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

So definitely going in through the front 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

I believe that Galean was keeping track of the money.

"Maybe we should keep an eye on the place for a bit to see who goes in and out." Yuki suggests to her crewmates.

Can we get an exterior map?


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)

”Couldn’t hurt.” Nymph comments, not really knowing what all they were in for.


1st Floor Map, 2nd Floor Map

There isn't an exterior map, just interior maps I'm afraid so at best I could give you an outline? The building however has a single entrance in the north on the first floor, no other entrances visible that aren't nailed shut.

Traffic is fairly busy across the streets as people come and go - however you don't see many visitors. From sunup to sundown you see few people walk up and knock on the door - a slot opens up and some words are exchanged in low tones. Some people are turned away, others are allowed entrance but you discern no pattern to the types of customers.

Do you spend a whole day at 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)

We're not good at this.

"Should we go over now?" Nymph asks, getting fidgety.


1st Floor Map, 2nd Floor Map

Well you don't have a rogue. That hurts the cat burglary.

If you spend the whole day watching:

Roll Stealth or Diplomacy to blend into the crowd!

You see guards come in the morning and leave at night. Depending on how many people are in the apothecary itself you see a rotating shift of eight guardsmen present during the day and two at night.

If you don't spend a whole day:

You believe there's a guard force of eight inside the apothecary.


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)

Stealth: 1d20 + 12 ⇒ (16) + 12 = 28


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INACTIVE - GAME DIED

"I dunno, Nymph, we... Nymph?" says Bahrin, startled by her sudden Batwoman-like disappearance.


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

. Hang on. Let me send Rocky in

Ayre will cast invis on Rocky who will take 10 w stealth and make his way inside. Inside he will hide and send me info. Rocky will take a wand of invis so he can get out if needed


1st Floor Map, 2nd Floor Map

I really do mean there's no good way in to scout! Even an invisble flying familiar would have trouble entering. Remember: you're pirates! Hoist the black flag and all that.


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 don’t think we can fit the ship up here. Unless Galean wants to summon an army of flying dolphins to pull it.

Tired of waiting Nymph will saunter over and try to open 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

Sorry, I'm getting slammed with overtime at my job. I'll do my best to keep up until things quiet down.

"Let's pretend to be customers and see where it goes from there." Captain Yuki suggests as she follows Nymph to the door.


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 nods back to her Captain.


INACTIVE - GAME DIED

"Yes'm," says Bahrin. He adjusts his wardrobe and follows suit as well.


1st Floor Map, 2nd Floor Map

Believe me I uunderstand, my job's gearing up for the end of the year crunch and it's gonna be brutal for a few weeks.

As you knock on the door you find the eye slit slammed open and the beady eyes of a half-orc peering back out at you.

"Ya, whacha want?"


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)

"Stuff. We got coin." Nymph replies to the door.


1st Floor Map, 2nd Floor Map

"Oh, ye got coin de ye? Well, that's a surprise from the looks of ye. This ain't a bleedin' market, understand? People only get in if'n they know what they wants, and ye clearly don't. So scram."

The man shuts the eye slit firmly.


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 banga on the door


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 joins Ayre with their attention on the door. "I was being discrete, jackass."


1st Floor Map, 2nd Floor Map

The eyeslit opens back up.

"Stop banging on the door jackass. What do ye want? Or do you just have 'coin'?"

Reminder - the proprietress is a poisoner.


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)

”Your boss, she makes poisons right? Also, is she hot? I’m hoping she’s hot.” Nymph simply responds.


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

Yuki stands back with amusement as the other crew attempt to gain entry, waiting to see how things turn out before trying a different approach.


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1st Floor Map, 2nd Floor Map

"B-bu..ho-hot? Uh, I wouldn't, er I mean I uh, well she's...uh yeah, she makes poisons."

The guard stammers as he apparently isn't sure how to answer Nymph's question without getting in trouble.


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 she IS who we're looking for. What about cute, is she cute?" Nymph continues.


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

Atractive? Ayre askings

Stone cold sexy? Rocky pops in in his gravelly voice


1st Floor Map, 2nd Floor Map

"Uh...I uh."

Someone shoves the guy aside and a new set of eyes appears.

"Real funny guys - so what kind of poison were you looking 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)

"I'm serious," Nymph starts before catching herself. "Uhhh, hmm, one that goes into a wound quick but the person won't know they're poisoned until its too late to do anything about?" she asks before turning to the others "Y'all want anything?"


INACTIVE - GAME DIED

"Inhalant that produces unconsciousness," says Bahrin flatly.


1st Floor Map, 2nd Floor Map

The eyes peer at Bahrin and Nymph.

"Well, we can do that. But your friends stay outside."

He waits for you to step back and then lets Nymph and Bahrin into the building.

This neatly ordered shop has a long counter with a tall stool behind it, and display shelves stocked with containers and jars. Samples of plants, tubers, and roots hang from hooks up on the walls and the scented fragrance of herbs suffuses the store.

If you want to try and force the door and pile in make an initiative check and a strength check!


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)

Wait can I add a large fry?

I'll wait a bit to see what Yuki and them want to do.


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1st Floor Map, 2nd Floor Map

Chips, no fries.


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)

American chips or European chips?


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

Yuki shakes her head and begins to walk away.

Assuming the others follow, she turns to the group once out of sight and earshot from the building, quietly suggesting, "Let's wait until it's late at night with fewer guards and we'll go in quietly. I'll pick the lock and we can have a bunch of helpful spells cast on us before we go inside."


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)

Seeing Yuki walk away Nymph holds up her hand momentarily before slumping and following ”... she’s got the coin...” she grumbles to the Guard.


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1st Floor Map, 2nd Floor Map

American!

Nymph, please roll Bluff!

Night falls across Port Peril as torches and lanterns begin to illuminate the streets. Inns and taverns serve as islands of light, packing sailors inside while shadows pool through the streets providing convenient places for clandestine meetings and the occasional murder.

The docks are prowled by pirates guarding their ships from their fellows and the Jasperleaf Apothecary gradually fades into the night quietly. It sits like a black rock with the odd flash of candlelight escaping the shutters.

The distant boom of thunder can be heard across the bay as a lightning storm starts to sweep in towards the city as you prepare to enter the apothecary and find the Chelish spy.


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

"Okay, so here's my plan. Feel free to embellish it anyway if I missed or forgotten something. After Ayre and Bahrin cast any helpful spells on us, I'm going to cast a spell to create a fog to obscure our moving up to the door in case someone is watching the entrance. When we get there, I'll cast a spell to see if there any magic on the door, then I'll need one of you guys to check the door for traps while I get my tools ready."

"Once I get the door open, then I guess we can take out whoever we need to. This lady is a totally evil, Chelish, poisoner, right? I mean, she's got to be bad to the bone. I don't think we'll be very good at sneaking around, but it's a definite bonus to get inside before the guards are aware."

Before getting started, Yuki will cast Guidance on everyone including herself, then also Slipstream and Protection from Evil on herself. I'm waiting for input from the others before putting the full plan into action, but if there are no objections, she'll also cast Obscuring Mist on the area around the front of the building before approaching the door.


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)

Bluff: 1d20 + 2 ⇒ (2) + 2 = 4

It is actually Bahrin that has the coin >_>

"Now that's a plan," Nymph tells Yuki after she lays everything out.


INACTIVE - GAME DIED

Bahrin listens to the plan and nods at the salient points.

"I don't really have spells that improve other people's abilities or defend them, aside from helping you swim better," he says. "I will just stay focused on blasting fools who get in the way. Er, unless you want to fly - I can do that."


1st Floor Map, 2nd Floor Map

Ready to go in?


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)

As soon as the spells hit.


1st Floor Map, 2nd Floor Map

Spells are active as far as I'm concerned. Ayre, got any cents?


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 begins creeping through the conjured fog.

Stealth: 1d20 + 12 ⇒ (12) + 12 = 24


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

Posting any buffs

Mage armor for ayre

And


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

Also ibvisibuiity on himself

Anyone else need invis just let me know I have scrolls


1st Floor Map, 2nd Floor Map

As the fog rolls in you come to the door, Nymph creeping up on the (probably) unaware guards through the magical cover.

The door is locked, you can make a Disable Device or a Strength check to try and unlock it. Or use knock if you have 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)

Nymph has only one of those things, so gonna wait on Yuki.


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

Being able to pierce the fog with her oracular abilities, Yuki leads the group to the front door. Confident that no one got lost, she first casts a Detect Magic spell on the door. If she sees no magical auras, she waits for one of her more perceptive crew members to check it for traps as she pulls out her thieves' tools and attempts to unlock it.

Disable Device: 1d20 + 18 ⇒ (11) + 18 = 29

Assuming there's no traps, she'll continue to make DD skill attempts until she gets it open or something bad happens.


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 chats w Rocky through their telepathic link


1st Floor Map, 2nd Floor Map

The magical fog blankets the street as Yuki slips a stiletto into the gap between the door jam and the door to raise the locking bar, then quickly picks open the heavy mortise lock.

The cold, damp air swirls around the mystic as she opens the door and slowly pulls it out - the magical fog swirling as it moves slightly into the room.

The scents of the apothecary are dampened by the fog and candles flicker briefly before snuffing out inside leaving the room dark and silent.

Roll Perception!


INACTIVE - GAME DIED

Bahrin remains huddled behind his captain, occasionally glancing back behind himself into the street, as he waits for the break-in.

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