DM Cuc's Skull and Shackles Campaign. (Inactive)

Game Master moafnsteel

Skull and Shackles Campaign!


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Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

I prefer underling. An undead underling for our oracle.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Turning to the ghoul Four Skulls asks. Who did you used to be before dying? How did you got to this island? How did you became an undead?


MAP

By looking at the Ghoul under your command Four Skulls, and the one Balthe took down they both appear to have been either pirates or merchants, but their clothing is in horrible condition and hard to make out which type of sailor they were.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Ghouls are intelligent undead. They keep the memories they had alive and can speak. I was hoping to get some info about this place out of it. Can it be done?


MAP

A terrible stench fills the swamp here, a fetid odor of cheap
perfume and rotting flesh. A huge tree stands in the middle
of a clearing in the swamp, draped with some sort of huge
tent. Lurid, painted faces cover both the tree trunk and tent,
and both are decorated with rotting humanoid body parts and
carpets of squirming insects.

What you see


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4
Four Skulls wrote:
Ghouls are intelligent undead. They keep the memories they had alive and can speak. I was hoping to get some info about this place out of it. Can it be done?

Since we posted at the same time I decided to bump my question just in case.


MAP

okay thanks Four Skulls

The ghoul blankly stares at Four Skulls, Sailors, Infernus wrecked. They got out


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

"That thing under yer control now, Skulls?" Holgur asks while still holding his bow taught and ready to fire.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Uh, can you ask it if there's anyone else in there?


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

"Hey how about where is this wrecked Infernus perhaps there is gear on-board that ship."


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Where is the Infernus? Are there more undead at this island? And whom got out?


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4
DM Cuc wrote:


Sailors, Infernus wrecked...They got out

My last question refers to the bolded part above.


MAP

In water, pointing Southwest. Ghouls and Whores


MAP

Once the ghoul answers you, everybody hears, what sounds like something dragging on the ground, before you hear the familiar sounds of groaning. Suddenly, three more ghouls come out from under the canopy. All three are dressed in torn, old dresses.

You guys are up first.

MAP


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17
DM Cuc wrote:


MAP

Holgur steps around Mesdoram to get a better line of fire on the horrid debutantes 5' step to U4 and fires at the rightmost ghoul. N5 He curses loudly as his arrow flies past its target.

Attack
1d20 + 5 ⇒ (6) + 5 = 11


MAP

AC 14, touch 12, flat-footed 12. Just so you guys know.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Four Skulls, did you just lead us into a trap?

He raises his own crossbow and fires.

Attack (Crossbow): 1d20 + 4 ⇒ (10) + 4 = 14

Damage (Crossbow): 1d8 ⇒ 2

His bolt just barely tracks onto the lead ghoul (O6) and the bolt tears through muscle on the ghoul's arm. It'd be debilitating on a live person but on an undead it's merely a nuisance.

Now would be a great time for a fireball.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe moves forward and launches his sling bullet

1d20 + 5 ⇒ (19) + 5 = 24 for 1d4 + 3 ⇒ (4) + 3 = 7


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine will casts two magic missiles that one stuck with the bolt.

MM: 2d4 + 2 ⇒ (4, 1) + 2 = 7


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

OMG! Dungeongrid works on mobile! I am in love.

Last I checked you guys were the ones "leading". From what the other one said I think the crew of a sunk ship may be roaming this island as undeads. Which can be... usefull. Let me try to control these too.
Moving forward Four Skulls channels energy to control the undead again.
Stop! And kneel down.

Same deal, will save DC 14 or dominate monster on them.


1 person marked this as a favorite.
Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

I'm of an age that whenever someone yells "Stop!" my first thought is Hammertime! Thinking of ghouls hammer-dancing makes me smile.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14
Mesdoram wrote:
I'm of an age that whenever someone yells "Stop!" my first thought is Hammertime! Thinking of ghouls hammer-dancing makes me smile.

It's HammerTime

or

Jimmy Fallons Version


MAP

The onslaught of bullets, bolts, and magic missles brings the one ghoul down.

Four Skulls lets out a burst of green energy that washes over the two remaining ghouls, One of the ghouls stops dead (M8) while the other advances towards Four SKulls.

Spoiler:

Q5: 1d20 + 3 ⇒ (13) + 3 = 16
DAM: 1d6 + 1 ⇒ (2) + 1 = 3

Spoiler:

N5: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
M8: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17

I forgot to add the +2 on the ghoul you control for their channel resistance, which gives them a +7 just FYI

MAP

You guys are up.


MAP

For some reason that dice roller keeps changing the dice for the saves. The one in M8 failed its save throw and it didn't roll a 17 when I previewed it.


MAP

If you manage to control the last ghoul, I am banning your ability! lol, jk


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram looks at the ghoul and shouts to Four Skulls.

Get clear of the infernal thing! I'll hit you if you don't get away.

If Four Skulls leaves melee:

Spoiler:

Attack (Crossbow): 1d20 + 4 ⇒ (12) + 4 = 16
Damage (Crossbow): 1d8 ⇒ 5


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

I got as many as I can hold, this one we need to kill. Four Skulls says stepping back and stabbing the one in from of him.

Attk: 1d20 + 6 ⇒ (20) + 6 = 26
Dmg: 1d8 + 5 ⇒ (8) + 5 = 13

Crit Confirm: 1d20 + 6 ⇒ (15) + 6 = 21
Crit Dmg: 2d8 + 10 ⇒ (3, 1) + 10 = 14


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe kicks the one that just dropped.

that is the last one roght? If not ill attack


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Four Skulls is my first necromancer but one of my friends in my RL game always rolls this type of character. They have a lot in commom with the paladin in the sense that they can be very powerfull but have a lot of RP limitations. You cant walk your undead army into the city for exemple, or even inside a tavern.

And any humanoid you raise as undead comes back as a regular zombie, it does not matter that he used to be a lvl 12 hellknight... The only way to get powerfull undeads under your command is raising giants or other large/huge monsters as fast/bloody zombies and those cant be disguised as anything else. You can control the intelligent ones you find on your way, like vampires, shadows and wights but in the long run they are a trap. Everyday they get a new save to resist you and if they create new undeads during a fight those are not under your control.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

This site is definatly not workplace friendly but they do have some funny stuff.

Link


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine steps back and watches Skulls to his thing and get himself a few new pets. Should be an interesting reunion with crew on the ship.


MAP

Dang you Four Skulls and your stupid crit! lol First you take over my ghouls, and now you crit the other one! :)

Four Skulls Pike pierces the left eye socket of the remaining ghoul, which causes its head to snap back. Once Four Skulls withdraws his pike, the ghoul collapses to the ground.

Combat over. What are you guys doing now. The remaining ghoul is standing in place awaiting orders from Four Skulls.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram will warily enter the shelter and search for anything useful.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe will follow right behind him, with his sling reloaded.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine will cast detect magic to scan the ghouls and the shelter, concentrating on any spot if an aura appears.


MAP

Jasmine you are able to quickly locate a potion of cure serious wounds, and between you, Balthe, and Mes find:
a leather hip flask depicting a crocodile (worth 25 gp), three very sharp,oft-used daggers (one of which is masterwork), a chest containing six f lasks of alchemist’s fire, two barrels of very cheap perfume worth 25 gp each, a wedding dress inlaid with pearls and set with three tiny rubies (worth 400 gp), a whalebone corset set with mother-of-pearl inlays worth 20 gp, a dozen silver hatpins set with tiny obsidians worth 5 gp each, scattered gems worth a total of 250 gp, 56 gp, and 97 sp.

Let me know what you guys are going to do next.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Two barrels of cheap perfume? What is it made of, rotgut whiskey and dead weeds? And are the gems worth 250 gp and there's additional coins worth 65 gp 7 sp or the gems are worth 315gp 7 sp total?

Mesdoram pockets the masterwork dagger and two flasks of the alchemist's fire and looks at the wedding dress, corset and hatpins.

He gives Four Skulls a sidelong glance.

You do realize that you have two undead whores? While I admit we need to make a name for ourselves, running a floating brothel that specializes in rotting corpses wasn't what I had in mind.

He twirls his new dagger to test the balance.

Any chance they know what else is on the island?

Total value of items/coins not including gear: 870 gp 7 sp.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine holds up the wedding dress and nods, "always the bridesmaid never the bride. Bathe maybe Sandra will like this." She laughs and tosses it back on the pile. Jasmine grabs an alchemist fire leaving the others for rest of the group. She puts the hatpins in her hat.

We are obviously taking what we can carry...I'm not lugging barrels of perfume though.:-)


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Just set these up outside we can get them once we save our friends. And she might like it. Good call.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Those we leave for our return trip after murderating Scourge and Plugg and their little gang.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

"Could you disguise your friends there so that we could take them on-board with us? Keep em quiet-like and say we just found them. Say that they are addled in the head and never talk. Then we could use them as reinforcements for our side." Holgur doubts his plan has any hope of working but desperately wants to be told that it could.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Yea, I dont see why not. Four Skulls nods to Holgur and grabs the remaining flasks of alchemist fire. Turning to Mesdoram.
Dont you worry Mes, once I open shop I will save the first spot in line for you.

Jokes aside the shoanti asks the ghouls. Where can I find drinking water in this island?


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

"Let's find the others."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe reload his sling and resumes his back of the pack position


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram will take measure of where the group is in relation to their disembarking point and try to find the way to where the cave was supposed to be.

1d20 + 9 ⇒ (16) + 9 = 25


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Not wishing to embarrass himself further, Holgur lets Mesdoram lead the way with his tracking skills.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine is fine following along the path Mes directs.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Meanwhile, back on the Wormwood:

The crew is nearly incapacitated as they clutch their stomachs, writhing in pain. The replacement cook, being a vegetarian and having been warned that the captain liked meat, had accidently opened a barrel of turtle meat that Fishguts had "contaminated," not knowing the difference between what he found disgusting and what everyone else would have too.

Why? Why didn't we pay Mesdoram a fortune to stay?!

Besmara have mercy, take me now!

Their exhortations fell on deaf ears, as Mesdoram unpacked a delightful picnic lunch for his companions as they examined the clearing they were in.

Balthe was about to eat his sandwich when he turned to Mesdoram before his first bite.

Pardon me, do you have any Grey Poupon?


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

slap

Snap out of it Meso! We got a job to do! Stop staring off into space with a stupid grin.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram staggers from Balthe's completely unprovoked attack.

Why did you do that?! I was just about to give you the mustard!

He hands Balthe a small clay jar filled with dijon mustard.

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