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

Although the aggressive pirates didn't run like she wanted them too, Yuki looks somewhat satisfied that they seem to take her warning to heart. With that she moves swiftly across the hold to flank with Rafter and tries to punch the guy between them.

Move Action: Move S, W, W, W, W, W, SW to E4
Unarmed Strike + Flank on F5: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Damage: 1d3 + 1 ⇒ (2) + 1 = 3


1st Floor Map, 2nd Floor Map

Yuki drops the pirate she attacks, leaving two pirates who suddenly realize their odds of making it to the first bell are diminished. They decide to abandon their colleagues on the deck and rush upstairs.

Let me know if you're going to leave Ayre on the deck and head upstairs, or just head upstairs.


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)

Spitting on one of the downed pirates Nymph moves over and picks up the downed wizard, they had fought together after all. "Any of you magicy folks able to wake him up?" she asks the others as she starts heading for the door.


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

"Remember what I said next time you think about messing with us!" Yuki says with bravado as the remaining bullies flee.

Once they're gone, her tough attitude quickly fades as she places her hand on Ayre and casts a healing spell, "That was weird, I wonder what that's all about?"

CLW on Ayre: 1d8 + 1 ⇒ (4) + 1 = 5


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 wakes up holding his head.

Ow...lets talk later, we better get upstairs. Thanks Not-Cordelia


M Half-Elf Slayer 1

Carthus steps on E-5 breaking his nose.

Oops. Well let's get up there. Thanks for your help.

Carthus slaps Ayre on the back.

Don't worry mate, I'm sure we've got more fun to look forward to.

He pauses and looks back at the others over his shoulder.

Like my cooking.

Carthus smiles and moves upstairs for first bell.


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

"Smooth sailing, everyone!"
At GM, if in a situation like that, feel free to bot my actions.

Galean goes upstairs and starts working, murmuring to himself quietly about being picked for the worst positions possible.


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)

Note to self: sexy foreign lady can patch up wounds. Keeping an eye out incase the pirates decided to lay in wait for them Nymph makes her way up to the deck.


1st Floor Map, 2nd Floor Map

As you come up the stairs you see a scowling Scourge watch you all form up you can feel his fury that you're all present and the other pirates are not.

Well, took you all long enough! You're lucky you got her before the captain did.

He sneers and sends you out to your jobs for the day.

Roll your daytime tasks and declare your actions! Yuki, you can find them on the Campaign Info tab.


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

Huh, I thought I already declared them.
Swab Job: 1d6 ⇒ 1 = Man the Bilges, again...
Str Check, fatigued: 1d20 + 2 - 1 ⇒ (13) + 2 - 1 = 14
Con Check, fatigued: 1d20 + 2 ⇒ (19) + 2 = 21

Galean is ready for another task that involves nothing to do with sailorcraft, and diligently does it, murmuring about and noticing the shoddy knotting skills of most of the sailors. He goes and starts talking to Rosie Cusswell,
Sense Motive: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10, yammering on about the sea and the vessel, in lots of nautical jargon.

"Sooo... How did you get here? Not one of the "volunteers", are you?"

Diplomacy: 1d20 - 1 ⇒ (14) - 1 = 13


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: 1d6 ⇒ 3 Swab the Decks

Constitution: 1d20 + 3 ⇒ (7) + 3 = 10

Knowing better than to grin and show off her current teeth she sets off about mopping scrubbing the deck. Normally this would have grated on her worse than yesterday's task but smirking whenever she saw one of the pirates that tried to attack them earlier left her feeling a little bit warm inside, making the grueling work pass by in no time.


M Half-Elf Slayer 1

Drunk!: 1d100 ⇒ 18

Awwwww yeah. Time to skive off.

Task from the Gods: 1d6 ⇒ 6 => Special Occasion

Damn.

Kroop is singing again, but he's not drunk.

At the mid-day meal, Carthus makes sure each of his companions has a little extra. He doesn't skimp the other pirates, but his friends get a third extra between a regular swabbie would normally and an officer. Just enough to not draw suspicion.

Nothing suspicious about that is there? Carthus asks the wind.

"We all havin' a spe'ial occathon tooonight." Says Kroop upon Carthus' return. "Go get me a hawg."

Carthus goes to get a pig. Finds a nice rump one and brings it back to Kroop. Remembering his fiasco the day before and anxious not to have to kill anyone quite yet for lashing him again, Carthus works diligently to help prepare the pig.

Not all sacrifices are virgin: 1d10 + 4 ⇒ (8) + 4 = 12

That should work out well, mate.

Kroop ignores him while throwing the offal overboard.

Meanwhile, Carthus attempts to set aside certain cuts for his companions after making sure the officers have their choice cuts first.


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)

Done with her tasks she sets off to check on the quartermaster, and more importantly she thought, if her necklace was stashed there.

Daytime Activity: Sneak

Perception: 1d20 + 10 ⇒ (16) + 10 = 26

Sense Motive: 1d20 + 3 ⇒ (12) + 3 = 15 To get any hints regarding Grok and what she likes, doesn't like, etc...

... Did I say Daytime Activity: Sneak? I meant Daytime Activity: Stalk lol


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

task: 1d6 ⇒ 3

Wulf chooses to sneak about and explore the hold a bit prior to setting to his task.

perception: 1d20 + 7 ⇒ (2) + 7 = 9

After taking a quick look around the hold Wulf heads back up on deck and begins work on the upper rigging.

climb: 1d20 + 2 ⇒ (8) + 2 = 10

Wulf almost falls from the rigging, however with help from Barefoot Samms he manages to hang on and reach his way to the top.

sailor profession: 1d20 + 7 ⇒ (12) + 7 = 19

Once at the top of the mast Wulf is successful in straightening the rigging and reefing the sails as needed. If it weren't for the climb Wulf would actually be enjoying himself up here.


1st Floor Map, 2nd Floor Map

Did you just try to make my NPC Justin Wilson? Also, you need to reroll because you used a D10 instead of aD20.

Nymph, when you go to see Grok you're able to find out she really things she really cares for on the Wormwood: strong drink and her best friend, Ambrose "Fishguts" Kroop.

She's particularly fond of strong, exotic drinks and good song, and asks if you have any good songs to sing (she knows you don't have any exotic drink.)

All your gear is secreted in the quartermaster's office by orders of the Captain, and she's not willing to let it go.

Wulf, you're not able to find anything in the hold, but you're not able to spend enough time there.


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 ⇒ 1 Bilges

Str check: 1d20 + 1 ⇒ (1) + 1 = 2
Con check: 1d20 + 1 ⇒ (20) + 1 = 21

Inwardly sighing when she receives the disgusting bilges duty, Yuki heads to the bottom of the ship and begins to clean it out working besides Rafter. Using her magic to make it easier, she doesn't find herself tired at the end of the day, but her work is haphazard at best.

Any bonuses from using Create Water, Mending, or Mage Hand?

Finding a spare moment to herself, she cleans herself off and goes looking for someone friendly looking to talk to. Cornering Jack Scrimshaw, she puts on a winning smile and introduces herself, "Hey there, I'm Yuki, nice to meet you! I hear your very talented at scrimshaw, I used to collect when I was younger, I'd love to see your work sometime."

Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15

If he seems to warm up to her she then asks, "Hey, they took all my stuff, do you know who has it? Any tips on getting it back?"


1st Floor Map, 2nd Floor Map

Now that's a dichotomy. No, there's no real bonus for the work that'll recover from the critical failure, maybe mage hand give you a +2 since you've got magical help. But still, rolled a 1.

Jack Scrimshaw smiles at Yuki's introduction.

Sure, I'd love to show you what I've got. What kind did you collect if I can ask?

He's clearly smitten with the exotically beautiful new crew member.

Attitude: Friendly

He whispers at you: All new crew have their stuff impounded in the quartermaster's shop. It's their way of making you sure you don't jump ship until you're really one of them, you see?


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 ⇒ 2

1d20 + 3 ⇒ (18) + 3 = 21 dex

1d20 + 1 + 4 - 2 ⇒ (9) + 1 + 4 - 2 = 12 con

Are works diligently during the day to manage the lines and houst the sails, he does so like a pro, and manages to be tired at night, but he gets through the day. without killing himself

nighttime
1d20 + 3 ⇒ (13) + 3 = 16 stealth
Ayre sneaks out at night and searches for Rocky and his other gear, he allows his empathic link to guide him, when he finds the crate that Rocky, and hopefully his other gear is in, he continually creates small levers with prestidigitation to work open the lid, he covers it all with his shirt and blanket to muffle the sounds of cracking wood.

Take 20 on STR


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

"Mostly, you know, big sea creatures and mermaids. I've always kinda had an attraction to the water, so when I was a little girl I wanted to be a mermaid. Silly, I know, right?" Yuki replies to Jack, then asks with interest, "What about you, did you want to be a pirate as a kid or have you always been a craftsman?"


M Half-Elf Slayer 1

screw up reroll: 1d20 + 4 ⇒ (3) + 4 = 7

Well... it's edible.


1st Floor Map, 2nd Floor Map

Galean! Missed your influence attempt, sorry!

------

Hey Kid, I appreciate where you're coming from. But yeah, I'm pressed just like you, and unless you can put food in my belly or a drink in my hand, I'm not interested.

She's not angry at you, just seems miserable. You could probably try to get through to her again tomorrow.

No attitude change!

------

Oh Carthus, that's awesome. Why didn't you use Survival? I'll just retcon that one to put you over the threshold.

Ayre, you find only Rocky in the hold - mostly put in a small crate as a curiosity. Your gear is not in the hold.

Jack looks back at Yuki, I grew up in the Shackles - no work for an honest sailor around here, y'know? So when Harrigan was recruiting crew I decided to sign on to see more things I could carve. There's too much out there just stay on a small island the whole time.

As they chat, Scourge comes over and looks at Yuki in disgust.

I saw what you did in the Bilges. You may think you're able to get by on your looks, but it ain't happenin' on this ship. You get the lash, same as the rest of the slackers from this morning.

When dinner comes out, it's not as terrible as it was the previous night and the captain's not pleased.

Meanwhile, the sailors who attacked you and you knocked out are tied at the mast and lashed.

The Yuki's pulled to the mast and lashed too.

Lash (Nonlethal): 1d3 + 2 ⇒ (3) + 2 = 5


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)

Psst, what about me?


1st Floor Map, 2nd Floor Map

I thought I posted about Grok here?

Roll your nighttime activity!


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 grabs Rocky and quickly sneaks back to his bunk, allowing rocky to hide in his pouch.


M Half-Elf Slayer 1

Carthus slides in along side Badger.

How'd you get thrown in with this lot?

Influence: 1d20 ⇒ 3

And after another awful roll, I'm going to bed.


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)

Whoops, musta missed your edit, my bad.

Sing?!?!... Well I... No, nope. Rather make her sing. Mumbling sour thoughts over she finds herself back on deck when Yuki's lashings are finished. Moving over she'll help the Tien hobble off to the side. "You better work your magic quick, lest you have some scars messin that fine back."

That night

Realizing she's gonna need some gold to get her stuff back, or at least some to gamble so she can get enough to get her stuff back, she sets off and searches the stuff of those that attacked them earlier, maybe they had some good coins on them.

Stealth: 1d20 + 6 ⇒ (10) + 6 = 16


1st Floor Map, 2nd Floor Map

Badger looks at Carthus in disgust.

I signed up at port for a share of plunder you miserable excuse for a cook. Now don't come near me again.

Attitude: Unfriendly

------
No worries!


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)

Hehe, I should probably stop doing that myself then lol


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)

Constitution Check vs Extra Activity: 1d20 + 3 ⇒ (14) + 3 = 17

Provided her skullduggery went uncaught she'll go and pay Grok a visit during the night. Before going into the other girls room (Or to her bunk, wherever she sleeps) she'll take a moment to steady herself, collecting her teeth in her palms as they fall out, only to be replaced by some more human looking, though still sharp, teeth. Pocketing her teeth she takes a breath, I can just go into a differant kind of frenzy if things get too... Taxing "Oi!" she whispers loudly, "You still up for some athleticism?"


1st Floor Map, 2nd Floor Map

1d100 ⇒ 82

Two quick notes for you Nymph - Grok is snoring drunk, and sleeps in the quartermaster's shop which is securely locked at night. You can try knocking on the door, but for tonight at least it won't work.


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)

Hearing the Quartermaster's snores Nymph curses under breath and then heads back to see if anyone else is still awake at this hour.


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

Nighttime, Galean is suggesting Hog Lob to Crew Member: 1d16 ⇒ 3=Crimson 'Cog' Cogward.

Galean goes to the man, and says, "Hey there, Cog! Feel like a game of Hog Lob? Get your mind off things, and get you some gold in your pockets?"

Sense Motive: 1d20 + 5 ⇒ (6) + 5 = 11

Betting his gold piece, Galean takes the ingot and throws it, CMB attack: 1d20 + 1 - 4 ⇒ (1) + 1 - 4 = -2.Alright, dice, alright... He takes the hog lob, clearly thinking it's significantly lighter than it is, and just as he's about to toss it, it slips back from his hand, landing next to Carthus, who is woken up loudly, much to the enjoyment of the crew, and slips down and falls in a rope coil. After standing up, he just walks to Cog and hands him the gold piece.


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

When Scourge interrupts Yuki's conversation with Jack, she seems truly confused, "What? Huh? You mean, uh, can't you just..." Not yet having a good idea of how the ship works, she then decides to shut up to avoid provoking a more severe punishment.

* * *

Appearing nervous and agitated until lash time comes around, Yuki tries to take her punishment stoically, but yet can't help but let out some painful groans as the whip tears up her back.

When Nymph helps her limp away from the unnecessary torture, Yuki nods weakly to the other woman's suggestion and quickly casts the necessary healing spell to provide instant recovery. When one spell doesn't quite do the trick, she casts another.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW 2: 1d8 + 1 ⇒ (2) + 1 = 3

Wiping her remaining tears away, she whispers to Nymph, "This isn't right, these guys are crazy. We really have to do something about all this. I'm going to try to talk to the quartermaster tomorrow into getting our stuff back. Maybe if we work together we can talk her into it?"

* * *

Later in the evening, once her dignity feels somewhat more restored, she takes a moment to talk to Rosie Cusswell, "Wow, this is a rough crew! They usually like this? It seems to me that it might be a good idea for like-minded people to watch each other's backs, you know? By like-minded I mean those of us who aren't evil sonsab!&#%es."

Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24


1st Floor Map, 2nd Floor Map

Galean manages to throw the lob two feet, raising guffaws from the collected pirates.

CMB: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7

Cog winds up a little better and launches his 7 feet, a fairly respectable throw - he wasn't that worried about Galean's toss however so he may have been not trying too much.

Too bad kid, that's 1 gold.

He takes the prize and smiles. You're not too sure what his deal is, but the fresh-faced youth angle doesn't seem to be working for Galean with the dour pirate.

--------

Rosie warms up to Yuki's approach.

Your guess is as good as mine, sister. I've seen discipline for bad work but starting with the lash is too harsh - and Plugg's cat looks well used. A girl can never have too many friends on board!

She looks around a bit sheepishly.

Listen, do you know that kid, the one who just flubbed his lob? He might have tried to be friendly earlier and I was a little rude. You seem a bit nicer than most, you able to apologize to him for me?

Attitude: Friendly


1st Floor Map, 2nd Floor Map

Think we're waiting on Wulf's nighttime action unless I missed it?


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)

*pokes DM*

Was my thieverin successful?


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

sorry for lame posts here DM, this is the part of the AP that is tough for me to figure out what to do, though getting rocky is good.


1st Floor Map, 2nd Floor Map

D'oh! Updated "Maps" on the Campaign Info tab with a description of the Wormwood so you can determine where you search

What section of the Wormwood are you searching?


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 guess A10 since that's the only place I can get into, obviously not riffling through Sandara's stuff though.


1st Floor Map, 2nd Floor Map

Remember with the Sneak action, if you succeed on Stealth you get a "20" on a single roll you pick, so if you want to, say, open locks, disable traps, search for something lying around you can do so. If you'd like to open one of the locks using your knife with that 20 you can do so, but it might leave tool marks since they're not thieves' tools. You can also get into: the galley, the middle hold, the lower hold (your current choice), inspect the locked doors to try and determine if there are traps, try to inspect the locks, try to find trapdoors, etc.

You notice there are now 18 foot lockers provided in slots that could hold as many as 22. Did you want to open a foot locker?


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)

Okies, will remember that.

Can I tell whose locker is whose, and if so has there been any crew memebers that have had a lot of wealth displayed? If not she'll just randomly pick one of the lockers that belonged to those that attacked them earlier.


1st Floor Map, 2nd Floor Map

Times look pretty hard for the Wormwood. You know your locker but they're listed by number - make a DC 10 Intelligence check by the way.


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)

Intelligence: 1d20 - 1 ⇒ (17) - 1 = 16


1st Floor Map, 2nd Floor Map

First, remember that someone was just keelhauled (no, really, it happened yesterday) for stealing - so the officers are just fine opening your possessions at whim and searching for things. Second, the lockers at the front appear to be older, while the lockers you've been assigned are near the aft of the ship and farther away from the stairs to the middle hold and deck. They appear to be assigned in order of arrival.


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

"Oh, do you mean Rafter? He seems like a good guy, I'll be happy to pass that on for you. I know for a fact he had a rough morning, so I'm sure he didn't mean to come off too strong."

Unless accosted, Yuki will retire to her hammock after speaking with Rosie.


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 remember the keelhauling, I just thought it was for serious theft, like from the Quartermaster or the Captain.

..Ugh, option overload.


1st Floor Map, 2nd Floor Map

1d100 ⇒ 83

Yuki, you're able to go to bed without anyone harassing you. From what you can tell, no one takes much notice.


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

As everyone returns to the bunk, they find Ayre almost over the moon, he is sitting and speaking with a small statue, that occasionally moves.

Hey guys this is my best friend Rocky.

The little statue man bows, then salutes, then waves


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)

Screw it, she's going to sleep.

Seeing Rocky perform his greeting Nymph stares bug eyed. "Well f~+# me like a five copper whore, I thought youze was crazy."


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 think I will pass on the 5 copper thing... Ayre says, but rocky apparently is game, he rolls up his non-existent sleeves and starts to walk toward Nymph.

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