Dungeon Master S's "Skull & Shackles" (Inactive)

Game Master Chris Marsh

TACTICAL MAP |Island Gazetteer | The Shackles
HANDOUTS | MAP TEMPLATES | Naval Combat
CAMPAIGN RECORDS | DRAMATIS PERSONAE | Ports of Call

The Fleet

Current Date: Calendar

Initiative:

[dice=Foes]d20[/dice]
[dice=Kiltem]d20+1[/dice]
[dice=Ko]d20+6[/dice] (Always in surprise)
[dice=Arthur]d20+4[/dice]
[dice=Lucky]d20+11[/dice] (+2 in the water)
[dice=Slappy]d20+2[/dice]

Skill Quickpost:

Perception
[dice=Kiltem]d20+13[/dice]
[dice=Ko]d20+11[/dice]
[dice=Art]d20+9[/dice]
[dice=Lucky]d20+15[/dice] (+4 v. Traps, +2 in water)
[dice=Slappy]d20+17[/dice]

Stealth
[dice=Kiltem]d20+1[/dice]
[dice=Ko]d20+7[/dice]
[dice=Art]d20+1[/dice]
[dice=Lucky]d20+14[/dice] (+2 in Water)
[dice=Slappy]d20+14[/dice]

Sense Motive
[dice=Kiltem]d20+2[/dice]
[dice=Ko]d20+7[/dice]
[dice=Art]d20+0[/dice]
[dice=Lucky]d20+6[/dice]
[dice=Slappy]d20+14[/dice]

Prof Sailor/Pirate
[dice=Kilt]d20+8[/dice]
[dice=Ko]d20+10[/dice]
[dice=Art]d20+10[/dice]
[dice=Lucky]d20+12[/dice]
[dice=Slappy]d20+4[/dice]


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MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

I'll go with the bardic. It's more his schtick and the bonuses are useful to everyone. (He can aid on his next turn for a net +3

Lucky seizes the advantage, cutting the halfling across his brow and disorienting him.

Knowing full well that there's no escape, the wounded halflings fight on. The disoriented one stabs at Lucky:
ATK: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12 MISS

The other hopes for a lucky hit on Kiltem:
ATK: 1d20 + 4 ⇒ (13) + 4 = 17 MISS

The tengu, backed up to the ladder tries to weave a spell safely whilst thrusting his rapier down at Ko:

Concentration: 1d20 + 8 ⇒ (11) + 8 = 19 The air before him shimmers for a moment...

Stab!: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 and also misses!

Round 2:
Tengu: ATK
Lucky: Go
Slappy: Go
Ko: Go
Art: Go
Kiltem: Go

DM:

Red: 11 (Disoriented v. Lucky)
Black: 14
Tengu: Shield


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

Ko, we'll bring this bird down together!

Art waves his rapier in a distracting fashion, trying to assist his stronger companion's strike--and hopefully help overcome whatever sorcery the tengu cast.

Aid Ko's next attack: 1d20 + 6 ⇒ (1) + 6 = 7 <--crap on toast I hope my combat rolls improve someday!!


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Everyone goes before Kiltem but this shouldn't affect anyone's action

Round 2

A fierce grin decorates the druid's face, his crooked teeth showing. Beating aside the halfling's thrust with his shield Kiltem steps back trying to keep the bugger halfling from getting inside his guard. He tries to end this with a powerful overhand blow.

Attack 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Shillelagh damage 2d6 + 5 + 2 + 1 + 1 ⇒ (2, 3) + 5 + 2 + 1 + 1 = 14


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AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

    Round the Second
  • Current HPs: 25/30

Lucky rolls to his left, lands crouching on the first few steps up to the poop deck and strikes out with a pair of lighting fast strikes!

Sneak Attack - Main Hand Kukri: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 for Normal damage:: 1d4 + 4 ⇒ (3) + 4 = 7 and Precision damage:: 2d6 ⇒ (2, 5) = 7. Target is Bewildered: –2 to AC, -4 to AC vs. Lucky for 1 round.

Sneak Attack - Off Hand Kukri: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 for Normal damage:: 1d4 + 4 ⇒ (2) + 4 = 6 and Precision damage:: 2d6 ⇒ (4, 1) = 5. Target is Bewildered: –2 to AC, -4 to AC vs. Lucky for 1 round (adds to duration).


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Joe asked via slack for botting, going to go ahead with it to keep it moving.

Round 2 Slappy’s action

Seeing that Lucky’s double kukris have the mutineering slip on the ropes, Slappy keeps up his Bardic chant and weilding his hooked hammer feints a few moves to keep the halfling turning his head and giving Lucky all the advantage he needs.

Bardic Chant

Aid Another (Lucky) 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17

Lucky also forgot to add a +1 hit/damage from Bardic chant


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Lucky, the pirate stepped out from between you two, so there's no flanking left to grant a sneak attack. Still, one hit, and one hit is all you need.

Lucky misses with his first go, but his second kukri scores a deep cut on the halfling's nape. The pirate slumps to the deck, motionless.

Kiltem's overhead blow breaks the halfling's neck with such severity that the dead halfling looks more like a puppet than a real creature. His neck sunken and awkwardly angled.

The tengu squawks in fury, but doesn't seem to be willing to surrender.

Round 2:
Tengu: ATK
Lucky: Kill
Slappy: Go
Ko: Go
Art: Go

Kiltem: Kill

DM:

Black: 14
Tengu: Shield


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Everybody else has gone, should just be Ko


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

His eyes clear, Ko takes Art's cue and slides around the Tengu as he swipes and thrusts.

cutlass,att: 1d20 + 7 ⇒ (5) + 7 = 12
cutlass,dam: 1d6 + 3 ⇒ (2) + 3 = 5
Crit confirmation
cutlass,att: 1d20 + 7 ⇒ (4) + 7 = 11
Crit additional damage
cutlass,dam: 1d6 + 3 ⇒ (4) + 3 = 7


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The tengu bats Ko's blade aside. Looking to close down the lines of attack, he stabs quickly at Ko and then tries to flip up to the deck proper:

Stab: 1d20 + 8 ⇒ (20) + 8 = 28 THREAT
Stab Confirm: 1d20 + 8 ⇒ (16) + 8 = 24 for DMG: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15

He drills Ko in the chest with his rapier, but the escape technique is off kilter!

Round 3:
Tengu: ATK
Lucky: Go
Slappy: Go
Ko: Go + AoO
Art: Go + AoO
Kiltem: Go

DM:

Black: 14
Tengu: Shield


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

Art goes for the now-exposed kidneys...

AoO: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
damage: 1d6 + 3 + 1 + 4 ⇒ (5) + 3 + 1 + 4 = 13


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Art is confident in his thrust, but slams into an invisible force that shields the tengu!

Round 3:
Tengu: ATK
Lucky: Go
Slappy: Go
Ko: Go + AoO
Art: Go
Kiltem: Go

DM:

Black: 14
Tengu: Shield


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Ko takes the opportunity to strike as well.

cutlass,att: 1d20 + 7 ⇒ (16) + 7 = 23
cutlass,dam: 1d6 + 3 ⇒ (6) + 3 = 9
Crit confirmation
cutlass,att: 1d20 + 7 ⇒ (11) + 7 = 18
Crit additional damage
cutlass,dam: 1d6 + 3 ⇒ (6) + 3 = 9


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Ko's attack penetrates the shield and cuts a line across the tengu's leg!

Round 3:
Tengu: ATK
Lucky: Go
Slappy: Go
Ko: Go
Art: Go
Kiltem: Go

DM:

Black: 14
Tengu: 9 Shield


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Ko presses the attack with another slash.

cutlass,att: 1d20 + 7 ⇒ (5) + 7 = 12
cutlass,dam: 1d6 + 3 ⇒ (1) + 3 = 4
Crit confirmation
cutlass,att: 1d20 + 7 ⇒ (2) + 7 = 9
Crit additional damage
cutlass,dam: 1d6 + 3 ⇒ (3) + 3 = 6


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

Art is dismayed that this thing is so hard to hit. He jumps up, and tries once again to foil his defenses so Ko can get a shot in.

aid Ko's attack: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10 <--holy jeez!! Good thing for the bard song...


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

    Round the Third
  • Current HPs: 25/30

Lucky sprints across the deck and up the port side steps.

Full move to flank.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Ko and Art struggle with the tengu as Lucky dashes over to help bring some pressure.

Round 3:
Tengu: ATK
Lucky: Move
Slappy: Go
Ko: Miss
Art: Miss
Kiltem: Go

DM:

Black: 14
Tengu: 9 Shield


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

Slappy keeps chanting, and double-moves to continue supporting the group.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Enchantments in Effect: Long Strider
BarkSkin +2 to AC for a total of 20
Shillelagh

Round 3 Action

For just a moment Kiltem looks down at his handiwork. The pulped bone and flesh. Then he turns and runs to join his comrades and bring down the spell slinging tengu.
Anyone watching would be surprised at the bulky druid's fleet feet as he covers ground and leaps up steps.

Double move


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Slappy and Kiltem close distance to bring a figurative noose around the tengu's neck.

Concluding that Kiltem is the biggest threat, he uses his training to cast a spell without dropping his guard Concentration: 1d20 + 8 ⇒ (3) + 8 = 11, but loses it!

He squawks as he just tries to slip his rapier in Kiltem's ribs: ATK: 1d20 + 8 ⇒ (5) + 8 = 13 and that's feeble too.

Round 4:
Tengu: ATK
Lucky: Go
Slappy: Go
Ko: Go
Art: Go
Kiltem: Go

DM:

Black: 14
Tengu: 9 Shield


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

    Round the Fourth
  • Current HPs: 25/30
  • Rockin' to a Bardsong

Lucky waits for his moment, and carves up a Thanksgiving Turkey!

Sneak Attack - Main Hand Kukri: 1d20 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11 for Normal damage:: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8 and Precision damage:: 2d6 ⇒ (6, 3) = 9. Target is Bewildered: –2 to AC, -4 to AC vs. Lucky for 1 round.

Sneak Attack - Off Hand Kukri: 1d20 + 5 + 2 + 1 ⇒ (20) + 5 + 2 + 1 = 28 for Normal damage:: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6 and Precision damage:: 2d6 ⇒ (4, 1) = 5. Target is Bewildered: –2 to AC, -4 to AC vs. Lucky for 1 round (adds to duration).

Confirm: Sneak Attack - Off Hand Kukri: 1d20 + 5 + 2 + 1 ⇒ (6) + 5 + 2 + 1 = 14 for Normal damage:: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

botting Slappy

Round 4 Slappy's Action

The gnome moves closer to his comrades but trusts them to take care of the tengu. He does his part to watch their backs and make sure nothing else pops out to backstab'em.

Active Perception 1d20 + 9 ⇒ (18) + 9 = 27

Keeps up his Bardic Chant while doing so. Come on lads! Get slayin on that raven!


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Ko slashes again, pressing the attack.

cutlass,att: 1d20 + 7 ⇒ (12) + 7 = 19
cutlass,dam: 1d6 + 3 ⇒ (2) + 3 = 5
Crit confirmation
cutlass,att: 1d20 + 7 ⇒ (19) + 7 = 26
Crit additional damage
cutlass,dam: 1d6 + 3 ⇒ (4) + 3 = 7


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]
Harisko "Ko" wrote:

Ko slashes again, pressing the attack.

[Dice=cutlass,att]1d20 + 7
[Dice=cutlass,dam]1d6 + 3
Crit confirmation
[Dice=cutlass,att]1d20 + 7
Crit additional damage
[dice=cutlass,dam]1d6 + 3

Art succeeded in Aid for Ko's first attack, so the result is 21 not 19. Thank you.

actually, he also forgot the bardsong...make that a 22, with damage of 6. Thank you again.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Lucky gets a single solid hit in Though the crit does not confirm.

Slappy scans the deck with a practiced stare. He sees no foes beyond the one surrounded by his fellow pirates.

It takes a combination of Art and Slappy's aid, as well as Lucky's bewildering hit, but Ko finally connects!

The overconfident tengu still shows no signs of giving up.

Round 4:
Tengu: ATK
Lucky: Hit
Slappy: Look and perform
Ko: Hit
Art: Go
Kiltem: Go

DM:

Tengu: 25 (Bewildered) Shield


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

With this creature so difficult to hit, Art keeps up the pressure & tries to continue to help Ko land a good blow.

Aid Ko's attack: 1d20 + 5 + 1 + 2 ⇒ (2) + 5 + 1 + 2 = 10 <--holy crap!! at least that's a success... +2 to Ko. And I'm flanking with Lucky.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Enchantments on Kiltem: LongStrider
BarkSkin AC is now 20
Shillelagh

Round 4 Druid

Back in the scrum with his comrades Kiltem fends off the tengu's thrust with his shield. He pushes in hard pressing the raven feathered mutineer and brings the butt of his enchanted club down hard as he can on the tengu's skull.

Attack 1d20 + 9 - 1 + 1 ⇒ (9) + 9 - 1 + 1 = 18
Shillelagh damage 2d6 + 6 + 2 + 1 ⇒ (3, 3) + 6 + 2 + 1 = 15

Kiltem roars with rage as he can't quite connect with the bird skull.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Kiltem's shot is foiled by guile and magic! Art manages to get just enough on his help to give Ko an advantage:

Hoping the defenses hold, the tengu tries again to blend magic and blade work:
Concentration: 1d20 + 8 ⇒ (7) + 8 = 15 but the stress is too much and yet another spell fizzles.

Still fearing the shillelagh, he stabs at Kiltem, bleeding the druid

Rapier: 1d20 + 8 ⇒ (19) + 8 = 27 THREAT
Rapier: 1d20 + 8 ⇒ (11) + 8 = 19 for DMG: 2d6 + 4 ⇒ (3, 4) + 4 = 11

Round 5:
Tengu: ATK
Lucky: Go
Slappy: Go
Ko: Go
Art: Go
Kiltem: Go

DM:

Tengu: 25 (Bewildered) Shield


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Ko throws Art an appreciative grin as the dashing captain distracts their foe. He slashes with precision.

cutlass,att: 1d20 + 7 + 1 + 2 ⇒ (19) + 7 + 1 + 2 = 29
cutlass,dam: 1d6 + 3 ⇒ (4) + 3 = 7
Crit confirmation
cutlass,att: 1d20 + 7 + 1 + 2 ⇒ (13) + 7 + 1 + 2 = 23
Crit additional damage
cutlass,dam: 1d6 + 3 ⇒ (4) + 3 = 7


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Round the Fifth

  • Current HPs: 25/30
  • Rockin' to a Bardsong

Lucky slices and dices yet again, weaving a complex tapestry of flashing steel, blood, and flare as he cuts towards the resilient foe.

(Reminder, Tengu's AC is -4 vs. Lucky and -2 vs. everyone else through this round - Does that change Kilt's result?)

Sneak Attack - Main Hand Kukri: 1d20 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10 for Normal damage:: 1d4 + 4 ⇒ (1) + 4 = 5 and Precision damage:: 2d6 ⇒ (3, 1) = 4. Target is Bewildered: –2 to AC, -4 to AC vs. Lucky for 1 round.

Sneak Attack - Off Hand Kukri: 1d20 + 5 + 2 + 1 ⇒ (10) + 5 + 2 + 1 = 18 for Normal damage:: 1d4 + 4 ⇒ (4) + 4 = 8 and Precision damage:: 2d6 ⇒ (5, 5) = 10. Target is Bewildered: –2 to AC, -4 to AC vs. Lucky for 1 round (adds to duration)


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

It doesn't change Kilt's result. Kiltem was well short.

Lucky almost gets a lucky cut in on the tengu's throat, but the magic protecting the enemy is just too useful.

Until, that is, Ko makes his attack. The distraction provided by Art is just enough for Ko to drag his cutlass the length of the tengu's neck.

Shocked, he drops his rapier in a primitive attempt to staunch the flow of blood. It doesn't matter though, he's dead on the deck in seconds....

For dealing with the mutineers of the Magpie Princess the party earns 2,400 XP.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Though somewhat upset he wasn't able to brain the tengu, he none-the-less cheers with his comrades as they bring the mutineer down. A fine cut Ko! He says as he raises his club high.

Bloodlust sated, they are now back to practical matters.
They bodies of the mutineers are searched. Kilt finally remembers to cast Detect Magic without one of the others reminding him to.

Perception 1d20 + 10 ⇒ (13) + 10 = 23
Lucky Perception 1d20 + 9 ⇒ (8) + 9 = 17
Ko Perception 1d20 + 8 ⇒ (13) + 8 = 21

The Capitan and Slappy keep watch over the others.

Next they began searching the ship. The party all stays within sight of each other. No one goes off on their own as who knows what still lurks down in the hull...


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

Art exhales through his nose sharply. A worthy foe--well done, everyone.

As the corpses are searched, after the "important" loot is taken, Art speaks up. I want these bodies left alone, for Cap'n Lanteri to view--so she knows who tried to take her ship--and do with as she sees fit. We're expecting her to be on her feet tomorrow, so I think stuffing them in a sack for one day should work, agreed?

And in agreement with Kiltem's unspoken direction, Art also makes sure the group is NOT separated while searching the ship--everyone is within eyeshot of at least 2 others! We don't know whatever happened to the village, so we need to be fully on our guard.

DMS--are we capable of bringing the Princess closer to the Piranha? Or would it be better to reverse that, in order to keep an eye on the other ship


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

slight retcon, forgot post battle healing

Kiltem pulls out the Wand of Cure Light Wounds.
First uses it on Lucky 1d8 + 1 ⇒ (2) + 1 = 3. Now 23/25 HPs

Then Ko, 1 1d8 + 1 ⇒ (1) + 1 = 2
2 1d8 + 1 ⇒ (4) + 1 = 5
3 1d8 + 1 ⇒ (5) + 1 = 6. Now 33/34 HPs

Lastly on himself, 1 1d8 + 1 ⇒ (5) + 1 = 6
2 1d8 + 1 ⇒ (1) + 1 = 2
3 1d8 + 1 ⇒ (1) + 1 = 2


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Kiltem Stormcrow wrote:

Though somewhat upset he wasn't able to brain the tengu, he none-the-less cheers with his comrades as they bring the mutineer down. A fine cut Ko! He says as he raises his club high.

Bloodlust sated, they are now back to practical matters.
They bodies of the mutineers are searched. Kilt finally remembers to cast Detect Magic without one of the others reminding him to.

Perception 1d20+10
Lucky Perception 1d20+9
Ko Perception 1d20+8

The Capitan and Slappy keep watch over the others.

Next they began searching the ship. The party all stays within sight of each other. No one goes off on their own as who knows what still lurks down in the hull...

We do this


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The halflings seem pretty well decked out:

In toto:

  • potion of cure light wounds x2
  • tanglefoot bags x4
  • thunderstone x2
  • masterwork studded leather x2
  • masterwork shortbow x2
  • 40 arrows
  • short sword x2
  • 168 gp

    The tengu even moreso:

  • potion of cure moderate wounds x2
  • tanglefoot bag
  • thunderstone
  • Magic Chain shirt
  • mwk rapier
  • Magic bag
  • Magic Cloak
  • Magic ring
  • bandolier
  • mw backpack
  • spell component pouch
  • Spellbook

    Searching the ship reveals a few more dead bodies, some of which you recognize from the crew. You also find a handful of pirates tied up and gagged. When you release them, they all eagerly tell you the same story.... That Hyrix wanted control of the ship and fostered a mutiny. Some fought to the death, some joined the mutiny, and the rest surrendered and you just rescued. Sorry for the lack of immersive prose. Thanksgiving prep is in overdrive.


  • MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Slappy quickly identifies:

    Chaint Shirt +1, Cloak of Resistance +1, and a Ring of Protection +1.

    The bag isn't so easily identified.


    M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
    FA Tooth:
    [dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

    what is in the tangu's bandolier? Anything interesting?


    1 person marked this as a favorite.
    Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

    [ooc] botting for Joe/Slappy [/occ]

    The small crazy haired bard waved Kiltem over as he started to inspect the magical gear. You can detect magic energies. This is good, but lets see if you can learn more. The big druid crept closer and knelt down next to Slappy. If he didn't respect the cunning gnome he would have walked away for his head already hurt and he didn't want to work his mindbrain anymore. But he leaned in to look and listen.

    Slappy went over the ring, the cloak, and the chainmail armor. The protective enchantments were easy for the gnome to discern. While Kiltem more or less understood how Slappy came by such knowledge he wasn't sure he would be able to figure it out himself w/out the gnome to point it out.

    A loud grunt and then a fart from the little bard. Hmmm, this is a bit trickier. He said as he looked over the magical bag. But I DO like tricky... Many minutes went by as he worked through his process. Probably drawn out a bit by explaining things to the slow witted druid.
    Luckily Kiltem could be patient when he wanted to.

    Slappy Spell craft 1d20 + 9 ⇒ (15) + 9 = 24


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    M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
    FA Tooth:
    [dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]
    Kiltem Stormcrow wrote:
    A loud grunt and then a fart from the little bard.

    you sure that's all it was, considering his surname?


    1 person marked this as a favorite.
    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6
    Arthur Cantor Delgado wrote:
    Kiltem Stormcrow wrote:
    A loud grunt and then a fart from the little bard.
    you sure that's all it was, considering his surname?

    YAS!!!!!!! Finally a good shart joke :D

    Slappy interrupts his identifying for a moment to cast a spell, the mixture of daisy's and roses passes by your noses, then the spell quickly cleans the soiled area in the gnomes drawers.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Slappy figures out that it's something pirates and adventurers the world over love to abuse, a Bag of Holding I.


    Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
    Dungeon Master S wrote:
    Slappy figures out that it's something pirates and adventurers the world over love to abuse, a Bag of Holding I.

    Nice! Who should carry it? Capitan? Lucky?


    Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
    Arthur Cantor Delgado wrote:
    what is in the tangu's bandolier? Anything interesting?

    Yeah, is anything IN the bandolier? Or what did the tengu use the bandolier for?

    12 gauge shells would be sweet


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    The bandoleer is currently empty....


    AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

    Lucky expresses an interest in the cloak and the ring. He defers to the Cap'n for a decision.


    M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
    FA Tooth:
    [dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]
    "Lucky" Lucas D'Endrin wrote:
    Lucky expresses an interest in the cloak and the ring. He defers to the Cap'n for a decision.

    let's draw lots... discussion thread :-)


    1 person marked this as a favorite.
    Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

    The big druid is often capable of great patience. However, he seemed lacking of it at this present moment. While he was glad to see his comrades weren't slitting each other's throats over the spoils of battle he thought maybe they were a little too shy at asking for treasures.

    Finally the druid starts grabbing things and handing them out. He gives Ko the magical chain armor. This should fit your long torso the best.
    He then takes the magic ring and hands that to Delgado. Capitan, you will always be a target in battle. This should help protect you.
    And last he grabs the magic cloak and tosses it to Lucky. This is supposed to help with saving throws... Kiltem shrugs his shoulders I don't really know what those are

    And finally he picks up the magical bag. After a quick glance from the Capitan the druid bestows the bag of holding to the rogue.


    1 person marked this as a favorite.
    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Gee Kilt, you should see the smoldering look in Rosie's eyes when you take charge like that. I think you need to borrow the Captain's quarters for a little while. I will distract him if you need me to. The young gnome whispers to the druid with the huge shillelagh.


    Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

    I just reread the last few pages and this is my summary. Please correct me if I'm misunderstanding.

    The Magpie landed in the hidden cove to pillage the town. They sent a raiding party. There was a Hag who used some mind control to have the pirates kill everyone in the whole town. Then she kept the pirate captain while the survivors went back to the ship.

    At the ship Hyrx (the tengu?) led a mutiny. They threw a bunch of survivors overboard with chains on their feet to drown. The rest were locked down below.

    Is that more or less correct?

    Does the Magpie still have enough of a crew to sail their ship?

    Do we want to take the Magpie as a second ship to start our "fleet"?

    Or maybe just demand whatever loot they took from the slaughtered town for ourselves? (We earned it right?)

    Any other thoughts or ideas to move things along?

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