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

Game Master moafnsteel

Skull and Shackles Campaign!


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MAP

[ooc] Balthe you are right next to both Holgur and Four Skulls. Also Four Skulls you get a free shot at Aretta.[ooc]


MAP

I will let you tell me which one was for who, since you rolled two and didnt put names on them :-) lol


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

to keep things fair 1=Fipps 2=Slippery

AOO 1 1d2 ⇒ 1
AOO 21d2 ⇒ 1


MAP

well Balthe, Im still not sure which one is for which lol


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

it says right above…1=Fipps 2=Slippery, so both go at Fipps


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

DM did you ever resolve this?

Link to previous post

Jasmine will not take an AOO, she is unarmed.


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

Which enemies are within 5 feet of Jasmine and how injured do they look?

perception: 1d20 + 4 ⇒ (10) + 4 = 14


MAP

Aretta is visibily hurt and so is Slippery. Balthe pummels Fipps which knocks him uncounscious.


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)

Attack: 1d20 + 2 ⇒ (4) + 2 = 6

As Aretta gets back up Mesdoram misses his kick and scrambles to recover. He plants his foot and drives his elbow into Aretta's back after she swings at Jasmine.

Attack: 1d20 + 2 ⇒ (15) + 2 = 17

Damage Attack/Sneak Attack: 1d3 ⇒ 31d6 ⇒ 3

Aretta starts to wobble after the hit and Mesdoram smirks.

Sick call's gonna have one more sailor today.

That's 11 damage for Aretta total with Jasmine's AoE right?


MAP

After reading the rules I do not believe anybody would get an attack of opportunity from Aretta as she stands up (Balthe would but he is not next to her.

Slippry and Aretta are still left. Jasmine took 2 points of damage.

Heroes turn. Balthe you would not need to move to attack Slippery. Also, Four Skulls you are next to Aretta.


MAP

Aretta is down and out for the count with those attacks. Slippery is all that is left.


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

well i wouldn't had gotten one in the last round anyhow, w/o combat reflexes just rounds 1 and 2

rd 3 I assume?

1d20 + 4 - 1 ⇒ (12) + 4 - 1 = 15 for 1d3 + 3 + 2 ⇒ (3) + 3 + 2 = 8 this time not using combat expertise so AC 12

Lights out Slippery. Balthe holds out his left fist, and when slippery looks at it he levels an uppercut at him, catching him square on the chin.


MAP

Combat over.

"You guys better hurry and get up here before you are late!" yells Sandara


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 shakes off his hands, and he quickly rifles through one of the unconscience folks for anything of use,

You guys each do a quick search on one of these fools.


MAP

Once you guys do make it to the deck, you can all roll for your daily crew task and roleplay it.


MAP

After everybody searchs the unconscience foes, all that is found is a dagger on Slippery.


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, hands the dagger to one of his new friends.

This might be useful, don't like the things much myself.
Balthe rushes up to the deck.


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

1d6 ⇒ 5 Runner!


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

1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10 Con

1d20 + 2 ⇒ (17) + 2 = 19 Acro

Balthe spends his day running around, doing odd jobs, he does his best to keep his head down and stay out of trouble though he keeps a careful eye out for what happens to the 4 stooges.

Edit, I forgot about work diligently so not fatigued after all!


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

That night Balthe plops down next to Tilly, drinking his rum and chatting her up.

1d20 ⇒ 14

So come here often? Balthe laughs at his own joke, though she might not be amused.

How long have you been on this tub?


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)

This is shaping up to be a wonderful cruise, plenty of exercise.

Mesdoram passes on the dagger that Slippery's carrying, figuring that at best he can find another weapon, at worst he'd be accused of stealing it.

He runs up on deck in time to make it for first bell.

Fishguts' Sobriety: 1d100 ⇒ 81 Drunk!

Unfortunately he finds Fishguts incoherent in the galley, drunk just after he serves up a fairly hardy stew for breakfast.

Ambrose! Ambrose, you awake?

Ambrose gargles a bit incoherently, unable to properly respond yet. Fortunately he writes up a task list each day he's sober on a slate tablet he's mounted on the wall.

Daily Task: 1d6 ⇒ 2 Cooking

Fortunately for him the only real task for the day was cooking. He checks the ingredients and decides the best thing to do is make a sailor's stew.

Profession(cook): 1d20 + 6 ⇒ (20) + 6 = 26

For once everything seems to go perfectly while cooking and he cuts up turtle meat, celery, garlic, peppers, onions and spices, melts butter and starts cooking the vegetables in a stock Fishguts had stored. Fortunately that gave him plenty of time to look over the ship.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

He starts checking for Jasmine's dodo in the cargo hold, trying to see if its caged or just roaming free. How does one call a dodo?

Here, Flotsam, Flotsam.


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

As Jasmine scrambles up the ladder to the deck she nods to her companions, a simple acknowledgement of a good job.

task: 1d6 ⇒ 4

She picks up rope and begins to haul it to locations needed.

sailor: 1d20 + 4 ⇒ (9) + 4 = 13

Her muscles remembering days aboard her father's ship. You reared me well father.

Through out the day she will try to get to know and influenece another crew member (Rosie Cusswell)

diplo: 1d20 + 6 ⇒ (7) + 6 = 13

"Had an unfriendly welcome this morning. We handled it well...time to watch each others back."


MAP

You guys are able to make it all on deck in time. However, Aretta, Fipps, Jaundice, and Slippery all arrive late and look like a wreck. Due to their tardiness they are all given 3 lashes with the whip. Mr. Plugg is visibly angry with these four and Master Scourge does not hold back on the whippings. Throughout the day, all four of the pirates, receive several more whippings as Master Scourge and Mr. Plugg are extra hard on them, making the PCs day slightly easier.

Everybody give me a Perception check please.

Mesdoram you were not able to find the Dodo bird, probably because you have no clue how to call the darn thing, but you are able to find a short sword that had falling in between the wall and the sink. The short sword is covered in cob webs, food particles, and who knows what else. You are almost completely certain that Fishguts has forgotten about it and you have enough time to take it back to your cabin.

Jasmine - "Whispers are going around the crew, that Master Scourge and Mr. Plugg have it out for you guys. I also heard," she pauses to look around before continuing, "the four you fought this morning have been also trying very hard to make friends, watch out for Narwal, he is an old friend of Master Scourge and I have heard he is pretty tough. In any event, I will watch your back as long as you promise to warn me before you zap the people next to you," Rosie winks as she hurries off to work on her task, fearing that Master Scourge, may see you too talking. (Obviously Rosie goes from Indifferent to Friendly).

Balthe - Your comment gets a huge laugh out of Tilly as she continues to drink her rum. "I been on this boat for several month and hate every minute of it. These good for nothing men on here kiss ass and barely are able to do their jobs. But you and your lot I like you. If things get hairy, you can count of me to help, I have an old grudge with Jaundice that I am itching to fix." She also warns you of Owlbear Hartshorn, Mr. Plugg's brute of a "pet." You are told that he is a big, strong man, but rather stupid and despite being the "pet" of Mr. Plugg, they make fun of him but fearing for his life Owlbear goes along with whatever Mr. Plugg says, also because Owlbear has no other friends as everybody is scared to talk to him. Mr. Plugg doesn't like people talking to him and ensures that nobody does.


MAP

Mesdoram - During the day, you are working hard to make up for Fishguts not being sober enough to cook. However, about mid-day Fishguts stumbles into the kitchen, "There, hic, you are, you need to know, It’s poison, this ship, but don’t let anyone hear you say it aloud. The hull listens, see, and the cap’n hears it all. Poison the Wormwood is, though, rotten to the core. You’ll not meet a more nasty, sour piece of work than Cap’n Harrigan in all your days at sea, and his crew’s the same, ’specially the first mate, Mr. Plugg. Vicious little sod, he is. He’d take his own mother’s liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can’t ’arm ’em.” (He slurs almost every word and it takes him twice as long as normal to get all this out). Fishguts can barely stand by the time he finishes his speech and walks over to the sink and throws up, before stumbling back out of the kitchen.


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

perception: 1d4 + 4 ⇒ (1) + 4 = 5


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

good to have a friend tilly. I have your back.. He spends a lot of time or as much as possible just trying to have a normal conversation

Percep 1d20 ⇒ 1


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

what do we think about trying to get to know owl bear? Balthe asks the others

maybe I could relate to him somehow


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

When were able to have a quick discussion over a meal Jasmine would encourage trying to get to know a brute..."His 'Owl Bear' could prove helpful...sometimes sheer brute strength is required."

"Plugg and Scrouge have it out for us...that's obvious."


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 does hide the short sword in his locker while he's cooking, then races back to the kitchen to finish preparing the food and a side of hardtack.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Maybe it would be a good idea to find this Owlbear, but I've been in the cargo hold, the galley, talked with the quartermaster and we've been on deck. Do you see anyone who you'd call Owlbear?

Mesdoram takes a few minutes to hand over a smaller bladder from the turtle he killed to Four Skulls and a small pouch of oilskin filled with partway with butter to Jasmine. He apologizes to Jasmine for failing to find Flotsam and asks how he could coax a dodo out of hiding, or what kind of food it would need since part of his job is feeding animals on board.

He thinks for a moment, then decides to take a larger chance on his companions.

I've found a shortsword that I've squirreled away. Could anyone use it?

Nightime activity
Bluff: 1d20 + 4 ⇒ (12) + 4 = 16 Attempt to influence Fishguts


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

37 posts in less than 24 hours. Damn you guys are on fire, I better stop slacking lol.

Four Skulls accepts the dagger from Balthe and hides it under the dirty rags he calls a shirt. Thanks and... Looking at the fallen Fipps. Thanks.
Steath: 1d20 + 5 ⇒ (16) + 5 = 21
He casts a quick heal on himself before moving updeck.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Perc: 1d20 ⇒ 4

Day Job: 1d6 ⇒ 1
Yet, for the trouble of still be standing on his feet he is rewarded with the worst job on the ship: Man the bilges.
F#%$!!! and curse your ancestors Scourge.
Daytime Ship Actions: Work Diligently: Gain a +4 bonus on any one check.
STR: 1d20 + 3 ⇒ (12) + 3 = 15
CON: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13

By the end of his shift the shoanti thanks Mesdoran for the blader but declines the sword. Never did had much use for the metal sticks, spears are best for hunting. He whispers back.
Havent seen this beast-man around. If Plugg does not like people talking to him better be sneak about it.


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

I think I had a post gobbled up. I had answered Mes post. Oh well, I'll send a new one.

Jasmine nods as she takes the butter from the cook, she smears some inside her waist band and them more inside her blouse. "That helps...alot." She listens intently to the cooks story of looking for Flotsam, "Well, he could be hiding. He's frightened I sense that...probably caged somewhere in a hold or someone's quarters. He can't speak but he will squawk...fish could lure him."

She waves off the the suggestion for a short sword, "A dagger or staff is more my style...if it comes to that...obviously, my talents are not in the melee combat."


MAP

Mesdoram, you notice that only Fipps gets an extremely angry look on his face and tighten his fists when he is scolded by Master Scourge and Mr. Plugg. You have a feeling that there might be some bad blood starting to boil between Fipps and the officers.

You guys find out the Owlbear has been kept occupied in the offier's cabin but is usually tied up to the mast, where Mr. Plugg and Master Scourge can keep an eye on him. You also find out that 1) Owlbear is heavily guarded, 2) Owlbear is considered and described as a simpleton, and 3) Mr. Plugg and Master Scourge are the ONLY ones who talk to Owlbear so Owlbear is not real friendly, grant it the only interaction he gets are people teasing/making fun of him.

Mesdoram: Fishguts is heavily drunk when you start to talk to him and he starts bragging on you about how great you cooked to the Quartermaster (who is also drunk). You attempt to stay in the conversation but realize you are not drunk enough to be able to talk with them. You walk away feeling that you have made friends with Fishguts, and that it may be easier to friend the Quartermaster now. (Fishguts goes from indifferent to friendly).

Just as a reminder, you can also make people helpful (which has some great benefits0. If Holgur posts tonight I will try to advance time before tomorrow, but I may not be able to tonight.


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

During night time Four Skulls will drink his run making a silent tost to Ilix and any sea spirits he can think about. After dinner he sits down with Grok, again trying to befriend her.
So, I want a rematch. Smiling as he place his right elbow above the table.
Diplom: 1d20 + 7 ⇒ (15) + 7 = 22

STR: 1d20 + 3 ⇒ (18) + 3 = 21


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 subtly points towards Fipps and Scourge.

Trouble in paradise! Anyone know about our friend Mr. Fipps?


MAP

Four Skulls - "Ha,ha, anytime...hic..time..." She rolls Fishguts off the table, who hits the floor with a tud and she grabs Four Skulls arm.

STR: 1d20 + 3 ⇒ (3) + 3 = 6

Four Skulls grips Groks hand tight and when somebody shouts go, it takes Four Skulls only one strong push and Grok's hand slams to the table! The other crewmen start to cheer.
"Ha,ha,ha you got me on this one. Next time I wont go so easy, I need some sleep," she kicks Fishguts who grunts and she begins to help him up.

Grok leans in real close to Four Skulls and whispers "you and your friends can come get your gear anytime tomorrow, just don't tell anybody or it will be my head and probably yours too."
Grok and Fishgut stumble away to go sleep off their rum.

Mesdoram, you are not able to find out much, as most of the crew (the ones that will talk to you) say they dont know much about him and try to avoid him as he is a bully who doesn't like many people. You do find out though, that he seems to be the least liked of the group of the "lap dogs" as the crew calls the four who attacked you.


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

Sorry for the light posting, it has been a busy day.

As much as his jaw hurts from Syl's kick, Holgur's pride is hurt by the fact that the wee slip of a lass was able to hit him so hard. As a personal comfort, he tells himself that is the effects of soft living catching up to him. Now that the welcome wagon is done with and they are getting their lashes from Scourge for failing in their tasks, Holgur lets out a muffled chuckle.

Rigging Work
1d6 ⇒ 6Mainsail duty

Profession (sailor)
1d20 + 7 ⇒ (9) + 7 = 16

Con Check
1d20 + 2 ⇒ (18) + 2 = 20

The rigging work goes well, largely because of the effort that Holgur put in yesterday on the top-most lines. Scourge's ministrations to the 'welcome party' for their failure must have made quite an impression on the other riggers, because they all poured themselves into their jobs. Hardly anyone said a word for the entire day and when the sun set they all climbed down quietly to the deck.

After getting his meal and his rum, Holgur finds the others and sits beside them. [b]"Nice to see that all ye' can handle yourselves. Especially you, Balthe. Looks like them days of bustin' heads at the tavern did you good. Me, I embarrassed myself. That is cuz' I am used to fighting with something sharp or heavy in my hand."

With poor effort, Holgur tries to imitate Mesdoram's voice. "Look behind you, there's the Captain." That was priceless. You should have kicked the scab again for her being so stupid.


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

Well I am not good for much else, but I certainly enjoyed that. Can't wait to get a shot at plugg

once Balthe gets his stuff back…yay


MAP

Jasmine and Holgur still need to take a night action if they want to before I move the story along.


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

Night Action: chatting up Conchobhar

diplo: 1d20 + 6 ⇒ (6) + 6 = 12

Jasmine will flirt with Conchobhar.

Sorry about the short post. I'm getting ready to run off to a meeting, I won't be on till later.


MAP

Jasmine: As you start to speech, Conchobhar angrily stands up, "Listen here lady, first you are way to tall for me and not my type, second of all dont you come over here trying to act all friendly with me like we are friends. I don't want to be grouped in with you lot, you are all nothing but trouble." He slams is mug down and walks away before you have a chance to respond.

Conchobhar goes from unfriendly to hostile (You failed bad on you roll, lol)


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
DM Cuc wrote:

Jasmine: As you start to speech, Conchobhar angrily stands up, "Listen here lady, first you are way to tall for me and not my type, second of all dont you come over here trying to act all friendly with me like we are friends. I don't want to be grouped in with you lot, you are all nothing but trouble." He slams is mug down and walks away before you have a chance to respond.

Conchobhar goes from unfriendly to hostile (You failed bad on you roll, lol)

Jasmine sits there a bit stunned at the sudden eruption. "Men...always worried about their size." She shrugs it off.


MAP

Holgur brings Rosie from friendly to helpful.

The night passes by uneventful and the next morning comes. The bell rings as usual and as you all rise and begin to make your way upstairs, you see the four pirate who attacked you the other day. When the realize you are looking at them the scowl and quickly make thier way up to the deck. Something about the way Slippery looks at you all makes you wonder about her and her intentions.


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)

Ah, another fine morning on board the [I]Wormwood.[/I]

Mesdoram detours to the galley to check on Ambrose.

Fishguts' Sobriety: 1d100 ⇒ 43 Sober!

Pirate's Task: 1d6 ⇒ 4

Apparently the turtle stew was a hit because Ambrose tells him they need another turtle. Before he goes he takes a quick look around the galley to see if he can spot anything else useful.

Survival: 1d20 + 7 ⇒ (2) + 7 = 9

Mesdoram gets lowered in boat with a harpoon in hand and starts trawling behind the Wormwood, looking for turtles swimming around the ship.

Survival: 1d20 + 6 ⇒ (4) + 6 = 10

He works harder at this than he has in cooking, he was never meant to be a fisherman, but he manages to come up with one anyway.

Rolling hot tonight. Work diligently is my daytime action.


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

Day Time Action: 1d6 ⇒ 1
Four Skulls grind his teeth in anger as he is send to the bilges, again.


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

daytime action: 1d6 ⇒ 3

"Our friends look happy to see us. she mutters under her breath.

She works at hulling rope and swabbing the deck,

work: 1d20 + 0 ⇒ (11) + 0 = 11

Just doing enough work to remain busy and get the job done but not too strenuous. She'll try to influence Rosie again to get her friendly,

influence: 1d20 + 6 ⇒ (15) + 6 = 21

When the opportunity to swab below deck presents itself Jasmine will do so and make her way to Gronk's supply office. "Hello...Skulls mentioned for me to stop by today for my gear."


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

[ooc] unable to post, can someone roll it for me? I will work diligently all day[/occ]


MAP

Jasmine Roise is already helpful (the highest) so you can choose somebody else and keep that dice roll. This weekend I plan to update the Character NPC attitude section.


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

wait i found time to post

1d6 ⇒ 3 swab the deck

1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15 Balthe also goes and retrieves his gear

at night he attempts to improve the relationship with tilly again (I don't think we are friendly, if we are then just have me speak to someone else)

1d20 ⇒ 8

But as he sits down with her and spills his rum on her.


MAP

Yeah you had gotten Tilly to friendly already

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