DM Davy Jones' Skulls & Shackles (Inactive)

Game Master Elmdorprime

Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats.

Campaign Info

The Calamitous Intent


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F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5

Well, at least Galean got to be a rigger after all.

1st Profession (Sailor): 1d20 + 5 ⇒ (20) + 5 = 25
Fatigue check from mailsail duty: 1d20 + 1 ⇒ (10) + 1 = 11
2nd Profession (Sailor): 1d20 + 5 ⇒ (3) + 5 = 8
2nd Fatigue check from working all night: 1d20 + 1 ⇒ (18) + 1 = 19

As the storm hits, Yuki tries her best to hide her dismay, but does a poor job of it.

Oh crap, oh crap, oh crap. I hope this isn't the family curse trying to kill me again!

Despite her obvious fear, she manages to do an excellent job the first 8 hours, but only a so-so job the second shift raising and lowering the mainsail along side Ayre. Worse yet, some of the crew started calling her Cordelia again. Nevertheless, the agitated energy serves her well, as she manages to ward off succumbing to fatigue throughout the night.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

1d20 + 4 ⇒ (15) + 4 = 19 1st STR working very diligently
1d20 + 2 ⇒ (11) + 2 = 13 con

1d20 + 2 ⇒ (4) + 2 = 6 con to avoid fatigue

1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9 2nd STR working very diligently
1d20 + 2 ⇒ (2) + 2 = 4 con
1d20 + 2 ⇒ (19) + 2 = 21 con to avoid exhausted

well are is f$@$ed-sorruy for just dice i gotta run!!


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

First Shift
Profession (Sailor): 1d20 + 8 ⇒ (3) + 8 = 11
Constitution: 1d20 + 3 ⇒ (4) + 3 = 7

Second Shift
Profession (Sailor): 1d20 + 8 ⇒ (12) + 8 = 20
Constitution: 1d20 + 3 ⇒ (10) + 3 = 13

Constitution: 1d20 + 3 ⇒ (6) + 3 = 9

Never having done sail work of this magnitude, and in these conditions, Nymph struggles and wears herself out for her first shift before forcing through her second one, doing marginally better but the strain wears her out.


Male Human Druid 7 | HP 62/62 | AC 18, T 11 FF 17 | Fort +8, Ref +3, Will +10 | CMD 18 | Init +1 | Perception +17

Galean can't hide his smile after seeing the storm and the call for rigging work. He then starts working on the ropes, making knots in record time, trying to help anyone that needs help.

Profession Sailor, shirking, if he can aid people.: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31
Con: 1d20 + 4 ⇒ (18) + 4 = 22

Bolstered by the fact that he's doing his life's calling, he is pretty much doing the job of three sailors. If it works like that, I don't know. Despite that, he doesn't seem to slow for even a moment, more like gathering speed as the storm intensifies.

Profession Sailor, helping again: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20
Con: 1d20 + 4 ⇒ (7) + 4 = 11

He slows down a bit, during the second half, but still continues with incredible speed.

"I love rigging work, don't you?", he shouts, half-way between finishing a Sharkbait on the main mast, running across the deck to help Yuki.

He seems to be in his territory at the moment, continuing to help everyone needing aid, coiling ropes with the speed an Absalomian street vendor makes fish wraps for newly arrived travellers.

Did I mention I love quality ship work? I may have.


M Human Bolt Ace | Lvl 1 | HP 2/11, AC 16(14), T 13, FF 13 | F 3 R 6 W 3 | CMB 1 CMD 15 | Init + 5 | Perc + 7

Working diligently, Wulf goes about his tasks during the storm.

climb: 1d20 + 4 ⇒ (1) + 4 = 5

He doesn't even make it to the mast before the deck lurches sideways and Wulf finds himself on his ear, and decides that is not a bad place to work for the evening.

prof sailor: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23

Second shift

climb: 1d20 + 4 ⇒ (1) + 4 = 5

"Apparently I'm not up to climbing today."

Wulf continues working at deck level.

prof sailor: 1d20 + 7 + 4 ⇒ (18) + 7 + 4 = 29
con: 1d20 + 1 ⇒ (9) + 1 = 10

At the end of the shift Wulf hits the deck from exhaustion and passes out.


1st Floor Map, 2nd Floor Map

Well, Carthus is pretty silent on weekends so let's proceed! Carthus, make sure roll your tasks.

As you're climbing up and down the rigging you hear a strangled cry as you're all on the deck for a rare moment.

You see 1d8 ⇒ 6 Ratline fall over the side and hear a panicked cry from Jack Scrimshaw.

Man overboard!

Initiative:

Initiative (Ayre): 1d20 + 4 ⇒ (2) + 4 = 6
Initiative (Carthus): 1d20 + 2 ⇒ (13) + 2 = 15
Initiative (Yuki): 1d20 + 3 ⇒ (19) + 3 = 22
Initiative (Galean): 1d20 + 1 ⇒ (6) + 1 = 7
Initiative (Nymph): 1d20 + 2 ⇒ (6) + 2 = 8
Initiative (Wulf): 1d20 + 5 ⇒ (12) + 5 = 17

You are in pseudo-combat! Your NPC friend has a way to save themselves (swim checks!) but you have to ways to try and save your friend. You can make a ranged touch attack with the rope to try and get the rope to Ratline before he's lost at sea. You range increment is 10 feet and up to 3 PC's can help pull the rope in.

The NPC will drift 1d3x10 feet from the Wormwood

If the attack misses, the rope lands too far away to help and must be drawn back and thrown again or a new rope must be thrown.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Ayre casts monkey fish grabs a rope and jumps in after him

swim speed now


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Be ready to pull!


Male Human Druid 7 | HP 62/62 | AC 18, T 11 FF 17 | Fort +8, Ref +3, Will +10 | CMD 18 | Init +1 | Perception +17

Galean also casts Monkey Fish, I started preparing it, after I saw how bad my snowballs are, and jumps in the water, swimming towards Ratline, holding a rope.

"Ratline! Swim towards us!", shouts Galean.

Technically, Galean could've moved 30 feet by the time, so he should be able to reach him this turn. Darn casters, ruining a terrifying sailing opportunity.


1st Floor Map, 2nd Floor Map

Swim: 1d20 + 7 ⇒ (2) + 7 = 9
Swim: 1d20 + 7 ⇒ (4) + 7 = 11

Ratline tries to reach Ayre and Galean but fails to swim close enough to you.


F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5

I really hope I haven't brought this on my friends, although if the sea wants to take Scourge or Plugg, that would be fine.

Yuki grabs a nearby rope and attempts to throw it out at Ratline, "We're coming for you, hold on!"

Ranged Touch Rope Throw: 1d20 + 3 ⇒ (15) + 3 = 18

I don't know how far away the target currently is, so I didn't add any range modifiers to the roll.


M Half-Elf Slayer 1

Grok! Let me get my bow and arrows from the armory. I can shoot a rope to him!


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

With three people overboard, two of them hopefully intentional, Nymph's body undergoes a different change, spitting her now free teeth out slits open up on each side of neck as small fins sprout from her arms to her elbows as webbing grows inbetween her fingers and toes.

With so many people already in the water she steps up next to Yuki, ready to pull someone in or jump herself if things get to hectic.


1st Floor Map, 2nd Floor Map

While Galean and Ayre swim gallantly, if foolishly, away from the Wormwood, Yuki's quick thinking lands a rope at Ratline's flailing arms and he's able to hold on.

Yuki, Carthus and Nymph are hauling correct?


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Yuki and Nymph are hauling, Carthus is running around looking for Grok.


1st Floor Map, 2nd Floor Map

Ah.

While Nymph and Yuki are hauling on the rope, you see a serious-looking Owlbear pulling on the rope with you.

Swim: 1d20 + 1 + 2 + 3 + 7 ⇒ (9) + 1 + 2 + 3 + 7 = 22
Swim: 1d20 + 1 + 2 + 3 + 7 ⇒ (15) + 1 + 2 + 3 + 7 = 28

After several long minutes Ratline manages to get pulled up to the ship by the three of you.

Galean, Ayre, please roll Climb (DC 5) to get hauled into the ship too. Really guys, jumping into the ocean during a terrible storm even with a line is a terrible, terrible idea - swim speed or no.

When they finish pulling you all up, Owlbear looks at Nymph with concern.

Did I do good?


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

"Very good!" she happily responds while gently patting the tall man on the shoulder.


F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5

"Great job guys!" Yuki congratulates her team with a smile and a victory sign, then checks on Ratline, "You ok there, pal?"


1st Floor Map, 2nd Floor Map

Ratline gasps as he realizes how close he came to death.

Yeah, yeah I am. Thank the gods you threw that rope! Ayre and Galean swam really well, but they'd need those lines to get up themselves! What were they thinking?


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Nymph can only shrug as Ratline pokes a very obvious hole in the spellcaster's plan. "I guess the call of the waves is too hard for some people to resist."


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

we also have a climb speed now

Aure clambers right up

Glad you made it!

Then to his companions. I really need to get my spell book and component pouch back I can't prepare more spells till I do!


M Half-Elf Slayer 1

Damn it do u need to put me on speed dial dm? Also does the hold have a stove? I don't remember it mentioned.

everyone who went overboard should be in the galley by the stove.


Male Human Druid 7 | HP 62/62 | AC 18, T 11 FF 17 | Fort +8, Ref +3, Will +10 | CMD 18 | Init +1 | Perception +17

Climb, with climb speed, taking 10 for 20, 8 for climb speed and 2 for str. Also, I thought that Monkey Fish gives you 30 swim. Checking spells, not my forte.

"Thanks, guys! Got to admit, the water was nice, but maybe we should stay out of it next time. Now, who has some food?" Galean looks at Carthus, mentioning the stove. "Actually, I'd just have some water.", giving the cook a smile.


1st Floor Map, 2nd Floor Map

Scourge walks up and bashes both Ayre and Galean with his rope.

Damn idiots! Diving over the side in this weather, did ya think about the people on board who need you on the rigging for the storm!

He bashes you both again. Two nonlethal damage for both of you.

Ratline is less than pleased at Scourge's treatment of his heroic rescuers, but keeps quiet.

Attitude: Helpful

No time for niceties for those of you making bad choices! Ratline, ye can get below to warm up. Fairy and Berryboy get back in the rigging!

Carthus, you still have to make your rigging rolls!

The night wears on and the storm finally dies down but theres no rest for the wicked. Nymph and Wulf get kicked awake and Scourge promises them punishment for endangering the ship come mid-watch.

Go straight into Day 7! Roll your normal daily tasks. You have to make a DC 18 Constitution save if you are fatigued/exhausted to avoid falling asleep during your night action. Don't forget your penalties for being exhausted or fatigued as well.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Swabbie Tasks: 1d6 ⇒ 4 Hauling Rope and Knot Work
Profession (Sailor): 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Constitution: 1d20 + 3 ⇒ (5) + 3 = 8
So, what? Do I fall unconscious right after work now?


1st Floor Map, 2nd Floor Map

Yes, if you've reached the exhausted stage through failing two Constitution checks between your three shifts, your nighttime action is sleep.


M Human Bolt Ace | Lvl 1 | HP 2/11, AC 16(14), T 13, FF 13 | F 3 R 6 W 3 | CMB 1 CMD 15 | Init + 5 | Perc + 7

rigger task: 1d6 ⇒ 4 Rope Work
"Great Gorum, thank you. I was not up for any climbing today."

prof sailor: 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15

Wulf works the day diligently to avoid any extra notice after his failures from the last night.

Once finished with the day's tasks Wulf dumps his rum ration and climbs into his hammock to sleep.

sleight of hand: 1d20 + 5 ⇒ (18) + 5 = 23


F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5

Daily Task: 1d6 ⇒ 2 Rat catcher

Relieved that storm was just normal weather and not the wrath of her ancestors, Yuki goes about her work with whistle, hoping this time on rat catching duty doesn't result in everyone else having to pitch in again.

Dexterity check: 1d20 + 3 ⇒ (18) + 3 = 21

Daily Task: Influence Tilly

In between intervals of stomping vermin, Yuki finds Tilly and saddles up next to her, "You know, it looks like you an Nymph get along great. If you join up with the rest of us, I'm sure you and I could get along great too."

Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27

Argh, should have tried one of the hostiles!

* * *
Later at night, she tries to dump her rum ration again, with the help of divine guidance.

Dumping Rum Ration: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17


1st Floor Map, 2nd Floor Map

Tilly looks with an appraising eye at Yuki, then flashes an impish grin.

You sure you're phrasing that right there? Nymph might take a bite out of you if you get the wrong idea!


F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5

"Yeah, you're right, I should check with her first. She seems like she might be territorial! Then again, if I'm involved she might be willing to share." Yuki replies in a soft, smooth voice.


M Half-Elf Slayer 1

1d20 + 2 ⇒ (6) + 2 = 8 Carthus hands slip in the rain.
1d20 + 2 ⇒ (12) + 2 = 14 But finally gets the rigging together.
1d20 + 2 ⇒ (4) + 2 = 6 But is fatigued.

Next Day

Kroop is drinking...: 1d100 ⇒ 33But his little talk with Carthus had some positive results.

Daily Task: 1d6 ⇒ 3 Fishing!
Fishing (Survival): 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 Fish are everywhere! Fish are in fact coming off the lines so fast Carthus can barely keep up. By the end of the day they are literally able to eat as much as they want.

Now this is more like it! A tired but grinning Carthus gets few complaints from the crew after seeing the bounty.

During his times bringing fish down to the galley, Carthus sneaks around in the galley looking for useful items.

Perception: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15


M Half-Elf Slayer 1

Sleight of Hand: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15

Carthus manages to slip the rum ration back into the barrel. The perks of being in the galley abound.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

So do I still get a day time action or is it auto sleep after the shift?


1st Floor Map, 2nd Floor Map

You still get a day time action, but at the end of the daytime action you need to make a DC 18 Constitution check or you have to take the Sleep nighttime action.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Oh! Okies :3 thanks.

Thanking Sandara with a heavy nod for helping stay awake during her shift Nymph begins to slump away till she spots Yuki and Tilly chatting. A grin spreading on her tired face she makes her way over to the Oracle before putting her hands on Yuki's shoulders before resting her chin on her hand. "You two seem to be getting along swimmingly. Is Yuki here wanting to join in our fun?"

Constitution: 1d20 + 3 ⇒ (7) + 3 = 10

Aaaaand after this Nymph is out XD


Male Human Druid 7 | HP 62/62 | AC 18, T 11 FF 17 | Fort +8, Ref +3, Will +10 | CMD 18 | Init +1 | Perception +17

Galean, after climbing the ship, doesn't seem too pleased with the bashes, but surprisingly happily goes back to work to work on the rigging. He seems to be enjoying it, cackling almost madly. He seems to be posing a bit as Scourge is watching him.

Goddamnit, as if he wasn't unpleasant enough..., Galean thinks as he's called Berryboy again.

Rum: 1d20 + 4 ⇒ (11) + 4 = 15
Cha: 1d4 ⇒ 3
Exhausted: 1d8 ⇒ 5

Galean would spend the night sleeping, as he's too tired and happy to ruin the night by talking or gambling.

Day 7

Job Task: 1d6 ⇒ 6

Glad he's getting the repairs, Galean does a swimming (no pun intended) job at it, taking it as casual as possible, even doing some improvements where he sees fit.

He then decides to jump to Grok's shop, and try to buy his Scimitar back, getting some berries along the way. Goodberry: 2d4 ⇒ (2, 4) = 6

"Hey, Grok! Nice to see you today. Nice storm yesterday, aye?", he says, grinning like a boy on his birthday.

"Say, can I get my cutlass back? The one that looks like it's been used as an axe, hammer and pick at the same time? Got you the money for it! And lunch, though I heard Carthus cackling in the caboose, so we might even get something that feels good coming in, and not only out."

He hands Grok a berry, and waits for her to give him the cutlass before he hands over the money.

He then proceeds to enjoy the rest of his day, happy that he's alive.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

1d6 ⇒ 4
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11

Ayre winds up with ropes as he usually does and he does it well, making his way to the evening where he approaches Grok

Hey Grok, I was wondering if you could find it in your heart to return my spell pouch and spell book to me. I wont cause any trouble I promise. I just want to be able to be prepared if I have to go overboard again or we have to fight more rats. I wont tell.

1d20 ⇒ 13 diplo


F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5

"Yeah, maybe. If we could ever get any privacy!" Yuki says to Nymph with a light laugh as she heads off to her hammock.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

"I'll work on it!" Nymph responds back with a not as light laugh.


1st Floor Map, 2nd Floor Map

Galean, should the "exhaustion" be 1d20 + 2?

Grok will look at Galean with a fishy eye.

Carthus, you discover a masterwork dagger being used as a cleaver in the kitchen.

------

Well, if you want to get it out of hock before the Captain releases it to you I suppose it's OK. That'll be 15 doubloons kiddo.

------

Tilly will look at you both dubiously.

You two know how hammocks work right? They're not designed for two people, really, much less three. Maybe if we find an inn.

Attitude: Friendly

------

Grok will grunt at Ayre.

I dunno. You get caught with either of them and I'll get in real hot water. It's not like a sword which can be any old thing lying around the ship. I can give you a bit of time to study with them if you can get away in the morning?

Grok takes a hit of rum as she's speaking, obviously on the way to a terrific drunk after last night.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

"Or maybe we could convince Grok to let us all use her office?" Nymph sleepily says, followed by hand going up to her mouth to try to cover a yawn. "Dammit, I hate being exhausted when sex wasn't involved."


1st Floor Map, 2nd Floor Map

Before we move to the evening meal and any night actions, am I correct in thinking that Wulf and Nymph are the only ones who failed both Con checks?


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Dunno about Wulf but Nymph is completely out of it.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

what about my attempt w grok


Male Human Druid 7 | HP 62/62 | AC 18, T 11 FF 17 | Fort +8, Ref +3, Will +10 | CMD 18 | Init +1 | Perception +17
DM Davy Jones wrote:

Galean, should the "exhaustion" be 1d20 + 2?

Grok will look at Galean with a fishy eye.

Carthus, you discover a masterwork dagger being used as a cleaver in the kitchen.

------

Well, if you want to get it out of hock before the Captain releases it to you I suppose it's OK. That'll be 15 doubloons kiddo.

------

What do you mean by exhaustion being 1d20 + 2? Don't we automatically get exhausted after the rum? Or, if you're talking about the Con saves, I passed them both last day, and my night time action is sleep regardless. If you need a con check, Con Check: 1d20 + 2 ⇒ (17) + 2 = 19 May have used a Fort saves in the place of it, in which case I'm sorry for the confusion.


M Half-Elf Slayer 1

Carthus switches the masterwork dagger with his own.

And heads to sleep.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

1d20 + 2 ⇒ (13) + 2 = 15 Rum fort.


M Human Bolt Ace | Lvl 1 | HP 2/11, AC 16(14), T 13, FF 13 | F 3 R 6 W 3 | CMB 1 CMD 15 | Init + 5 | Perc + 7

I failed but after completely resting I should be back to normal by the next day.


1st Floor Map, 2nd Floor Map

You forgot that you failed your duty and put the ship in danger by having to roll dice!

The evening after you daily tasks are done, Wulf and Nymph are hauled before the mast along with Jack Scrimshaw and the hapless Ratline.

Plugg looks out at the assembled members of the crew.

T'ese lubbers put te ship in danger by being unable to handle te ship in a storm! Unforgivable in the best o' situations but t'eir wort'less hides nearly cost us all ar ship!

You hear murmurs of agreement from Scourge and Plugg's coterie, and mixed feelings from your own friendly shipmates - the storm could have easily killed all of you and there's plenty of work to be done in the light rain still falling.

As such t'ey hav to be disciplined! Disciplined so t'ey don't kill us all t'e next time!

Scourge has an evil look on his face and you can tell he's getting enjoyment from that.

Jack Scrimshaw abandoned his post! Because he saved Ratline however, his punishment is reduced! Three lashes!

Jack:

Damage (Lash, Nonlethal): 1d3 ⇒ 1
Damage (Lash, Nonlethal): 1d3 ⇒ 1
Damage (Lash, Nonlethal): 1d3 ⇒ 3

Jack flinches as he's whipped but doesn't fall unconscious.

Ratline, he fell off the boat because he wasn't paying attention! And he distracted half the crew, which could have cost the ship due to his inaction! Three lashes!

Ratline:

Damage (Lash, Nonlethal): 1d3 ⇒ 3
Damage (Lash, Nonlethal): 1d3 ⇒ 2
Damage (Lash, Nonlethal): 1d3 ⇒ 1

Ratline likewise manages to stay conscious through the punishment, and Scourge smiles as Wulf and Nymph are pulled to the mast.

These two though, they're worse than the others! They fell asleep at their posts!

Here the grumbles turn against Wulf and Nymph instead of the others.

For that, they get the full punishment fer dereliction! Six lashes each!

Nymph:

Damage (Lash, Nonlethal): 1d3 ⇒ 2
Damage (Lash, Nonlethal): 1d3 ⇒ 2
Damage (Lash, Nonlethal): 1d3 ⇒ 3
Damage (Lash, Nonlethal): 1d3 ⇒ 3
Damage (Lash, Nonlethal): 1d3 ⇒ 2
Damage (Lash, Nonlethal): 1d3 ⇒ 3

Wulf:

Damage (Lash, Nonlethal): 1d3 ⇒ 1
Damage (Lash, Nonlethal): 1d3 ⇒ 3
Damage (Lash, Nonlethal): 1d3 ⇒ 1
Damage (Lash, Nonlethal): 1d3 ⇒ 1
Damage (Lash, Nonlethal): 1d3 ⇒ 3
Damage (Lash, Nonlethal): 1d3 ⇒ 1

Wulf - barely - manages to stay alert, but Nymph faints under the brutal beating.

You hear silence on the deck, and then Scourge turns to Yuki.

Ye, ye get to clean the deck! And no slacking off because I'll be watching ye!

His slashes the whip down and smiles cruelly, daring Yuki to disobey.

At this point Harrigan, who's made a point of ignoring you all, speaks up.

Dere's no greatah crime den sleepin' when de ship needs ya! Ya bettah all take note! If ya fail like dat again, I'll be looking ta replace ya, sure as I lookin' ta replace Jakes Magpie!

The officers loom behind him, giving silent promise to his words and Scourges actions.

Yuki, cleaning the deck wouldn't take too terribly long - there's a bunch of seawater around, but you won't be able to heal Nymph or Wulf before they're taken below.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Ayre will help take them below and tend to them in the mundane method

also I never found out about my inquiry of Grok for my spell book DM

heal 1d20 + 7 ⇒ (20) + 7 = 27

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