3 ⇒ (11) + 3 = 14.

Her face turns into a mask of horror, though, when she hears the scream and sees who's been thrown overboard.

"Rope!" she shouts. "Get me a rope!"

Provided the tiefling gets the rope she asked for - a long rescue line, to be precise - she ties one end to her belt and tosses the other end to Owlbear Hartshorn. (Everyone on deck means everyone on deck, right? ;) ) "Be my anchor, big fella!" she shouts - and then kicks off her boots and leaps overboard, following Rosie into the drink.

Swim check: 1d20 + 1 ⇒ (19) + 1 = 20

"Rosie!" Quara yells as she strikes out for the Halfling. While the water makes her look a bit of a drowned cat, Quara nevertheless managed to swim strongly.
"Rosie - grab hold!"


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 |

Storm Day

Climb 1d20 ⇒ 8
Prof. Sailor 1d20 + 4 ⇒ (16) + 4 = 20

Storm Twilight

Climb 1d20 ⇒ 19
Prof. sailor 1d20 + 4 ⇒ (19) + 4 = 23

Atajay had a rough time of it in the storm, as did most of the crew. While he didn't get as high as he wanted, he performed admirably in his duties. He did much better during the night, perhaps due to the reduced pressure, knowing the ship was okay.

Constitution check 1d20 + 1 ⇒ (12) + 1 = 13. Now fatigued.

Unfortunately, at the end of his shift, the sorcerer was terribly fatigued, and was heading to his hammock to sleep as long as he was allowed. As he was trudging off, he heard the sound of the sailor overboard.

"Be careful, Quara," Atajay yelled encouragement to his friend. He wasn't good in this situation so he held his action hoping the stronger members could help get her back to the ship.


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;

Day 6 Fort Save vs Filth fever 1d20 + 6 ⇒ (18) + 6 = 24
Day 7 Fort Save vs Filth fever 1d20 + 6 ⇒ (10) + 6 = 16
Day 8 Fort Save vs Filth fever 1d20 + 6 ⇒ (13) + 6 = 19

Storm Day
Day 8 Prof(sailor) #1 1d20 + 3 ⇒ (7) + 3 = 10
Day 8 Con check #1 1d20 + 3 ⇒ (1) + 3 = 4 now fatigued
Day 8 Prof(sailor) #2 1d20 + 3 ⇒ (3) + 3 = 6
Day 8 Con check #2 1d20 + 3 ⇒ (6) + 3 = 9 now asleep

It would seem that the storm has put Arven out of sorts, his ability to work is severely hampered, in fact he is next to useless, eventually falling asleep from exhaustion.

If Arven is allowed to wake up after the exertions of the storm, he will help as best he can. If it looks like Quara and Rosie will both be in trouble, he will tie a rope round his wrist whilst tied to the ships railings and jump into the sea to rescue both ladies. If it looks as though Quara is not in trouble, he will aid Owlbear in holding the rope and help pulling them both up.


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 |

From last post, I forgot to roll Filth fever saves, if Quara isn't able to help me with it...

Day six 1d20 + 2 ⇒ (12) + 2 = 14
Day seven 1d20 + 2 ⇒ (16) + 2 = 18
Day eight 1d20 + 2 ⇒ (8) + 2 = 10

The Exchange

D'oh! Meant to post about the filth fever yesterday, I knew my post had been too short.

As if the perils of shipboard life on a pirate ship and trying to survive a storm weren't enough, several of you also come down with filth fever, a result of your encounter with the rats in the bilges. Arven, Atajay, and A'vandira are all affected, and begin to feel ill on the sixth day of your voyage, the day after the fight with Owlbear Hartshorn. Under Quara's ministrations, Atajay and Arven are able to make a recovery without coming down with full symptoms, merely feeling like they are suffering a cold. A'vandira on the other hand, catches a bad case of it. She's really suffering, especially on the day of the storm. A'vandira still suffering from filth fever on the day of the storm, currently at -2 Str and -2 Con). The illness affects her ability to perform her tasks in the midst of the storm, but she is able to complete them. She feels exhausted by the end of the nightlong work.

Meanwhile, helping Rosie overboard...

Reacting quickly to the situation, Quara shouts on Owlbear and grabs a rope. She ties the rope around him, warns him to brace himself, and throws herself into the sea. The tiefling lands not too far from Rosie, and with the rope tied around her she tries to swim over to the brawny halfling. Rosie is doing well so far at keeping afloat, but the ship is quickly drifing away. Arven jumps in to help Owlbear hold on to the rope, continually staring into the lashing rain to see if he needs to jump in to the rescue as well. Ok, Quara and Rosie need to make swimming checks (DC 20) every round to keep afloat. Quara you get a +10 bonus to your rolls as Owlbear and Arven are helping to anchor you with the rope. To grab hold of Rosie, why don't you make a melee touch attack, Quara. Success means you grab hold of her and you can then swim back to the ship. If you miss, you'll need to try again the next turn but the powerful waves might drive the two of you apart. Up to 3 people can help with the rope, and any number of you can jump in the sea, though you will need to make the Swim checks.

------

GM rolls:

A'vandira day 6 1d20 + 1 ⇒ (12) + 1 = 13
A'vandira day 7 1d20 + 1 ⇒ (8) + 1 = 9
A'vandira day 8 1d20 + 1 ⇒ (2) + 1 = 3
Str 1d3 ⇒ 3
Con 1d3 ⇒ 1
Str 1d3 ⇒ 1
Con 1d3 ⇒ 3
A'vandira Dex 1d20 + 1 ⇒ (19) + 1 = 20
A'vandira Str 1d20 ⇒ 19
A'vandira Dex 1d20 + 1 ⇒ (14) + 1 = 15
A'vandira Con 1d20 ⇒ 12
Rosie swim 1d20 + 3 ⇒ (20) + 3 = 23


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)

Touch attack: 1d20 + 1 ⇒ (8) + 1 = 9. Swim check: 1d20 + 11 ⇒ (3) + 11 = 14. Ohhh, beagles. >_< Please let Rosie also do a touch attack so she can try to grab hold of me? ^^;

Quara reaches for Rosie, but a wave crashes down over her head, forcing her under before she can make contact.

The tiefling struggles to hold her breath and keep her calm while she kicks out for the surface and her target...


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 tries to help steady the rope for Quara, although it wasn't skilled at it. He owed her a ton for healing most of his symptoms from that rat bite and he wanted to help her.

Str check aid another 1d20 ⇒ 11


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 as he watches and helps hold the rope starts to sing, much like Quara did when he was in the fight, hoping his words might help her in her struggles as her words helped him.

"Ho, ho, swim the tide,
Ho, ho, let Gozreh guide,
Quara swim in waters strong
Rescue from the swirling throng.."

Str Help 1d20 + 2 ⇒ (19) + 2 = 21


Day 8

Profession (Sailor): 1d20 + 9 ⇒ (12) + 9 = 21
Constitution: 1d20 + 2 ⇒ (3) + 2 = 5

Profession (Sailor): 1d20 + 9 ⇒ (6) + 9 = 15
Constitution: 1d20 + 2 ⇒ (17) + 2 = 19

Batango, being no stranger to storms, shows that he is not just a mere aging witch as he assists with the ropes and the sails, managing them quite ably in general, though his age does start to wear on him throughout the course of the laborious efforts, putting aches into his muscles and tiring him. Too used to easy days in de galley, I am thinking... he tells himself. He looks over to his makeshift companions, stealing glances when he can to note their conditions and progress in their endeavors, still intent to keep an eye on all of them, both for his own benefit as much as theirs.

As the storm rages on and Rosie topples overboard, Batango moves over to the scene quickly, despite the burning in his lungs and in his bones. He notices that Quara wastes no time in leaping into the water, throwing a rope to Owlbear. He moves to intercept her just as she is about to jump, and lays a hand on her back as she goes, muttering all the while. "Grim patron of waves and storms, grant this one a fish's breath!" He growls, granting the bard a water lung hex.

Sorry I did not get this post out earlier - been a busy couple of days with my girlfriend's birthday. If I can get my action retconned in a bit, Quara will have a water breathing effect for 1 minute.

The Exchange

Sorry to keep you all waiting. Have had a some extra things on this past week, so have been slow with the posts. I'm hoping to get this updated tomorrow night, thanks for your patience.

The Exchange

Quara is tossed about in the water like a cork as she tries to reach Rosie Cusswell. Fortunately, she has no fear of drowning since Batango provided her with the ability to breathe water before she jumped overboard. That's no problem to retcon the water breathing Batango, though for the rest of this encounter, I think, I'll just post up actions in the order they come in. Briefly, Rosie comes within reach and they grab for each other. Quara misses, but Rosie catches the tiefling in a strong grip, weary but grateful for Quara's help.

Atajay jumps in to help Arven and Owlbear haul in the rope tied to Quara. The tiefling and Rosie try to swim back to the ship, but the doughty halfling is tired which hinders your efforts. The two have currently drifted about 20 feet away from the ship. Quara can hear Arven shouting an encouraging song over the wind. Quara, please can you make 6 Swim checks. Two consecutive rolls need to beat DC 20 or higher to reach the ship. You and Rosie each receive a +10 Strength bonus to your rolls due to Arven, Atajay, and Owlbear helping to haul you in.

------

GM rolls:

Rosie melee touch 1d20 + 5 ⇒ (18) + 5 = 23
Rosie swim 1d20 + 13 ⇒ (2) + 13 = 15
1d3 ⇒ 1


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)

Swim checks:
1d20 + 11 ⇒ (10) + 11 = 21
1d20 + 11 ⇒ (12) + 11 = 23
1d20 + 11 ⇒ (16) + 11 = 27
1d20 + 11 ⇒ (14) + 11 = 25
1d20 + 11 ⇒ (8) + 11 = 19
1d20 + 11 ⇒ (15) + 11 = 26

The instant Quara's clawed hands latch onto Rosie, she starts to kick out with desperate energy, her tail lashing in the water for extra propulsion.
Spitting water and a sulphury phrase in Infernal, the tiefling pours all of her strength into the attempt to reach the ship -- and thanks to all the help she is getting from the ship, she makes excellent progress.

The Exchange

In the driving rain and tossing waves, you manage to help Quara haul Rosie back to the ship and up onto the main deck. The two of them, tiefling and halfling alike, lie gasping and heaving on the deck. But, you don't have the luxury of dwelling on the sight for long - the ship is still in danger! Harrigan and Plugg are relentless as they throw you back to your tasks, every hand needed to keep the ship from wallowing and being sent to Davy Jones' locker by the storm.

Come morning, there is finally a break in the gale, but now the work of putting the ship back together begins. Atajay is back in the rigging looking after the ropes. DC 10 Profession (sailor) or Dexterity check. Batango and Kroop are back in the galley, though Batango is assigned to fishing as well. DC 10 Profession (fisherman) or Survival check. Arven is put to helping with repairs about the ship. DC 10 Dexterity or Profession (sailor) check. A'vandira helps to clear the upper decks. A'vi please make a Constitution check - see below. Kenya and Quara help with hauling and mending rope. Please can you both make Profession (sailor) or Strength checks, against DC 10. Added to the previous night's activities, today's tasks seem like back-breaking work, and it's all you can do to keep putting one foot in front of the other.

Please can all of you make a Constitution check (DC 18). Also let me know if your characters are conducting any activities during the day.

As a result of your heroic efforts through the storm, you earn as a group 1200XP for surviving the storm and rescuing Rosie Cusswell.

------

GM rolls:

1d6 ⇒ 4
1d6 ⇒ 3
1d6 ⇒ 6
1d6 ⇒ 3
1d6 ⇒ 4
1d6 ⇒ 4


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)

Profession (sailor) 1d20 + 3 ⇒ (20) + 3 = 23
Constitution check 1d20 + 2 ⇒ (17) + 2 = 19.

Backbreaking the work may appear, but Quara grits her teeth and bulls (or perhaps tigers?) on through, until all is done and she can take a rest. After acquiring some food - and a bit of grog, if she can get her hands on it - the tiefling takes Atajay, Arvan, Batango, Owlbear and Rosie aside. She gives the others the grog; she still refuses to drink while on board a ship.

"Here's to you, mateys," she says as she toasts the men. "For making sure my striped hide didn't end up on the wall of Davy Jones' locker. You drink up, too, Rosie. You can use it after that spill you took. Calistria paint my toenails, but that was a shock! You... didn't get pushed, did you?"

After the sharing of food and drink, Quara tries to find a warm, dry spot where she can relax -- and sing. The tune she produces is a calm, soothing one, a music to settle the nerves after the terrible exertions the crew has suffered to keep the ship afloat and themselves and each other alive. It's another sing-along-song, but less energetic than the previous one she used, during the swabbing.

Perform (sing) 1d20 + 8 ⇒ (14) + 8 = 22


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 |

Profession Sailor 1d20 + 4 ⇒ (19) + 4 = 23

Constitution check 1d20 + 1 ⇒ (16) + 1 = 17

Atajay felt like he was finally 'getting' the riggings, as he twirled and climbed effortlessly during the morning. He didn't realize he was still working on adrenaline, as later in the day, he became extremely tired. In the interim, however, he managed to approach Quara during a break. "That was very brave of you, you know. Yu could've gotten eaten by one of those bastard sharks! Be careful...you're one of the few I trust on this ship."


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)

"'Ta," Quara says, flashing the Mage a quick grin. "Well, I'm a Bard, ain't I? We're supposed to inspire bravery, be it with song, story, or showing other folks what bloody fool things are brave so they know what to do!"

The tiefling snickers for a moment, but then sobers: "There wasn't anything for it, though. Rosie's another one of those few people we can trust on this ship. It'd be a blow if we'd lost her."


Working doggedly through the storm, fighting both the weather and a severe case of filth fever, I am on the other side of the ship when Rosie goes overboard. The howling winds and torrential rains completely keep me ignorant of the fact, until I find the others when the storm abates. Barely keeping on my feet, Plugg is already there, barking orders and sending us all out again to clear the message wrought by the storm. The filth fever still rampaging through my body has weakened me too much, however, and still carrying a load of debris to be tossed overboard, I collapse onto the deck, only vaguely aware of Shadow's voice in my mind.

Con check: 1d20 - 1 ⇒ (9) - 1 = 8


Batango gives an approving nod at the situation when Rosie and Quara are pulled back on the ship, noting that Quara was the only one to truly respond to the situation. Getting back to work, he finishes his tasks during the storm and retreats to his bunk where he confers with Tabook for some insight. Preparing the spells Detect Magic, Mending, Daze, Charm Person, and Command. The next day he is secretly grateful to be back in the galley the next day, feeling aches in his aging bones. While preparing the kitchen, Batango remembers the things he has been finding in the cluttered mess, and decides to focus his mystical awreness for a few moments to try and pick up on any magical auras in the galley casting detect magic. When Kroop tells him to go fish, he does so with a nod and tries his best with the net again. Unfortunately, his beleaguered state renders him a bit cumbersome with the net, but he focuses and works hard to master this new skill, though still has quite a few problems getting anything up for dinner. When he finishes, his exhaustion in hauling the net gets the better of him and he keels over.

Survival: 1d20 + 2 ⇒ (7) + 2 = 9
Constitution: 1d20 + 2 ⇒ (1) + 2 = 3

Day action is just to work diligently to at least bring my survival result above the 10.

The Exchange

Day 9
The Wormwood limps along on its course, now heading southeast. The storm must have taken the ship a bit off course from Captain Harrigan's original setting. With plenty of work, you all manage to clear the decks and make the repairs needed to keep her seaworthy.

Over the following days, as the storm abates and the baking sun reappears, you find Rosie to be extremely grateful to all of you for your efforts to save her and your kindness. You discover you have made a fierce and loyal friend in the foul-mouthed halfling.

Quara: At the mention of being pushed, Rosie laughs weakly. "No, it was me own fault. I was up on spar helping to lash down some sail, I was tired and slipped. Good thing you all noticed me when you did, or I'd have been food for the sharks."

A'vandira: Quara's ministrations help you to beat the worst of the effects of the filth fever, however you are quite exhausted after all the work through the night in the storm. You are currently exhausted. I think normally you would have the chance to sleep the condition off now, but since I'm planning skip ahead can I rule that A'vi is still affected on Day 11 (see below), so you have an opportunity to roleplay through its effects (cannot run or charge, -2 to Strength and Dexterity.)

Batango: The day after the storm, you manage to fish and catch just enough fish to feed everyone that night. When you manage to get a look around the galley with detect magic, the only item that you notice giving off a faint transmutation aura is a grappling hook that Batango has left hanging on a hook. The rest of the items scattered around the galley must be mundane. In your searches, you find several knives that must have once been part of a set but have since been scattered - 11 knives altogether. Thanks for the updated spell list, I'll keep note of that.

Day 11
When you go out on deck on the eleventh day of your voyage, you see a verdant, swampy coast in the distance along the Wormwood's port side as the ship sails south and east. The water is shallower here, and navigation tricky. As the day wears on, Mr Plugg summons yourselves and a young human lad named Jack Scrimshaw to the main deck. At his feet are five crab pots. Once you are all gathered, he points out the coastline. In the distance, though still far off the coast, you see white breakers; this is probably a hidden reef. "See that? That be the Slithering Coast there. We not be wantin' to go too close, but we'll be treating the captain to some fine dining tonight, crabs. See that reef yonder?" he indicates waves crashing over coral and rock lying some 200 feet away, north of the ship. I want you lot to swim over there, fill up the pots, and come back here." [/b] Plugg then stalks off, brooking no further comment.

Though you each have varying degrees of swimming ability, you each make it over to the reef without incident. The water is calm here, and clear and crystal blue - visibility is at least 100 feet. You reach the area Plugg indicated, to find a superb coral reef, standing between 5 feet and 30 feet under the water. The area is filled with fish of all colors, and lots of crabs of all types. Filling those pots should be a snap! It takes four crabs to fill each pot. Each round any individual can spot a crab with a successful DC 10 Perception or Survival check, followed by a successful DC 10 Swim check to swim down and grab it.

I think you're fine at the moment without a map, but if you feel you need it I'll see if I can put together a map for you.


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 |

Perception 1d20 ⇒ 3

Swim 1d20 ⇒ 13

Atajay struggled to get in position to fill his pot. Between the long, exhausting swim to the reef, and his jitteriness about the sharks he knew were around him, he couldn't seen any crabs whatsoever.

"Ugh, I can't tell a crab from a piece of reef down there. I'm much more suited for holding the pots, I think, if anyone wants to swim down there. Ill make sure we don't lose the pots. Watch out for sharks though! I know they at down there, just waiting..."


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)

DM:
Before the party leaves, Quara shoots a glance at Mr. Plugg -- and unleashes a magic that seethes in her blood and bones. She tries to read the man's thoughts, just to make sure he isn't sending the party into a trap.

"I think we want to look out for more than just sharks," Quara says, her eyes on the coast. "I don't like the name of this place. How's about we have our sharpest eye on lookout while the rest of us fish?"

Perception: 1d20 - 1 ⇒ (20) - 1 = 19.

Swim: 1d20 + 1 ⇒ (20) + 1 = 21.

Having made the suggestion, Quara looks around for a suitable prey -- and leaps into the water, cutting through a scattering school of fish with ridiculous ease.

Soon, she surfaces again, a writhing crab in one hand. She eyes the creature in a dubious manner.

"Can't we kill them before we pop them into the pot?" she asks. "It never sat right with me, boiling something alive."


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 |

"You don't want any blood in the water, lass. That'll bring sharks and other nasty things straight to 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)

"I meant once we have 'em out of the water," Quara clarifies.


Batango makes a mental note of the grappling hook in the galley before heading off to fish up the evening's meal. After scraping by to get enough food for the crew, he turns in right after eating, quite exhausted from the past few days' activities. The next morning he heads into the galley looking for Kroop to ask him about the grappling hook. "Boss, I am seeing dis grappling hook dere...not too useful in cooking, I am thinking. What do you have it for?"

Heading to the slithering coast, Batango shows that he is still an able swimmer but when the time comes to snatch some crabs he proves to be a little bit muddled trying to spot them.

Perception 1d20 + 3 ⇒ (1) + 3 = 4
Swim: 1d20 + 8 ⇒ (14) + 8 = 22

"Crabs dat go in de pot dead are less good for the eating, if I am remembering."

The Exchange

Round 1
While some of the group tread water, Atajay, Quara, Batango, Kenya and Jack Scrimshaw have a go at swimming down to the reef and trying to catch the skittering crabs. The water is crystal clear, and despite Atajay's fears, there are no sharks in sight. However, as Quara and Kenya each manage to bag a blue-shelled crab, three frightful creatures rise from cover underneath the coral reef. With blood-red spines the length of each, they resemble a lobster from the front with an eel's serpentine tail. And they look hungry!

Roll initiative! Creatures are 30 feet away and underwater. I'll see if I can get a suitable map going.

The terrible Reefclaws!

Initiative
12 - reefclaws

------

GM rolls:

Scrimshaw swim 1d20 + 7 ⇒ (16) + 7 = 23
Scrimshaw percept 1d20 + 1 ⇒ (4) + 1 = 5
Kenya swim 1d20 + 3 ⇒ (12) + 3 = 15
Kenya percept 1d20 + 6 ⇒ (16) + 6 = 22
1d4 ⇒ 1
reefclaw init 1d20 + 5 ⇒ (7) + 5 = 12


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 ⇒ (3) + 2 = 5


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)

Initiative 1d20 + 1 ⇒ (16) + 1 = 17


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;

kinda retcon...
Perception for a crab: 1d20 + 6 ⇒ (1) + 6 = 7
Swim speed 30ft, no need for a swim check to just move through water.

Arven happily plays and swims in the water of the reef, distracted by his own enjoyment, he cannot spot a crab. "Ha, this is too much fun for there to be sharks here." he shouts back to his friends. "let's make the most of this moment of freedom and enjoy the swim, before we go searching for crabs." He playfully splashes water over Quara and Raven's faces as they swim, always making sure he is on hand should they be in any difficulty.

Back to the now...
Init: 1d20 + 2 ⇒ (15) + 2 = 17


Initiative: 1d20 + 1 ⇒ (3) + 1 = 4

The Exchange

Here is the map, as promised - Map

The gnomish looking icon on the map is Jack Scrimshaw, one of your fellow crewmembers. The reefclaws are underwater.

Initiative - I've rolled initiative for Kenya and A'vandira, their players might not be able to post at the moment.
18 - Kenya Bloodblade
17 - Arven
17 - Quara
13 - A'vandira
12 - Reefclaws
5 - Atajay
4 - Jack Scrimshaw
4 - Batango

Kenya swims in front of the group and prepares an action to attack any of the creatures that comes within range.

------

GM rolls:

Kenya init 1d20 + 3 ⇒ (15) + 3 = 18
Jack init 1d20 + 2 ⇒ (2) + 2 = 4
A'vi init 1d20 + 8 ⇒ (5) + 8 = 13


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)

"Looks like we can fill those crab-pots all in one go."

Immediately on making this joke, Quara raises her voice in a wordless song. The melody insinuates its way into everyone's veins, and sends a shudder of confidence and power through them. The dull rasp as she draws her longsword only seems to underscore the tune, rather than detract from it.

Move action to draw my sword. Standard action to start Inspire Courage +1 for everyone's benefit.


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 waits for the crabs to get within striking distance, then he can use his ability in the water to strike hard and fast against the hard shelled scavenger. "Stay back, let lunch come to us."

Round 1
Ready action: strike when close
Move action: unsheathe cutlass.
Std action: Cutlass attack underwater 1d20 + 4 + 1 - 2 ⇒ (12) + 4 + 1 - 2 = 15 inspire courage. Damage half of1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4 inspire courage plus an additional 1 pt of damage if aquatic subtype.

The Exchange

Round 1 continued
Arven swims up past Kenya, unsheathing his cutlass and ready to hack at the things if they come any closer.

Quara draws her sword as well, singing a wordless melody that serves to buoy you up and inspire acts of bravery and heroism.

A'vandira swims a bit closer to Arven's side. As she does so, she uses one of her arcane tricks to coat the blade of her dagger in a hoary frost. It steams as it comes in contact with the warmer seawater.

The reefclaws advance, each choosing one of you as a tasty morsel. One moves in on Kenya, claws snapping. As it closes, Kenya swipes at it with her boarding axe, cutting one of its limbs. Red bloods begins to seep into the water. 2 points of damage to the reefclaw.

Another of the reefclaws tries to grab Arven, but again the undine is ready for the attack. Before the pincers can close, Arven swims out of the way and slices with his cutlass, cutting away part of its face. 5 points of damage to the second reefclaw.

The third reefclaw swims up from below and manages to catch Quara's leg in its vice-like grip. The pain in her leg is terrible, and her tune becomes garbled as it tries to pull her underwater! 2 points of damage to Quara and grappled by the reefclaw. Please if you can also make a Fortitude save against DC 13 to avoid losing 1 point of Strength damage, due to poison injected by the reefclaw's claw.

Updated Map

------

GM rolls:

reefclaw 1 attack 1d20 + 2 ⇒ (6) + 2 = 8
reefclaw 2 attack 1d20 + 2 ⇒ (1) + 2 = 3
reefclaw 3 attack 1d20 + 2 ⇒ (15) + 2 = 17
damage 1d4 ⇒ 2
1d2 ⇒ 1
Kenya aoo 1d20 + 4 ⇒ (18) + 4 = 22
1d6 ⇒ 2
reefclaw 3 CMB 1d20 + 8 ⇒ (14) + 8 = 22


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 a spell at the large creature attacking Kenya.

Ear Piercing Scream at the reefclaw.

Damage 1d6 ⇒ 6

DC 16 Fort. Save for half damage and to avoid being stunned for one round.


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)

Fortitude save 1d20 + 2 ⇒ (20) + 2 = 22.

Quara curses as the reefclaw grabs her and tries to pull her under. She continues to sing, but simultaneously hacks at the monster's claw in an attempt to break free!

I'm a little hazy on the rules... I need to make an attack roll higher than the reefclaw's to break loose, right? If not, please let me know. Quara continues her bardic song as long as she can. Attack roll: 1d20 + 2 ⇒ (18) + 2 = 20.

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