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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1st Floor Map, 2nd Floor Map

The dice are cruel! Fear the dice!

Also, waiting on Wulf.


I'm just setting the fools up for later.

Isn't that right dice? *muffled rattling comes from the die bag.


1st Floor Map, 2nd Floor Map

Just a dice bag, dude!


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

Wulf sits down and downs his rum ration to help smooth out the first evening.

fort: 1d20 + 3 ⇒ (10) + 3 = 13
liquid courage: 1d4 ⇒ 3
drunk time: 1d8 ⇒ 5

"Anyone up for a little show?"

Wulf walks over and grabs himself a couple of spare belaying pins and begins juggling them.

sleight of hand: 1d20 + 7 ⇒ (17) + 7 = 24

Feeling pretty confident in himself he asks the sailors to throw something else in. One sailor promptly throws his meal bowl which Wulf deftly grabs and adds to the rotation. Soon Wulf has seven various objects spinning in the air to the delight of the crowd.

He finishes by tossing the various objects back to their owners and taking a bow. He then replaces the belaying pins. Wulf goes and sits next to Galean and Carthus looking a bit winded.

"Haven't done that in a while, I was a little worried I might drop everything, and look like an idiot. At least more of one than normal."


1st Floor Map, 2nd Floor Map

The pirates cheer and whistle for Wulf's bravura display.

Cordelia decides to turn in early (sleep action).


1st Floor Map, 2nd Floor Map

The night finally ends and everyone sleeps gratefully (except Ayre).

As you wake up the next morning, you hear the bell being rung for the morning muster.

Unfortunately six pirates block your path: Aretta Bansion, Fipps Chumlett, Jaundiced Jape, Maheem, Slippery Syl Lonegan, Tam “Narwhal” Tate.

They're acting like child bullies, pounding their fists in their hands and grinning.

In a hurry?

Check the map, you each get to talk to try and defuse the situation - being tardy to first bell sounds like a bad idea.


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 just rolls her eyes at the antics, her pupils starting to enlarge in tune with the rhythm their firsts are making. "Uh, yeah ya daft f@*@ers! What's the hold up?!"


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

Forgot that yesterday, Spells I'd like to prepare, Goodberry, Monkey Fish and Whispering Wind(Domain). Cantrips are Detect Magic, Guidance and Purify Food and Drink.

Galean says nothing, but prepares to Wind Blast the first person who attempts to start a fight with him or his crewmembers. And all others behind him. Wind Blast: 1d20 + 5 ⇒ (19) + 5 = 24 vs. CMD

Turning towards the pirates, he says, "We just don't want to be late for first bell, savvy?"


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 moves to E-6 and prepares to launch the thug at G-3 over the edge.

1d20 + 4 ⇒ (16) + 4 = 20 CMB if they make a move against us


Time for school already?

Carthus moves to F-7 to back up Ayre.

1d20 + 4 ⇒ (17) + 4 = 21 CMB if they try to attack.


1st Floor Map, 2nd Floor Map

Ayre, you on the lower deck - there's no edge, only the walls of the ship. Were you trying for reposition? Carthus, wrong profile! Also, what maneuver were you trying for? Galean, which direction are you focusing your wind blast?

They grin at your bravado and charge.

Initiative:

Initiative (Ayre): 1d20 + 4 ⇒ (10) + 4 = 14
Initiative (Carthus): 1d20 + 2 ⇒ (16) + 2 = 18
Initiative (Cordelia): 1d20 + 8 ⇒ (4) + 8 = 12
Initiative (Galean): 1d20 + 1 ⇒ (10) + 1 = 11
Initiative (Nymph): 1d20 + 2 ⇒ (2) + 2 = 4
Initiative (Wulf): 1d20 + 5 ⇒ (12) + 5 = 17
Initiative (Baddies): 1d20 ⇒ 20
Initiative (Baddies): 1d20 ⇒ 11
Initiative (Baddies): 1d20 ⇒ 2
Initiative (Baddies): 1d20 ⇒ 19
Initiative (Baddies): 1d20 ⇒ 11
Initiative (Baddies): 1d20 ⇒ 7

Baddies win initiative.

Attacks:

Attack (Unarmed): 1d20 ⇒ 14 Ayre
Attack (Unarmed): 1d20 ⇒ 2 Ayre
Attack (Unarmed): 1d20 ⇒ 4 Galean
Attack (Unarmed): 1d20 ⇒ 10 Galean
Attack (Unarmed): 1d20 ⇒ 6 Nymph
Attack (Unarmed): 1d20 ⇒ 7 Nymph

Damage (Unarmed): 1d3 ⇒ 2 Ayre
Damage (Unarmed): 1d3 ⇒ 2 Galean

The pirates advance swinging, trying to intimidate you with their attacks.

Rolls represent all possible outcomes, please let me know your targets for the readied actions and the specific action included for Ayre and Carthus. Map updated pre-reposition from anyone.

Go!


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's mouth bulges for a moment as she hawks at the person in front of her. In addition to a glob of spit the attacker is also pelted with numerous little projectiles, anyone looking as they scatter about the floor notice that they are squared teeth. The attacker however is probably too busy noticing the new rows of very, very sharp teeth Nymph is all too eager to show off in a smile. Her eyes dilated and her muscles straining she raises a finger to beckon the pirate to try again.

Standard Action: Change Form
+2 Con
Bite Attack
Ferocity


1st Floor Map, 2nd Floor Map

DM Only!:

Profession (Sailor, Nymph): 1d20 + 8 ⇒ (9) + 8 = 17

Nymph, the sailors are using their fists and not trying to kill you - this could be an initiation or just trying to establish the pecking order on the ship (these are pirates). If you use lethal damage against them you could get in trouble for escalating the fight.

Nymph:

Not trying to dissuade you mind, just pointing out a possible outcome!

Besmara preserve us, what's this freak doing onboard?!


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 could also get in trouble if I'm late to work or beat to death :3 these are pirates afterall

"Better question! What the f!#+ are doing in my way for?"


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)

@DM:

But don't worry, think of that as more a defensive reflex rather than her going straight for the chompy chomp, she's most defintely gonna start pretty much every fight by transforming, better safe than sorry. Besides she doesn't know if they have weapons or whatnot so at this point it's just a precaution, she is Chaotic Good after all :3


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 steps back and sends a color spray, which should hit the thugs on rows d c and b

let's all calm down!

Dc 14 will or they are out of the fight pretty much


1st Floor Map, 2nd Floor Map

Nymph:

Hey, I'm not worried either way - I just know that sometimes I haven't thought things through to their logical endpoint and it has cost me, try to give my players some leeway!

DM:

Bad player! Take 1000 negative XP.

Will Save: 1d20 ⇒ 4
Will Save: 1d20 ⇒ 19
Will Save: 1d20 ⇒ 9

Rounds Unconscious: 2d4 ⇒ (4, 3) = 7
Rounds Unconscious: 2d4 ⇒ (3, 1) = 4
Rounds Stunned, Blinded: 1d4 ⇒ 3
Rounds Stunned, Blinded: 1d4 ⇒ 3

Totals: Sailor B6 - Out for 11 rounds, Sailor D5 out for 8 rounds.

Two of the sailors, at B6 and D5 fall unconscious at the magic spell's technicolor rainbow.

The other pirates show alarm at a wizard being across from them.


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

Next time it will be flame, lets not do this!!

1d20 ⇒ 12 diplo


1st Floor Map, 2nd Floor Map

First he casts sorcery on us then he tries to back out! Get him boys!

The pirates are unpersuaded by your exhortations.


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)

@DM:

Np, thankies :3

"No, he's trying to keep you f#$@ers from getting barbecued for my breakfast! Trust me! I will ENJOY s%#*ting you morons out afterwards!"


M Half-Elf Slayer 1

I like her. She's fun.

Carthus moves to F-6 and attacks E-5.

Unarmed attack: 1d20 + 3 ⇒ (17) + 3 = 20

I don't like being late.

Damage: 1d3 + 3 ⇒ (1) + 3 = 4


M Half-Elf Slayer 1

I like to double up attacks on enemies, eliminate threats and move on, just F.Y.I.


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

Wulf moves to engage the guy at E5.

"This cruise was getting a little dull anyway."

attack: 1d20 + 1 ⇒ (17) + 1 = 18sub dam: 1d3 ⇒ 2


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

Sorry for being even more late!

"Whoosh!", shouts Galean, Attacking aline that should pass through the two at E5 and G5, I already rolled the offense roll.

"I suggest, lads, that we be friends from now on, savvy? You don't want that wind to be harrowing a thunderstorm, do you?"

Intimidate: 1d20 - 1 ⇒ (13) - 1 = 12 some situational bonuses would be nice :)


1st Floor Map, 2nd Floor Map

How are you getting E5 and G5 in a line originating at you?


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

Ah, the way to do it is not knowing the alphabet. I meant to do E5 and F5, which I think qualifies as a line, I think, I could be wrong. If not, Galean will just run to C5, Acrobatics: 1d20 + 1 ⇒ (14) + 1 = 15 and blast everyone. Basically, stay in school, kids, and learn the alphabet.


1st Floor Map, 2nd Floor Map

Ah, that's a pretty sketchy line. I didn't think too much about this (obviously) but I think going forward when you use that power you'll want to use it in a straight line - that way it's easy to move the people being maneuvered around. While in theory you could project a line in 360 degrees, it's too complicated to worry about with a grid system. I'll allow it this time, but you need to make a second CMB against the pirate ath E5 at -4 since he's "behind" F5


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

Alright, sorry, don't mean to be THAT unaware of the rules. Wind blast does say, however,

Wind Blast wrote:
Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

So based on it, the bull rush should apply to each creature in the line, and what I'm reading means it's the same check against everyone. If that's how you rule it, however, that's fine with me, Wind Blast: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16

Don't mean to be cross or anything, just trying to wrap my head around it as well. I'll go with any of your rulings, and I think you're doing a banging job, mate!

EDIT: That was the most British sentence I've ever wrote...


1st Floor Map, 2nd Floor Map

The way I read the spell, the wind is doing the bull rush as opposed to you as a druid, so it can still be blocked - like drafting behind an 18-wheeler on the highway.

If it was a 7th level domain power I could see it affecting everyone in the line with a single CMB roll, but 1st level domain powers are helpful, not game-changing in general.

You fail Intimidate (close though!), plus they're way more scared of failing to prove how tough they are on this ship than they are of someone summoning wind at them.

Galean's wind pushes two of the pirates back to D4 and E5, they get back on point and return to the fight quickly.

One moves from D4 back to F5 and attacks again.

Attacks & Damage:

Attack: 1d20 + 1 ⇒ (9) + 1 = 10 Nymph
Attack: 1d20 + 1 ⇒ (12) + 1 = 13 Ayre
Attack: 1d20 + 1 ⇒ (12) + 1 = 13 Ayre
Attack: 1d20 + 1 ⇒ (19) + 1 = 20 Galean

Damage: 1d3 + 1 ⇒ (3) + 1 = 4 Ayre
Damage: 1d3 + 1 ⇒ (3) + 1 = 4 Ayre
Damage: 1d3 + 1 ⇒ (2) + 1 = 3 Galean

They come back swinging again, aiming to teach you for using magic in a straight up brawl.

One fails to connect, scared off by Nymph's new teeth. The others land blows on Ayre and Galean in retaliation for their spells.

Parlor tricks won't scare us boy!


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

[b]"HAHAHAHA! Now this is what I call a good time! I just need something to throw."[b]

Wulf looks around for anything useful. Not seeing anything, he goes ahead and takes another swing at the pirate at E5.

attack: 1d20 + 1 ⇒ (4) + 1 = 5damage: 1d3 ⇒ 3


M Half-Elf Slayer 1

That's the spirit mate. I need fresh meat for Kroop's and this one is looking kind of tender!

Carthus grabs E5 and swings.

Unarmed Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d3 + 3 ⇒ (2) + 3 = 5

Not tender enough, little help here? Carthus indicates Ayre.


1st Floor Map, 2nd Floor Map

Neither Wulf or Carthus's attacks hit.


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 steps back and sends flame

I warned you flame was next.Lets stop this foolishness! Flame hits E and F 5

1d4 ⇒ 1 DC 14 for half


1st Floor Map, 2nd Floor Map

Are you awake? Didn't you take 8 non-lethal damage?


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

I did? I must have missed it. In that case I sleep


1st Floor Map, 2nd Floor Map

Pretty sure - AC 13 right?


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)

Attack: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Nymph can't help but cackle as she throws a punch of her own against the pirate attacking her.


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

AC 10000000000


1st Floor Map, 2nd Floor Map

Nymph's punch lands hard - that'll leave a mark.


1st Floor Map, 2nd Floor Map

Sleep for Ayre it is.


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 would just punch the guy in front of him, tired of his bull.
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d3 + 2 ⇒ (2) + 2 = 4


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'll keep a dagger too, if that's ok.

It had been a hard first day for Yuki on board the Wormwood. First, and most obvious, she had been press-ganged. Second, she reacted extremely poorly to whatever had been used to knocked her out and hadn't felt like herself at all. Lastly, and most strangely, everyone had been calling her Cordelia all day long.

In any event, this morning the mental fog shows signs of lifting, even if she did take way too long to jump out of her hammock. Quickly getting herself together to avoid the whip, she runs into the bottleneck near the stairs, noting the fight between the other new people and some of the more unsavory crew.

"Hey, you guys better stop messing with us or you'll all run into 'accidents' later thanks to magic, if you get my drift." She threatens with all her might.

Intimidation: 1d20 + 3 ⇒ (13) + 3 = 16


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 Okano wrote:
Lastly, and most strangely, everyone had been calling her Cordelia all day long.

Okay, that's just damn funny.


1st Floor Map, 2nd Floor Map

Yuki's appearance intimidates the pirates and they appear to be off balance from the previously quiet oracle's angry appearance.

The pirate Galean hits reels back from the punch, and the remaining pirates prepare for a renewed assault.

Attack & Damage:

Attack: 1d20 ⇒ 5
Attack: 1d20 ⇒ 1
Attack: 1d20 ⇒ 13
Attack: 1d20 ⇒ 7

Sadly, frightened by the knowledge that they're now outnumbered, even with knocking out the crazy wizard, are unable to land attacks on our heroes.

Go!


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)

Attack: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5

The novelty of the fight had already worn off as Nymph continues hitting whoever it was in front if her.


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

snore...


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

Wulf takes another swing at the guy across from him.....

attack: 1d20 + 1 ⇒ (3) + 1 = 4

and misses widely.

I could really use something to throw....


1st Floor Map, 2nd Floor Map

Waiting on Galean, Yuki and Carthus to put the hurt on.


M Half-Elf Slayer 1

Man, I've got to watch that rum ration.

Carthus points at the ugly one.

That's E-5

Hey you! Ugly!

Unarmed Attack: 1d20 + 3 ⇒ (14) + 3 = 17

Damage: 1d3 + 3 ⇒ (1) + 3 = 4

Okay now you're ugly.


1st Floor Map, 2nd Floor Map

Carthus drops the "ugly" pirate on the deck.

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