CrazyHedgehog's Skull & Shackles Game (Inactive)

Game Master CrazyHedgehog

Fun and Action on the High Seas!


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

Init 1d20 + 2 ⇒ (19) + 2 = 21

With the winds howling and the sea angry, Arven starts by tying himself to rope attached to the mast. He attacks the creature to his right.

Cutlass 1d20 + 2 ⇒ (9) + 2 = 11 Damage 1d6 + 2 ⇒ (2) + 2 = 4


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

Forgot to post an action in my last post.

Lashed to the mast, Atajay uses his magic on the closest sea creature, trying to harm it with sound.

Ear Peircing Scream 1d6 ⇒ 6

Fort 16 save for half damage and to prevent Daze for one round.

The Exchange

So disappointed, posted earlier today but it seems to have disappeared into oblivion. I'll see if I can recreate it.

Round 1
Through the howling wind and lashing rain, the six creatures eye you with malicious glee as they clamber over the ship's railings. They appear as if they are doing their best to intimidate you and the rest of the crew - it would be laughable, but then you see their wickedly barbed spears.

DC 10 Knowledge (nature or dungeoneering) checks:

These four-foot long, mean-looking creatures are grindylows, small aberrations with a reputation for being violent, ravenous hunters that take enourmous pleasure in spreading mayhem and misfortune. They like to hunt intelligent creatures, intent on causing suffering before making a meal of them. Their tentacles are weak, but they use them to good effect to trip and confound their foes.

Arven, tied to the mast, turns to the nearest foe on his right and makes a swipe with his cutlass, intending to part the creature's head from its body. It ducks, easily sliding on the wet deck, and the blade passes over its head.

Batango sees Arven attacking, and tries to help even the odds. He fixes his gaze on the creature to Arven's left. Under the witch's scrutiny, the creature seems to wither somewhat, but then bolstered by his comrades, it rejoins the attack. Batango tries to work out just what these creatures are. Goblin? Octopus? Grindylow made its Will save with a 21, so avoids the evil eye after this round.

Likewise tied to a mast, Atajay blasts the nearest creature with a magical, ear-piercing scream. Despite no sound being evident, the creature seems buffeted by a wave of force, leaving it staggering and in pain. Grindylow made its Fortitude save with a 19, so takes 3 points of sonic damage and avoids being dazed.

A'vandira is further away from the fight, but seeing Arven being attacked she leaps to his defense. Casting a finger at the nearest raider, a coruscating ray shoots from her hand and envelops it in a blast of dark energy. It writhes as it seems to sag and shrink before your eyes, looking visibly weakened. A'vandira casts ray of enfeeblement on the same grindylow Arven attacked, robbing it of 3 Strength points for the next two rounds.

Quara turns to see one of the raiders clambering over the railing beside her. She draws her longsword, and the creature takes advantage of the opportunity to jab her in the side with its spear, drawing blood. With a snarl, the beastbrood tiefling plunges her blade into its heart, watching with dark satisfaction as it tumbles back over the railing into the stormy sea. The creature was close enough that drawing your weapon incurred an attack of opportunity, hitting for 3 hit points. Your attack, though, was enough to pretty much slice the thing in two. Well done.

The slimy devil nearest to Atajay moves forward, attacking Narwhal Tate as tries to hang on to a tie nearby. It stabs the dwarf with is spear, and its writhing tentacles try to pull Narwhal prone onto the deck. 2 points of damage to Narwhal Tate. The two nearest to Arven also try to trip him up, and despite the barbarian's dancing to attempt to keep out of the way, two tentacles snake around his legs and knock him prone. The other raider attempts to shove Arven towards the railings, but is having trouble moving the big man. His comrade stoops to help. Successful trip attack from one of the grindylows. Arven is currently prone but not pinned.

The remaining two grindylows focus in on Batango and Quara, and start moving towards the witch, where he stands pinned against the mast. A strong gust of wind forces one of them back, while the other moves up and attacks, but misses. The spear bites into the long mast, inches from Batango's face!

The rest of the crew seem a bit too involved with securing the ship to be of much help, either busy with the rigging or likewise trying to use the ropes to keep from being blown overboard. Narwhal Tate tries to move away from the creature attacking him, but the wind is making it difficult to move. He backs against the door to the officer's quarters, and draws a long dirk.

On to Round 2

Updated Map

Initiative - you are going more or less in alphabetical order.
21 - Arven
20 - Batango
19 - Atajay
19 - A'vandira
17 - Quara
3 - grindylows
2 - crew
1 - storm

------

GM rolls:

grindylow init 1d20 + 2 ⇒ (1) + 2 = 3
A'vandira init 1d20 + 8 ⇒ (11) + 8 = 19
grindylows intimidate 1d20 - 1 ⇒ (2) - 1 = 1
grindylow 2 Will 1d20 + 2 ⇒ (19) + 2 = 21
grindylow 1 Fort 1d20 + 1 ⇒ (18) + 1 = 19
A'vi ranged touch 1d20 + 3 ⇒ (17) + 3 = 20
grindylow 3 Fort 1d20 + 1 ⇒ (9) + 1 = 10
grindylow 6 aoo 1d20 + 3 ⇒ (15) + 3 = 18
damage 1d6 + 1 ⇒ (2) + 1 = 3
grindylow 1 trip 1d20 + 4 ⇒ (2) + 4 = 6
grindylow 1 attack 1d20 + 3 ⇒ (12) + 3 = 15
damage 1d6 + 1 ⇒ (1) + 1 = 2
grindylow 2 trip 1d20 + 4 ⇒ (17) + 4 = 21
grindylow 2 attack 1d20 + 3 ⇒ (5) + 3 = 8
grindylow 3 trip 1d20 + 4 ⇒ (9) + 4 = 13
grindylow 3 attack 1d20 + 3 ⇒ (13) + 3 = 16
grindylow 4 Strength 1d20 + 1 ⇒ (8) + 1 = 9
grindylow 4 attack 1d20 + 3 ⇒ (8) + 3 = 11
grindylow 5 Strength 1d20 + 1 ⇒ (10) + 1 = 11
grindylow 5 attack 1d20 + 3 ⇒ (6) + 3 = 9
grindylow 3 CMB 1d20 ⇒ 10


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 |

At a jay didn't owe anything to Narwhal Tate--it'd be nice if he could help him later, but he wasn't a priority. Arven, on the other hand was a friend. Atajay tries the same magic onto the sea creature trying to shove the warrior over the deck.

Ear Piercing Scream 1d6 ⇒ 4

Another Fort 16 save for half damage and to avoid Daze effect. Second first level spell of the day.


Batango most certainly does not like being confronted so directly by the creature. He glances at the spearhead as it bites into the wood of the mast and he sneers at the little miscreant. Taking his time to step back carefully and avoid any further blows, he slashes his hand at the beast like a knife and invokes his magic. "Be gone, you wretched thing!"

5-ft. step away from the creature, cast Command to make it flee as far from me as possible for 1 round. Will DC 15.

Concentration if necessary due to the storm:

1d20 + 6 ⇒ (14) + 6 = 20


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 holds her sword out before her as a guard, puts her free hand to her heart and... sings. The tiefling's song curls through the lulls in the storm; a haunting ballad of struggle and strife, with the ending in the balance.

Inspire Courage +1! Everyone who hears me take +1 to hit, +1 to damage, and +1 to saves vs. fear.


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 picks himself up from the deck, and attempts to slice one of the creatures, but on the slippery wet deck he finds it difficlut to hit with his full force.

Cutlass attack 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 Damage1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8 +1 if aquatic subtype of creature.

And the dice roller strikes again ...


As Arven struggles to get back on his feet, my blood starts to boil when I see the grindylow try to attack him while he is down. Summoning my innate powers, I point and a sizzling orb shoots from my outstretched hand towards the monster. "Stay away from him, you freak!" But the rope securing me to the ship, impairs my movement and the orb sails past the railing and into the storm pounding the ship.

Attack, Acid Splash: 1d20 + 4 ⇒ (2) + 4 = 6
Damage, Acid Splash: 1d3 + 1 ⇒ (3) + 1 = 4

AC 12, touch 12, flat-footed 10[//oc]
[ooc]Current HP 13/13

Fort: +1, Ref: +2, Will: +2

The Exchange

@Batango: Thanks for the reminder about Kroop, I keep intending to include his response in the posts, but get too caught up in the battle. Kroop rubs his chin thoughtfully. "I hear what you are saying. Plugg never did me any favors. An' I served Harrigan, but he ain't showed no loyalty to me, or I wouldn't be on this ship! If Plugg tries to do the dirty, I'll look out for you, but will you really trust Harrigan to believe your story if we bring the ship back? He might just kill all of us, just to be sure he got all the mutineers. Almost better to take the ship for ourselves." Kroop grunts, turning back to his stew.

Round 2
Trying to gut the undine, the two creatures that tripped him stab with their barbed spears, but Arven parries furiously with his own weapon. Picking himself up, he takes a swipe at one of them, but it blocks his strike. Two attacks of opportunity from the grindylows while you pick yourself up, but you dodge them easily.

Batango takes a step backwards, concentrating on his magic despite the distractions of the storm. He casts a spell at the nearest foe, casting a simple geas commanding it to be gone. A confusion comes over the creature, then it turns and flees, hurling itself over the ship's side. Failed its Will save, swimming as far away as possible.

Atajay throws another ear-piercing scream, at one of the creatures trying to take down Arven. The thing is busy fending off the big barbarian, and takes the full force of the spell. It seems to writhe in agony, dazed. Failed its Fort save, taking 4 points sonic damage and dazed for a round.

A'vandira tries to help Arven by hurling an acid orb at one of his attackers. It misses the goblin though and is carried off into the storm.

Quara takes a step back from the story fight and begins to sing a rousing song to bolster the crew. You feel your hearts burn within you, making your eyes shine and your blades keen. You are inspired!

Narwhal Tate grunts with pain as the creature continues to pursue him and stick the dwarf sailor with its spear. 5 points of damage to Narwhal. The other two continue to try to trip and drag Arven over the side, though one is currently standing dazed and useless. Arven manages to dance out of the way of other's tentacles, but it spears him a couple inches from his heart and the barbarian takes several bites from its gnashing teeth. 2 points of damage to Arven from one grindylow's spear, despite its stolen strength, and the grindylow bites him for a further 2 points of damage. The fourth remaining raider manages to push against the wind, and comes for Quara. It stabs at her, but she manages to fend off the attack with her longsword even as she sings.

Narwhal tries to push the creature back that's attacking him, finding it off with his dirk, but he doesn't manage to hit it. Then, there is a tremendous thud as Owlbear Hartshorn leaps down from the foredeck above, landing next to Narwhal and the creature. He must have freed himself from the ropes securing him and leaped over the railing to help his crewmate. The huge Shoanti is tall and ungainly, and falls badly. Holding only a club, he lashes out, beating the creature's head and body to a bloody pulp. Owlbear hits the grindylow with a critical for 12 points damage, ending its measly existence.

Updated Map - [ooc] Only 3 grindylows left.

Initiative
21 - Arven
20 - Batango
19 - Atajay
19 - A'vandira
17 - Quara
3 - grindylows
2 - crew
1 - storm

------

GM rolls:

grindylow 5 Will 1d20 + 2 ⇒ (11) + 2 = 13
grindylow 1 Fort 1d20 + 1 ⇒ (14) + 1 = 15
grindylow 2 aoo 1d20 + 7 ⇒ (5) + 7 = 12
grindylow 3 aoo 1d20 + 5 ⇒ (3) + 5 = 8
grindylow 1 attack 1d20 + 3 ⇒ (14) + 3 = 17
damage 1d6 + 1 ⇒ (4) + 1 = 5
grindylow 2 attack 1d20 + 3 ⇒ (6) + 3 = 9
grindylow 3 attack 1d20 + 1 ⇒ (20) + 1 = 21
grindylow 4 Strength 1d20 + 1 ⇒ (18) + 1 = 19
grindylow 4 attack 1d20 + 3 ⇒ (6) + 3 = 9
grindylow 2 trip 1d20 ⇒ 1
grindylow 3 trip 1d20 ⇒ 13
grindylow 3 confirm crit 1d20 + 1 ⇒ (2) + 1 = 3
damage 1d6 - 1 ⇒ (3) - 1 = 2
grindylow 2 bite 1d20 - 2 ⇒ (16) - 2 = 14
damage 1d3 ⇒ 3
grindylow 3 bite 1d20 - 2 ⇒ (20) - 2 = 18
damage 1d3 ⇒ 2
Narwhal 1d20 + 3 ⇒ (5) + 3 = 8
Owlbear Strength 1d20 + 3 ⇒ (19) + 3 = 22
Owlbear Acrobatics 1d20 - 1 ⇒ (3) - 1 = 2
Owlbear attack 1d20 + 5 ⇒ (20) + 5 = 25
confirm critical 1d20 + 5 ⇒ (11) + 5 = 16
damage 2d6 + 6 ⇒ (1, 5) + 6 = 12
falling damage 1d6 ⇒ 6


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 turns his attention to the grinds low biting and stabbing at Arven, trying to hold this one in place for a few seconds until help can get to the warrior.

Cast Daze on the second attacker. DC 15 Will save to avoid effects.


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)

Still singing, Quara lashes out at the grindylow that just tried to turn her into tiger-kabob. Lightning flashes, illuminating her sword. Thunder crashes, her voice rising to meet its thunderous roar.

Continuing Inspire Courage +1. Attack roll 1d20 + 3 ⇒ (10) + 3 = 13 for 1d8 + 2 ⇒ (7) + 2 = 9 damage.


Freed from his adversary, Batango looks to help Arven again, and points his finger at one of the creatures attacking him. "Kinetosis..." A grisly greyish ray fires off from the witch's finger at the fiend.

Ray of Sickening, Ranged Touch: 1d20 + 3 ⇒ (19) + 3 = 22

Fort Save DC 15 or sickened for 2 minutes.


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, battered by the wind, struggles to hit the creature next to him, he swings but doesn't seem to be able to find the range.

Cutlass 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 (inspire courage) Damage 1d6 + 2 ⇒ (5) + 2 = 7

Well at least I can't roll any lower to hit!!! so far 9, 5, 1 great...

The Exchange

Round 3
Arven struggles to hit the creatures fighting him. Battered by the wind, he finds it difficult to hit a target. Yeah, it can only go up from here! Don't worry, by the law of averages, you should be due for some natural 20s soon.

Batango aids Arven by throwing a ray at one of the creatures, one just shaking off the effects of being dazed by Atajay's sonic spell. The dark ray covers his target, making the creature squirm. However, it seems to throw off the spell's effects and keeps fighting. Then, Atajay hits the same creature with a daze spell and it stops, its face taking on a vacant look. Made its Fort save against Batango's spell with a 15, but failed its save against Atajay's.

Will post update for rest of round tomorrow, will give A'vi another chance to post.

Initiative
21 - Arven
20 - Batango
19 - Atajay
19 - A'vandira
17 - Quara
3 - grindylows
2 - crew
1 - storm

-------

GM rolls:

grindylow 2 Fort 1d20 + 1 ⇒ (14) + 1 = 15
grindylow 2 Will 1d20 + 2 ⇒ (10) + 2 = 12

The Exchange

Round 3 continued
A'vandira hurls another orb of acid at one of the grindylows, but again the wind grabs hold of it and flings it away with the storm. Cast acid splash.

Still singing, Quara lashes out at the grindylow that attacked her, trying to pin it down with her blade. Lightning illuminates her blade and thunder crashes all around, but she fails to hit the slimy creature. Her blade swishes just inches over its head.

It looks like you have broken the creature's attack, and those still on their feet try to break off from the fight and jump back into the sea. one watches helplessly, too dazed to move as its comrade turns to swing over the railing. Before it can escape though, Arven skewers it with his cutlass, splattering bits if it everywhere as the body slips into the ocean. Quara scores a hit of her own as one of the raiders tries to disengage, leaving it senseless on the deck. [ooc] Arven I think I stole one of the crits you're owed. 11 points of damage from attack of opportunity on one of the retreating grindylows. Quara hits too for 5 points of damage from an attack of opportunity as well, leaving it disabled. [ooc]

Thus leaving one raider still on deck.

Initiative
21 - Arven
20 - Batango
19 - Atajay
19 - A'vandira
17 - Quara
3 - grindylows
2 - crew
1 - storm

------

GM rolls:

A'vi ranged touch 1d20 + 4 ⇒ (7) + 4 = 11
Arven aoo 1d20 + 6 ⇒ (18) + 6 = 24
damage 1d6 + 2 ⇒ (4) + 2 = 6
Quara aoo 1d20 + 3 ⇒ (14) + 3 = 17
damage 1d8 + 2 ⇒ (3) + 2 = 5
Arven confirm critical 1d20 + 6 ⇒ (17) + 6 = 23
damage 1d6 + 2 ⇒ (3) + 2 = 5


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

If the remaining enemy is one that Atajay hasn't dazed, he will try his Daze spell yet again. DC 15 Will to resist.


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

Quara growls. Sheathing her blade, she picks up the disabled grindylow and, roaring like a tigress, pitches it overboard.

She turns her glowing eyes on the last of the deep Goblins and snarls: "Leave."

Probably taking considerable liberties, but I hope the showmanship of it makes up for that. ;)


Seeing the situation well in hand, Batango leaves the remaining creatures for his allies to deal with as he assesses the current conditions of the ship and the storm itself.


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 scours the deck to see if Cogward is anywhere as he wipes the gore from his blade. Smiling in the salt water that is blown in the winds.

The Exchange

Round 4
With the fight gone out of the creatures, Arven goes looking for Cogward. Through the rain he sees the Varisian sailor up on the foredeck, bound to the foremast with a secure rope.

Batango and Atajay watch on as the raiders depart. The sorcerer has another daze spell at the ready, to cast if needed.

The remaining raider seems to snap out of its daze, shaking its head. Finding itself left on its own, it begins to back towards the railing. Then Quara growls. The sight of the feline tiefling and the fierce roar are enough to cause the creature to shriek in fear and leap over the side! It disappears into the waters with a small splash.

Before moving on, are you wanting to do anything about Cogward?

------

GM rolls:

Quara intimidate 1d20 + 3 ⇒ (16) + 3 = 19


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

"No reason to leave Cogward out there to die by himself. Can anyone heal him? If morning else, that might get another crewman on our side," Atajay tells the others, as he starts to work on us loosening the rope that has him secured to the mast.


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 struggles to make her way over and puts her hand to Cogward's brow.

"Curatio simplissima," she chants, trickling some life energy into the man.

Cure light wounds for 1d6 + 2 ⇒ (4) + 2 = 6


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, seeing no opportunity to remove Cogward from the ship, a man overboard in this storm would just be an accident. However with the sailor showing his experience and being tied to the ship, it just isn't the right time. Arven scowls and tries to stop Quara wasting her god's prayers on the man. He calls out to her, but it seems his words are lost in the wind. "Please, Quara..... I have deep wounds from those creatures .... HELP!!" As he starts towards her, still attached by rope, unwilling to let the seas make him a victim.


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)

"Coming!" the tiefling calls, and she makes her way over to Arven as best she can. "Curatio simplissima," she chants, laying her hand on the Undine. Healing warmth flows through the Barbarian.

Cure light wounds for 1d6 + 2 ⇒ (6) + 2 = 8 hp.


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;

"Thanks Quara, that makes me feel much better, lets hope there's no more fighting today, I still feel somewhat weak from all that" says Arven, his wounds looking healed, but his body still looks battered and bruised.

Arven on 15 of 27 HP now. It's up to you Quara if you have any more healing to help or leave ARven as he is at about half max HPs.

The Exchange

Crimson Cogward sneers at Quara's concern as he begins to loosen the rope he's used to lash himself to the mast, feeling the storm winds beginning to abate. "Save your magic, I'm not hurt. So I guess you can use that blade. I thought it was just for show." Thought your offer to heal Cogward was worthy of another Diplomacy check to change his attitude, but he is still pretty hostile. By the way, he is actually unhurt, I had just mentioned him as I thought Arven had a plan to try and eliminate him. So, you can use the spell instead on Arven if you like.

------

GM rolls:

Quara diplomacy 1d20 + 10 ⇒ (3) + 10 = 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)

Well, let's give it a try, then.

"Yes, I can use it," Quara says, shrugging. "But its for when there are no better options available, savvy?"

Sense motive to check for possible chinks in his hostility to exploit: 1d20 + 5 ⇒ (7) + 5 = 12. Diplomacy to improve his attitude: 1d20 + 10 ⇒ (12) + 10 = 22


Batango wanders up to Arven after Quara moves on to deal with Cogward, Tabook perched on his shoulder. His hand glows in the briny blue-green of the ocean. "De sea is giving of life, even when it is taking. Blessing of de deep patron..." He lays his hand on the battered barbarian, nourishing some more of his wounds.

Healing Hex: 1d8 + 2 ⇒ (8) + 2 = 10

If anyone else needs topped off after Quara works her magic/runs out, I can healing hex everyone once.


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 have two more spells.


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;

Seeing Cogward untied and from the ship but in conversation with Quara, Arven's chance is gone. He unties himself and claps his arm around Batango smiling he says, Thanks Botango I feel much better now, lets go below to find some hot broth, this fight and storm requires some nourishment.

Arven:

HPs 25


Catching the way Arven is looking around the ship, I can easily deduce he's looking for an opportunity to deal with Cogward. Unfortunately, both Atajay and Quara seem to be of a different mind, still trying to sway the man to our side. As soon as Batango has completed administering more healing magic to Arven, I move to stand beside the Undine barbarian and put my arm around his back. "Come on, guys. I need some food. And sleep. Let's go find us both.

The Exchange

Well, if you feel you've missed an opportunity this time to deal with Cogward, perhaps another opportunity will arise..

Once the denizens of the Slithering Coast clear off the ship, you do indeed feel the storm begin to abate. But you are to find little respite in it. Batango and Quara see to Arven, having sustained wounds in the fight, and they also see to some of the other crew members. Crimson Cogward, at least, perhaps doesn't realize how lucky he was to have escaped that encounter unscathed. At Quara's remark, he shrugs noncommittally before moving across the rain-shrouded deck to help lash down some gear that has come loose. Quara stares after him, trying to gain some insight into the Varisian that would allow her to gain his trust. Arven and A'vandira stare after him with darker thoughts on their minds.

Quara:

Cogward doesn't give much away other than that he's belligerent and that his first thought to answering any conflict is to use his fists or his blade. From snippets that you've pieced together, you've surmised that he must be a devout follower of Pharasma, and he seems to have a keen interest in dark tales. Oddly enough, in comparison to the rest of the impressed crew, Cogward actually volunteered for work aboard the Wormwood.

Thoughts are only just beginning to turn to food and rest when you hear a frenzied shout aloft: "Land!" With a sickening lurch that knocks you off your feet and shrieking groan of splintering wood, the ship stops dead in the water. It takes a few moments to collect yourselves, but along with the rest of the crew you quickly discover the problem. The Man's Promise has run aground on a jagged coral reef, which has scored a hole along the starboard side of the main hold. Mister Plugg immediately instructs several of the crew to begin dismantling the ship's deck to repair the vessel.

Craft (ships), Profession (sailor), or Profession (engineer) - DC 15:

Looking at the damage, you surmise that although the ship is not in immediate danger of sinking, she'll eventually sink unless repairs are made, even if the bilge pumps are operated 24 hours a day.

You see as well that there is indeed land nearby. The coral reef surrounds a small tropical island. A huge ridge towers over the island's western portion. A single raised tor glowers across the isle at the opposing ridge, with miles of jungle lying between the two.

As repairs get underway, Mister Plugg takes a roll call of the crew, and it quickly becomes apparent that two of the crew are missing: Sandara Quinn and Kenya Bloodblade. Mister Plugg is quick to dismiss the two pirates' fate, declaring that they must have been washed overboard in the storm.

DC 15 Perception or DC 20 Survival:

Searching the ship for clues, you come across further signs that grindylows have clambered aboard ship. You also find scuff marks and damage that indicate signs of struggle, and locate Sandara's holy symbol of Besmara and Kenya's pistol.

To add to the situation, upon starting the repairs you all realize that the hull breach has ruptured the barrels with the ship's water supplies. They now stand empty, and need to be refilled at the earliest opportunity. He has Master Scourge call you all together and tasks you with rowing over to the nearby island with a couple whole barrels and finding fresh water and supplies. By his estimate, repairs will take a day and a half to complete, and the ship will sail on the following high tide. That gives you two days to get to the island, find supplies, and return before the ship leaves without them. Mister Plugg announces that he is in a hurry to get underway, that the crew's goal just now is to get to Port Peril to deliver the ship to Captain Harrigan.


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 ⇒ (10) + 4 = 14

Perception: 1d20 ⇒ 1

We have to find Sandara! Friends aren't to be taken for granted on the sea...


Batango grumbles as the ship runs afoul on the reef, cursing the negligence of Scourge and Plugg above all else, though he keeps his words to Tabook. When he is summoned, he looks grim and makes to leave the galley, looking to Kroop as he exits. "Our shipmasters be quite unable to master de ship, it is seeming. I am thinking your idea was a good one, my friend, to take dis vessel for us and ours." He leaves the chef with that, taking some amount of credit for having Kroop be the one to suggest the plan he had been hinting at all along.

Coming onto the deck, the witch observes the damage with a casual eye, finding that such a misfortune could actually be useful in continuing with the plan to claim the ship. He smiles darkly, thinking it to be the work of the deep patron whose whispers come to him on the sea wind... He walks up near Atajay and gives him a nod.

Profession (Sailor): 1d20 + 9 ⇒ (16) + 9 = 25

"De damage is not so bad. De sea will not be so quick in taking de ship, I am tinking. And now we are to be collecting food again. No sharks dis time, we can hope."

Perception: 1d20 + 3 ⇒ (12) + 3 = 15

He lowers his voice and continues. "On my way to de deck, I saw de leavings of a fight..as well as de priest's icon and de pirate woman's pistol. Plugg seemed awfully dismissive as to de whereabouts...perhaps it was not wave nor grindylow dat hid dem away..."


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 |

"So they've been taken then. Screw finding supplies, let's find our friends and get back to figuring out how to take this boat. "


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)

Pofession (sailor) 1d20 + 3 ⇒ (12) + 3 = 15. Perception 1d20 - 1 ⇒ (9) - 1 = 8.

Quara nods thoughtfully while listening to Atajay and Batango, and whispers: "Call me crazy, but this seems like a fine opportunity. The ship is lying still, and we have a day or two before things can get dire. If we're going to mutiny and top Harrigan, it should be now. With Plugg, Scourge and their cronies out of the way, we make repairs and get gone."

She makes a soothing hand gesture. "After we find out for certes what happened to Sandara and Kenya, of course. I can try to read Plugg's mind again?"

***

A bit later, and before the group leaves to go hunting for supplies, Quara approaches Crimson Cogward. She is relatively subtle about it, simply leaning against the railing near him and watching the island.

"Reminds me of a story, that island," she says, as if talking to herself. "Well, a song. How did it go...?"

The tiefling proceeds to softly sing the first few verses of a harrowing tale of a ship wrecked on the shore of a mysterious island that did not appear on their map in the dead of night. Each night thereafter, horrible, flying beasts would descend on the crew, robbing them of their sleep and murdering dozens before finally, the crew managed to make repairs and cast off.

"And as they sailed away into the distance, they saw the island clearly in the light of day for the first time. It was a great, terrible beast, slumbering in the water," Quara says. "The horrors that had bedeviled the crew were but its fleas. Had the beast woken up... none would have survived. Cheerful thoughts, this island conjures, ain't they?"

Perform (sing) 1d20 + 8 ⇒ (6) + 8 = 14 and Diplomacy 1d20 + 10 ⇒ (18) + 10 = 28


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;

Profession(Sailor) 1d20 + 3 ⇒ (20) + 3 = 23
Perception 1d20 + 7 ⇒ (10) + 7 = 17
Now it rolls above 10.....

Arven looks at the calmer waters beyond the reef, "Now there looks somewhere to have a swim." Smiling he thinks getting away from the ship for a while is going to be good.

The Exchange

Bonewrack Island
As you prepare the ship's boat for an excursion to the island for fresh water and, you hope, a chance to rescue your friends, Quara finds a quiet moment to share a dark story with Crimson Cogward. Whereas any other member of the hardened crew might have felt fear at such a dark story as hers, Cogward instead is impressed and appreciative. "I'll be thinking of that story as I watch you row over to that island," he says. "Don't let the beasties get to you over there, it'd rob us of a chance to throw you a real hero's welcome." He grins coldly as he says this, but less malice than he's used in the past. Not an easy feat, but you did make a successful Diplomacy check, Quara. He's still pretty unfriendly, but not as hostile as before.

Without further ado, the five of you set out in the ship's boat with a couple of empty barrels and make for the island. You scout around the coast for a bit before making landfall, trying to get the lay of the land and determine the best place to make a safe landing.

From this viewpoint, it's easy to see the predicament the Man's Promise is in. The holed merchantman-turned-pirate vessel rests on the edge of the coral here, lodged on the reef, which lies but five feet beneath the water's surface at low tide. The water here is crystal clear, and you can see that the entire island is surrounded by jagged coral reefs lying only five to twenty-five feet below the surface.

You realize that your choices for landfall are a bit limited. To the west and north-west a high ridge runs along the coastline, presenting a tall, rocky cliff some 500 feet topped with trees in most places. Most of the lowlands are swamp, though nearest to the ship you spy the remains of what might have been a village, nestled between the ridge and a tall, granite tor at the north-eastern tip of the island. Rowing further on you see a long strip of sandy beach. Either there or the village would probably be your best bet for coming ashore.

Something else you realize is that the entire perimeter of the island is dotted with skeletal sentinels, or "shepherds". Many of these skeletons are fixed in the shallows, and are covered from head to toe in elaborate scrimshaw. More hang from tree branches along the shore, facing out to see like mute prophets, staring with empty sockets.

DC 10 Heal:

The scrimshaw shepherds are truly the elaborate product of a twisted imagination. No two are alike, and the bones show signs of trauma and gnawing.

Bonewrack Isle

The Shepherds of Bonewrack Isle

So which way would you like to start exploring the island? Fishing village? Sandy beach? Somewhere else?


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 |

"Freaky welcoming committee, ain't it," Atajay nods at the strange skeletons. "Anyone else prefer to land at the fishing village? Something about that wide open beach just screams out that there's a trap."


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)

Before the island

"Beasties?" Quara repeats, giving Crimson Cogsward a wide-eyed, innocent stare that seems almost fearful; a delicate maiden surprised.

Then her expression shifts to one of predatory mischief, which is quite a sight in a girl with such tigreish features, and she pats the hilt of her longsword.

"Fresh meat for the welcoming feast, mayhap," she says, laughing. "I get tired of pickled grub, don't you?"

Another Diplomacy check: 1d20 + 10 ⇒ (15) + 10 = 25

Near the island

Heal 1d20 + 7 ⇒ (3) + 7 = 10

"Each one's unique," Quara reports after studying the shepherds for a while. "None of the scrimshaw patterns repeat, see? And... there's trauma here. None of them died pecefully, and some of the bones were gnawed on."

On a hunch, Quara hums a few notes, and scans the area again.

"I agree we should hit the village," she says. "Likelier to have easy access to fresh water. And maybe information on what's going on at this island. This place gives me the heebies something fierce!"

Detect Magic.


Heal: 1d20 + 2 ⇒ (13) + 2 = 15

"Aye, de village. There is some strangeness at work here, I am thinking...de skeletons are etched in writings, do you see? Wards perhaps, or else curses upon de enemies or whoever made dem. Perhaps dey have a patron of deir own to appease..."

Knowledge (Arcana) the shepherds pertaining to rituals or the like: 1d20 + 8 ⇒ (2) + 8 = 10

Knowledge (Geography) for the island: 1d20 + 10 ⇒ (4) + 10 = 14

Knowledge (History) for anything applicable: 1d20 + 8 ⇒ (19) + 8 = 27


Standing beside Arven, I look out over the calm waters, silently cursing Plugg and Scourge. As Arven talks about taking a swim in the waters beyond the reef, a smile creases my face and I turn to look up at the big barbarian. "You know, that sounds like a good idea. But I can't help but remember the last time we went for a swim and them reefclaws thought to make us dinner. I think I'll wait till I'm sure there's none of those thingies around." Looking around the ship, I catch sight of Quara smooth-talking Crimson Cogsward and my mood suddenly turns very dark. "I don't know about you, but I swear, if Quara fails in turning him to our side, I am going to kill that guy. And even if she does succeed, I'm not going to trust him one bit.".

The Exchange

Crimson Cogward:

Cogward smiles grimly at your jest, impressed by your attitude. "Heh, we'll see what you bring back then. You might find, your biggest fight won't be on the island. You know, never can tell who you can trust these days." Cogward smirks as he walks away. You succeed in improving his attitude a bit more, he might reconsider his attitude towards you.

You row towards the abandoned fishing village, a small collection of collapsed mud huts. You take a grim consolation that from here the Man's Promise is not too far away. It looks like the village has been uninhabited for quite some time. A path leads away from shore into the nearby swamp.

Detect Magic:

The skeletons do not radiate any magic, neither do you detect any arcane signatures around the abandoned village.

Knowledge (arcana):

The skeletons are not inherently magical. Some primitive cultures certainly believe in their power though, and more than just grisly works of art they may represent territorial markers or a curse on interlopers.

Knowledge (geography):

It looks like the interior of the island is dominated by a large swampy area. The rocky tor to the east is could have been an old volcano. The rocky ridge to the north-west rises some 500 feet and looks like it would be a substantial climb.

Knowledge (history):

You've come acroos mention of Mwangi fisherman living on the island and trading in coral and pearls, though they've not been heard from for decades. More recently, a scout ship from Cheliax, the Infernus, disappeared off these waters about three years ago. This area along the Slithering Coast is notorious as the home of dangerous aquatic humanoids.


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 |

Know. arc 1d20 + 5 ⇒ (2) + 5 = 7

Know. Geography 1d20 + 5 ⇒ (18) + 5 = 23

Know, History 1d20 + 5 ⇒ (15) + 5 = 20

Atajay tells the others about what he knows from his recollection of the history and his notice of the topography of the island.

Read History and Geography spoilers from DM's last post.

The Exchange

Atajay:

In addition to the geography and history facts you were able to get from the last post, you also recollect the following additional details. As you stare at the ridge, and note the type of rock strata exposed around the village, you would say this island is pretty porous, and is likely riddled with caves of some sort. It's not a very tall island, so these caverns would likely be flooded. You also note that in recent years there have been several reports of attacks on ships in the area around Bonewrach Island, in much the same way that the Man's Promise was attacked.


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 |

"Hmm, look at this rock pattern. The island looks like it's porous...lots of caves in this place, I'd wager. As low as it sits, I bet they are flooded, too. This place has seen a lot of ship attacks according to rumors I've heard before. Sort of like us. I'd think there's a good chance on there being some plunder laying around, if we find one of those caves. That might be where those damned sea devils have taken Sandara."


Batango tugs at his beard as he ponders. "Maybe de locals, if any remain, can give us more information. Or perhaps dey won't be so keen on de talking."

The Exchange

It looks like a bit of exploration is in order. Which area would you want to check out next? The lone rocky tor? The cliff-top ridge? The swampy interior?

Bonewrack Isle


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 wants to check the cliff top ridge first, then progress to the tor and the interior.

No real reason...if someone feels strongly another way, I'm fine with that.

The Exchange

At Atajay's suggestion, you move out of the fishing village to find a rise to get a better look at the cliff top ridge. It looks like reaching the ridge will require a short trek across the island through the swampy interior.

The rocky ridge towers some 500 feet over the rest of the island. It's covered by trees in many places, particularly along the more shaded northwest slopes. It looks like it would be a tough climb to the top of the ridge, though in some places the climb might be easier than others. In some places it looks like you may be able to use the vegetation as an anchor to help pull you up, and far in the distance those of you who have keen vision see what may be a path up the hillside.

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