Devil-spawn and Demon-taint: A Fiendish Take on Skull & Shackles (Inactive)

Game Master Mark Sweetman

Press-ganged to serve aboard the Wormwood, the crew with the outsider's touch must struggle to stay alive long enough to sate their desire for revenge...


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Web 1/1

The description of them being summoned from a single space was pure fluff. The intention was for them to be flanking Plugg. As long as that's what happened, I'm happy. In the future I'll avoid those kinds of descriptions.

As for the Ghoul, yeah, it probably would, unless I order it to behave differently, which I might if I get line of site. We'll see how my climb checks go. :)

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

GM:

2d12 ⇒ (8, 12) = 20


Minor Crab-beast

2d6 ⇒ (3, 5) = 8

Fish manages to summon a shadowy lash that settles around Plugg's throat, sapping his strength.

Joneth begins to attempt the climb to the deck above and makes progress.

Fish's assault upon the captain is not unnoticed, and she draws the lion's share of attention on the top deck...
Crossbow bolt: 1d20 + 4 + 1 - 4 ⇒ (2) + 4 + 1 - 4 = 3 for 1d8 ⇒ 3
Spear: 1d20 + 3 ⇒ (8) + 3 = 11 for 1d6 + 1 ⇒ (3) + 1 = 4
Spear: 1d20 + 3 ⇒ (18) + 3 = 21 for 1d6 + 1 ⇒ (3) + 1 = 4
...catching a spear in the side.

Even Scourge abandons his position on the side of the ship, dropping his whip and drawing a wellmade handaxe...
Axe: 1d20 + 7 ⇒ (19) + 7 = 26 for 1d6 + 2 ⇒ (3) + 2 = 5
...which scythes into Fish's shoulder.

While Plugg himself pulls away from the skeletons, risking their blades to hack wildly at the witch...
Cutlass: 1d20 + 10 - 3 ⇒ (9) + 10 - 3 = 16 for 1d6 + 6 - 3 ⇒ (6) + 6 - 3 = 9 Draws AoO from both skeletons
...his weakened arm the only thing that saves Fish from being perfuntorially gutted. As it is, the cutlass buries itself in her hip, carving a ruinous path.

The climbing Joneth is picked at by another crossbow bolt from the ship's stern...
Crossbow: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9 for 1d8 ⇒ 1

Round 3: Promise's Crew, Obisyth, Fish, Cedrick, Joneth, Nachni, Deader + Deaders

Mapski


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

Ok, since I am not enlarged. My AC is 17 and I am taking a -2 entangled penalty (from -4 to Dex). I think this leaves me with an AC of 15 (17 with my shield). I will subtract the damage, just want to confirm as I am unsure whether you were still considering me large at that point.

DM VoV - can I cast Entangle? I am unsure whether it will work. It references that plants in the area grapple everyone. There are no "plants" on the ship, however, there is undoubtedly some moss or mold in the cracks of the ship's deck. Looking for some clarification before I make my move.


Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

Nachni pouts at Plugg removing himself from range after she once again fails to catch him with her spell. Instead, she crawls across the jolly boat under Joneth and attempts to take out the crossbowman on the other side of the rowboat. Casts hideous laughter DC 14
Concentration 1d20 + 6 ⇒ (19) + 6 = 25


If it is 15 ft. from the water to the top railing and Joneth is climbing the rope at half speed, does that mean he will be standing on the deck when his turn comes?

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

-5 ,Stabilise 1d20 + 1 ⇒ (7) + 1 = 8


Greedy HP 16/16, Buddy HP 16/16, Nasty 20/20, Grimy 20/20, AC 17

The two bleeding creatures lash out at their fleeing prey.

AoO (big one): 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Crit Confirm: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Oh well.

AoO (little one): 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Damage: 1d4 + 2 ⇒ (4) + 2 = 6


Greedy HP 16/16, Buddy HP 16/16, Nasty 20/20, Grimy 20/20, AC 17

Greedy
Stealth: 1d20 + 16 ⇒ (6) + 16 = 22
Climb: 1d20 + 2 ⇒ (11) + 2 = 13
Makes it the rest of the way up the side of the boat.

Buddy
Stealth: 1d20 + 16 ⇒ (1) + 16 = 17
Climb: 1d20 + 2 ⇒ (11) + 2 = 13
Finally starts climbing up. Makes it 10 feet.

Ghouly
Claw: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Claw: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Bite: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Rips into his paralyzed prey.

On the other side of the ship, the dripping ghoul tears into the body of the paralyzed sailor, flaying flesh and ripping off a bite of living meat.

The zombified octogoblin covered in hooks and nets finally made it to the railing, pulling itself to the edge and looking at the living with dead white eyes. The second one followed a few feet behind.


Greedy HP 16/16, Buddy HP 16/16, Nasty 20/20, Grimy 20/20, AC 17

The two bleeding creatures follow their prey

The larger one moves in behind Plugg in a sudden flurry of claws
Big one 5' Adjusts to I9
Claw, Flanking: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Claw, Flanking: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

The smaller one steps up in front of Scourge, but remains intent on Plugg.
Small one 5'adjusts to J9
Claw, target flanked: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Crit confirm: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Claw, target flanked: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Damage: 1d4 + 2 ⇒ (1) + 2 = 3


Minor Crab-beast

Also, I think Fish might actually be down on the deck - while entangled her AC is 11?
Joneth - yeah, you'll be up at the top and able to act unto the main deck.


Web 1/1

Yay Minions!

So, I just realized that my post for Deader last round didn't actually include an action. I just announced that the summon monster spell I'd started the round before went off, and that's all. I'm a moron.

My plan was to cast Summon Monster 1 to keep flooding the deck with minions, so I'd like to just retcon that action since it doesn't really change anything.

Voice, if you'd rather I just skipped the action as a punishment for my own dumbness, just ignore this post and the next one.

Deader continues whistling his eerie tune, still invisible, calling more creatures from beyond the stars.

Summon monster 1 goes off at H8. Another Bloody Skeleton.

Start casting Summon Monster 1 again.

"I come to suck your blood and steal your shoes..."


Greedy HP 16/16, Buddy HP 16/16, Nasty 20/20, Grimy 20/20, AC 17

Previous round's Summon Monster 1 spell drops another Bloody Skeleton at H8

Another rent in space. Another terrible creature. Another pair of tearing claws.

We'll call this one Other One. :)
Claw, Flanking: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Claw, Flanking: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Pretty sure Plugg didn't see this coming. :)


Female Tiefling Witch 4, HP 26/26, AC 13/T13/FF10, F/R/W +2/+4/+3, Per -1

Oh my, things have gotten exciting. 4 + 5 + 9=18 damage, so HP is 1. Fish's current AC is 15 due to Mage Armor.

As the pirate's weapons savage her, Fish attempts to escape back to the sea with her prize.Withdraw action. Moving to H6, back to H5, then jumping down into H4. Banzai! Let's see how Plugg reacts to 45Kg attempting to snap his neck. VoV, Limp Lash has maximum length, HP, hardness, and does not end if you attempt to move beyond 20ft. It's solid. So this should work. And my strength might even be better than his now! To everyone in the boast, they're distracted! Also, HELP!

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4
Peq-pez 'Fish' Elez-mek wrote:
Also, HELP!

Can't, dying - got one rounded :p


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

Seeing her bloodied companions go down, but numerous bloody apparitions summoned by Deader arrive, Obi renews her attacks hoping to bring down one of the sailors she is facing.

Attack-club-shillelagh: 1d20 + 5 + 1 + 1 - 2 ⇒ (10) + 5 + 1 + 1 - 2 = 15 <-- +1 Alter Self, +1 Shillelagh, -2 entangled
Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12


Minor Crab-beast

Fish - nice try, but no. Given that you're entangled and taking a full round action to withdraw you haven't had any time to brace yourself to hold onto the whip.
You dive over the side, but when the 20ft runs out, you aren't strong enough to keep a grip on the whip. It's torn out of your hand and it dissipates as you fall.


Drawing his daggers as he moves, Joneth quickly closes the distance to Scourge and strikes, his dagger slashing at the man's side.

Round 3

Moving to K9.

Melee attack (masterwork dagger): 1d20 + 6 ⇒ (13) + 6 = 19, +2 if flanking
Damage (slashing): 1d4 + 2 ⇒ (1) + 2 = 3
Sneak attack, if applicable: 1d8 ⇒ 1


Female Tiefling Witch 4, HP 26/26, AC 13/T13/FF10, F/R/W +2/+4/+3, Per -1

Oh. May I propose an alternative action for Fish?

Alternative actions:

Fish will take a 5-foot step back to H6, cast Cure Light Wounds on herself, and hang on to the lash.
Concentration1d20 + 7 ⇒ (20) + 7 = 27
CLW1d8 + 3 ⇒ (6) + 3 = 9
Str,Dex,Con=Plugg1d6 ⇒ 61d6 ⇒ 31d6 ⇒ 2

If that isn't possible, Fish will simply cast CLW and remain in place, hoping that the sailors miss and her allies can reach her in time.


Minor Crab-beast

Right-o, lets unravel this mess. Fish - alternative action is fine.

Obisyth's club creases the neck of a sailor and the pirate hits the deck hard.

Fish steps back from the fray and salves her wounds as the intangible lash continues to sap at Plugg's strength.

Joneth stabs Scourge in the back, but the blade twists in his hand and cuts only shallow.

Nachni - you're prone, which means only a 5ft move with a move action. I don't think one move gets you near enough to do the cast - you can either crawl 10ft (which I've shown) or stand and move 15ft (with your entanglement).

Deader's skeletal companions follow Plugg and continue to tear with claws and teeth. Note: with Fish moving back, no flanking. Also - a summon in H8 would not be flanking. You need to be on opposite sides to flank, one of the skeletons off center doesn't get it quite there... not that it matters.

The cumulative wounds and sapping of strength by Fish's lash add up and Plugg is forced to the deck... last breath rattling from his body as he falls.

The pirates still on their feet are rattled, clearly seeing that writing is appearing upon the wall at the loss of Plugg. Considering the odds still on the field... the drop their weapons and surrender.

Scourge screams at them "WHAT! Fecking prick a$!$+$%s... ah Feck it" dropping his axe and fleeing away from the bleeding skeletons and attempting to make the railing, and the sea below...

AoO from Obisyth applies.
Combat is technically over, though depends on what actions you'd like to take re: fleeing Scourge.


Minor Crab-beast

Right-o, lets unravel this mess. Fish - alternative action is fine.

Obisyth's club creases the neck of a sailor and the pirate hits the deck hard.

Fish steps back from the fray and salves her wounds as the intangible lash continues to sap at Plugg's strength.

Joneth stabs Scourge in the back, but the blade twists in his hand and cuts only shallow.

Nachni - you're prone, which means only a 5ft move with a move action. I don't think one move gets you near enough to do the cast - you can either crawl 10ft (which I've shown) or stand and move 15ft (with your entanglement).

Deader's skeletal companions follow Plugg and continue to tear with claws and teeth. Note: with Fish moving back, no flanking. Also - a summon in H8 would not be flanking. You need to be on opposite sides to flank, one of the skeletons off center doesn't get it quite there... not that it matters.

The cumulative wounds and sapping of strength by Fish's lash add up and Plugg is forced to the deck... last breath rattling from his body as he falls.

The pirates still on their feet are rattled, clearly seeing that writing is appearing upon the wall at the loss of Plugg. Considering the odds still on the field... the drop their weapons and surrender.

Scourge screams at them "WHAT! Fecking prick a*@+&#@s... ah Feck it" dropping his axe and fleeing away from the bleeding skeletons and attempting to make the railing, and the sea below...

AoO from Obisyth applies.
Combat is technically over, though depends on what actions you'd like to take re: fleeing Scourge.


Female Tiefling Witch 4, HP 26/26, AC 13/T13/FF10, F/R/W +2/+4/+3, Per -1

Is Plugg actually dead, or just negative, and can Fish tell?


Greedy HP 16/16, Buddy HP 16/16, Nasty 20/20, Grimy 20/20, AC 17

The creatures pay no mind to surrender. They happily gorge on Plugg's unconscious body, replenishing the blood they have been constantly excreting. The ghoul likewise continues it's feast.

If you want him alive, speak up. I'll order them to stop before they can do damage this "round"

The little hook covered horror Deader had named Greedy looked for the nearest breathing target and dragged itself forward by it's arms, trailing dripping leathery tentacles behind it.

Zombies can Charge their movement speed, which for Greedy is only 15 feet. If there's anyone in range, Greedy will attack.

Charge: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Trip (entangling tentacles, swift action): 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17


Web 1/1

Deader continues whistling invisibly as he climbs up onto the boat.

Climb: 1d20 - 1 ⇒ (20) - 1 = 19

That gets me to the top. :)

Deader's disembodied voice speaks near the railing. "Are we done already?"

Scourge can flee if he wants. There really isn't anywhere to go. I count 5 of us with actual Swim speeds (Obi, Fish and my 3 minions). I'm pretty sure we can bring him back if we want to.

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Stabilise check 1d20 + 1 ⇒ (11) + 1 = 12


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

Fish does not have a swim speed, but she can breath underwater. I have the swim speed, but cannot breath water.

Not caring that Scourge is now attempting to flee, Obi swings with her club just as she knows Scourge would do in the same situation.

You will be happier as fish food that what the ghoulish whores on that island will do to you. Consider this me being charitable.

She also calls to Fish: Does he have any magic on him?

AoO: 1d20 + 5 + 1 + 1 - 2 ⇒ (7) + 5 + 1 + 1 - 2 = 12
Damage: 2d6 + 6 + 1 ⇒ (3, 1) + 6 + 1 = 11

Obi's poor aim unfortunately is wide because of the net she is tangled in.


Minor Crab-beast

Plugg is dead dead.

Scourge evades Obisyth's swipe and makes it to the comparative safety of the sea unhindered.


Web 1/1

Deader looks at the fleeing Scourge and shakes his head. "No, I don't think I want him to get away..."


Greedy HP 16/16, Buddy HP 16/16, Nasty 20/20, Grimy 20/20, AC 17

Deader doesn't even look at his unliving crewmates. Somehow they just know. As one they turn and dive into the water.

Their orders are to bring him back to me alive.


Web 1/1

Deader absentmindedly picks up Scourge's dropped whip.

"...he hasn't had his turn on the mast yet."


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

Obi steps to the side of the ship and casts Detect Magic to determine whether Scourge has any magic worth chasing.


Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

Interpretation of my move is fine. Think I'll hit Scourge with the hideous laughter though if I can.

"Funny, I don't remember any of us telling you to leave Scourge."
Concentration if I need to reroll 1d20 + 6 ⇒ (11) + 6 = 17
Casts hideous laughter DC 14

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Cedrick keeps on bleeding (hint hint) wondering when his mates might come lend a hand :p

Tindalos barks furiously...


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

I do not know if I have any Goodberries. If I do, I will stuff a few in Cedrick's mouth. If not, I will move over and help to stabilize Cedrick immediately after the Detect Magic when I realize that nobody else is helping him.

My intention has been to keep one slot open and cast Goodberry each evening before sleep. I have not been keeping track of these, but would probably have at least 8 stored at this point. Let me know if this is ok, if not, here is the Heal roll to stabilize Cedrick.

Heal: 1d20 + 7 ⇒ (12) + 7 = 19


Female Tiefling Witch 4, HP 26/26, AC 13/T13/FF10, F/R/W +2/+4/+3, Per -1

Jumping the shark:
Just realized that it may not be time for this yet, depending on what happens with Nachni's spell. This is Fish's actions assuming Scourge gets away.

To Obisyth's question, Not enough time to tell, but seems likely. I can give you water breathing if you want to chase him.

Realizing that Plugg is truly dead and gone, Fish kicks the corpse in frustration. Bastard son of a whore! I'll put a bounty on your soul so high that not even the Boneyard will protect you!

Turning to the sailors, I have just lost something very precious, so unless you would like to give your own souls as replacements, gather the crew and be quick about it. Leave your weapons on the deck.

Sandra, can you help Obi with Cedrick? Once the sailors have gone below decks, Fish addresses the group. I know little about ships and crews, but it seems we ought to have command sorted out before everyone else arrives. So, who will be our captain? Not I.


Adding a somersault after the jump above:
"Not me," Joneth says softly with a shrug, his daggers once again hidden in their sheaths. "I believe Cedrick has some experience with commanding a ship, or something to that effect anyway?"

"Although," he adds as he looks at the unconscious and bleeding form of the other tiefling, "he seems a little indisposed at the moment."


Minor Crab-beast

Scourge's Survival:
How bad was he when he went unconscious: 1d100 ⇒ 92
Did the minions luck out and drag him face up: 1d100 ⇒ 2

Deader's minions disappear over the side of the Promise in pursuit of Scourge and are gone for a few minutes.

Sandara joins you on the top deck shortly after and immediately goes to Cedrick, channeling the Drowner's cruel mercy to bring him back around. You'll have some downtime - so go ahead and just assume you get back to full.

She then volunteers to berate the crew into order, pointedly she makes sure the mutineers are stripped of arms and goes below with them into the hold. Purposefully taking them out of service for a few moments so you can talk unhindered.

Looking over Plugg's body you find: potion of cure moderate wounds, 3 screaming bolts, tidewater cutlass, masterwork cat-o’-nine-tails, light crossbow with 10 bolts, amulet of natural armor +1, bracers of armor +1, shackles of compliance, leather drinking cup, betting stash of 100 sp and 200 gp.

Then Deader's minions arrive back and pull Scourge's bedraggled corpse back up on deck. Seems he resisted, though surprisingly he isn't too bloodied... unfortunately it seemed that the zombie and ghoul didn't think to make sure his face was above water for the drag back... and his lungs filled with water.

Scourge's possessions tally up as: potion of blur, potion of cure light wounds, black adder venom (on punching dagger); leather armor, punching dagger, masterwork handaxe carved with notches for kills, shortbow with 12 arrows in leather quiver with a buttoned shutter to protect them from the elements, whip, boatswain’s call, corked dark green bottle containing 8 doses of oil of taggit, six gold teeth worth 5 gp each, hefty waxed coat with many hidden pockets, leather snuff box with a diamond stud worth 100 gp containing 1 dose of dark reaver powder, silver wedding ring worth 25 gp, 14 pp, 29 gp.

The weapons relinquished by the pirates are mundane and serviceable, but hardly exceptional.

Shackles of Compliance:
Aura faint enchantment; CL 3rd
Slot none; Price 2,810 gp; Weight 2 lbs.
DESCRIPTION
These battered iron manacles magically adjust themselves to fit around the wrists or ankles of any creature from Small to Huge size and automatically lock. A creature wearing shackles of compliance becomes more susceptible to intimidation.
Any creature attempting to intimidate or demoralize a target wearing shackles of compliance gains a +4 bonus on Intimidate checks. In addition, the holder of the manacles’ key can cast command (DC 25) on the wearer of the shackles three times per day.
Shackles of compliance have hardness 10 and 10 hit points, and a DC 30 Disable Device check is required to pick the shackles’ lock. A manacled creature can break free with a DC 28 Strength check or DC 35 Escape Artist check, or the lock can be opened with a DC 30 Disable Device check.

Tidewater Cutlass:
Aura faint evocation; CL 3rd
Slot none; Price 3,395 gp; Weight 4 lbs.
DESCRIPTION
The blade of this +1 cutlass is spotted with rust, and its basket hilt is cast in the likeness of a grinning skull. Once per day, a tidewater cutlass can be used to cast hydraulic push.


Web 1/1

What an awful way to go. Somehow the whole situation seems appropriate.

When the undead crewmen drag Scourge's body back up on deck, Deader shakes his head. "I did say alive, didn't I?"

"Oh well. He'll just get to rest in the bilge With Plugg for a while before he joins the crew again."

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Cedrick eventually wakes up.

"Right, lets get this ship sorted out"

Take 10 on Profession Sailor = 13, whats the current state of the ship? With breadth of experience he takes 10 on every profession and knowledge check needed to get a fair assessment of what is going on. His 'Guide' gives him a further +2 bonus where applicable

"We've a good haul of loot too, see to the pay of the Crew and the divvy of spoils. We can sell up in the nearest town, which is..."

Cedrick pulls out the map and checks his bearings.


Minor Crab-beast

The Promise itself looks to be in a barely seaworthy shape... the hole that the reef broke into it's side has been patched roughly but it really needs a drydock in order to do a better job of it. That being said, the vessel is also clearly identifiable as The Man's Promise... leaving you to wonder what might be the result if word slipped through and back to Captain Harrigan that his newly won prize had been liberated by a few young upstarts.

As the assessment is made, Sandara returns with some friendly faces from below decks "The bastards had bloodied and tied up those that spoke against what they were planning today... I've got the others down in the bilge awhile till you figure out whats best for them."

Looking down at the faces of the ex-crew of PLugg and Scourge, you see some worry on their faces... while is hardly helped by the bloodstained undead that are tolerated to stand beside your group... they're clearly unsure of what their part in the world is right now... and are in need of some guidance on the what now.

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

"So it's like this. Things are different now, and the way I see it some of you lot had the good sense to make the most of a bad lot and did what you could to work well with the rest of us, offering help and solace, to offer the hand of at least some friendship when they could. Others, like the recent arrivals aboard, the Rahadoumi, they rejected overtures of peace, elected not to work together, only looked after themselves and their own whilst they checked which way the wind was blowing. I wonder come the next breeze whether they'd flip that way too? Were I a man given to simply be vindictive, the lot of the Rahadoumi would be keelhauled and strung behind the ship as shark bait to make a point, but I am a reasonable man and I can find some forgiveness in my heart, I am not a stupid opportunist like Scourge and Plugg, and whilst there must always be discipline, there must also be some sense, a view to the bigger picture... petty men struggle on how to steal a loaf of bread, men with vision work out how to steal the baker."

"We sail for the nearest harbour we can limp to, and there we can decide our lot. I ask only that you consider your positions carefully, and join in working together in earnest, all the more for better pay and conditions. When we arrive in port there will be an accounting, and each hand will be paid a sum for his labours, as is fair"

"I speak only for myself and those who pledge their loyalty to me, my friends may have their own minds, and if they do, may Pharasma be kind in her judgment"

Dimplomacy 1d20 + 7 ⇒ (13) + 7 = 20


Minor Crab-beast

Cedrick's voice rings out across the assembled faces and he can see some nods of content and agreeance... but also some worried glances at Deader and his menagerie...


Web 1/1
MIDN. Cedrick Dragonne wrote:

"...my friends may have their own minds, and if they do, may Pharasma be kind in her judgment"

Deader's eyes go wide for a moment and then narrow angrily at the mention of the Lady of Graves. "That b%~!+ ain't never kind. Never."


Greedy HP 16/16, Buddy HP 16/16, Nasty 20/20, Grimy 20/20, AC 17

The bloody creatures finish their ghastly meal and vanish back into the folds of space and time.

The two things that were once grindylows and the Ghoulish Sailor move back to the smallboat and gut and bleed the heavy corpse of Son. Once they've lightened the massive mutant corpse they drag his body, and and two other grindylow bodies from the smallboat and down into the bilge.

Aside from an occasionally hungry glance, they completely ignore the living crew.


Web 1/1

Deader watches the massive form of Son get manhandled down below decks. He giggles to himself and grins at his friends.

"When I wake him up, do you think he'd be better as a ramming prow or a tow boat? "


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

When Cedrick stands up, Obi simply stands behind him with her arms crossed watching the others for any sign that they might be considering something other than being helpful. Always in her grasp is her trusty club.

Sense Motive: 1d20 + 8 ⇒ (11) + 8 = 19

She also helps Cedrick with his assessment of the state of the ship and offers to help with any repairs.

When the cutlass is taken from Plugg.
I have skill with weapons such as this. While the scimitar that I used did not have the intricate basket, I do believe that I could use this weapon most effectively.

DM VoV said earlier that the cutlass is similar enough to a scimitar, that I can use it as a druid. I have no problem with Cedrick or someone else using it until we get them a better weapon, but would like to have it eventually unless we get another really good scimitar/cutlass or club.

DM VoV:

Can I use Warp Wood or Wood Shape to fix the hole in the ship and make it more serviceable? Also, could I make enough changes with the spell so that the ship would not be easily recognizable as the Man's Promise. For instance by changing the figurehead on the front, changing the side rails, changing the shape of doors and portholes? I can cast Wood Shape 3 times per day, so if we were to stay here in port, I could make substantial repairs or fixes. I do not want to turn it into a super-ship, just repair it so that it is mostly seaworthy, and also alter its appearance enough.

If this is going to require certain skills, please let me know so that I can put some ranks into it. Profession(sailor), or whichever else would let me fix the ship.

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Cedrick makes no overtures towards any of the loot, only casting an appraising eye over it whilst bearing a look of concern upon his face.

He opens a musty book from teh Captains quarters and opens to a fresh page. "How many crew aboard at present? State your names, and make your mark. Each man shall be given fair compensation, two months wages, that should pay you for what might be outstanding and settle you until we arrive at port. Should we be longer you will be paid at the daily rate for a sailing man. These terms are set until we reach port where any balance will be resolved and all hands released to do what they may." He inks the quill and stares expectantly "Well?"

DMVoV, how many people we have?

Sovereign Court

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4
Bounty Log wrote:


An account of the treasure taken upon the unnamed Isle and the subsequent struggles upon the ‘Wormwood’ with the traitorous crew led by the mutineers Messrs Scourge and Plugg, a summary of the bounty and spoils accumulated follows hereunder.

Treasures:

Eight four-pound silver ingots (20 gp ea) – 160gp
Six gold teeth (5 gp ea) – 30gp
Silver wedding ring - 25gp,
leather snuff box with a diamond stud worth - 100gp
Scrimshaw - 250gp
Six pearls worth (75 gp ea) – 450gp
Silver spearhead -
Scrimshawed shark skull - 250gp
Ivory tusk map of the Shackles - 400gp,
Orca jaw harp - 500gp.

Total 2165

Assorted Coin:

Total 656 .1

Magic of note (and sale prices)

Lesser bracer of archery - 2500
Tidewater cutlass - 1697.5
Besmaras Tricorne - 1300
Amulet of natural armor +1 - 1000
Bracers of armor +1 - 500
Anchor feather token - 25
Shackles of compliance - 1405

Total 8427.5

Magic of consumable nature:

Wand of mirror image (23 charges)
3 screaming bolts
4 +1 heavy crossbow bolts
Potion of cure light wounds
Potion of cure moderate wounds
Potion of blur
Whale skull weighing 25 scrimshaw scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch.

Valuables of Mundane nature (and sale prices)

Masterwork cat-o’-nine-tails – 150.5
Masterwork handaxe - 153
Shortbow - 15
Whip – 0.5
Light crossbow – 17.5
Punching dagger - 1
(black adder venom on punching dagger)
Leather armor - 5

Total 342.5

Grand total sum of bounty: 11,591gp

Miscellaneous Items and sundries
10 bolts,
12 arrows
Leather drinking cup,
Hefty waxed coat with many hidden pockets,
Boatswain’s call
8 doses of Oil of Taggit
1 dose of Dark Reaver Powder

On note of rare items – tricorne, swords and shackles:

Besmara’s Tricorne:

Aura faint transmutation; CL 5th
Slot head; Price 2,600 gp; Weight 1 lb.
DESCRIPTION
This black leather tricorne hat is weather-beaten and saltstained. It grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks.
If Besmara is your patron, once per day you can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat. The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to hat form, dumping out any occupants.

Shackles of Compliance:
Aura faint enchantment; CL 3rd
Slot none; Price 2,810 gp; Weight 2 lbs.
DESCRIPTION
These battered iron manacles magically adjust themselves to fit around the wrists or ankles of any creature from Small to Huge size and automatically lock. A creature wearing shackles of compliance becomes more susceptible to intimidation.
Any creature attempting to intimidate or demoralize a target wearing shackles of compliance gains a +4 bonus on Intimidate checks. In addition, the holder of the manacles’ key can cast command (DC 25) on the wearer of the shackles three times per day.
Shackles of compliance have hardness 10 and 10 hit points, and a DC 30 Disable Device check is required to pick the shackles’ lock. A manacled creature can break free with a DC 28 Strength check or DC 35 Escape Artist check, or the lock can be opened with a DC 30 Disable Device check.

Tidewater Cutlass:
Aura faint evocation; CL 3rd
Slot none; Price 3,395 gp; Weight 4 lbs.
DESCRIPTION
The blade of this +1 cutlass is spotted with rust, and its basket hilt is cast in the likeness of a grinning skull. Once per day, a tidewater cutlass can be used to cast hydraulic push.


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