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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Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6
Dungeon Master S wrote:
Slappy ups the ante with a spell (which also happens to elicit betting among the spectators.)

Ohhh didn't know we had spectators

Quote:

Round 2:

Pirates!: ATK
Kiltem: Hit
Lucky: Go
Beer: Go

Slappy: Grease
Art: Go Confirmation needed [color=blue]For?[/color]
Ko: Go [color=blue]Posted above he missed[/color]


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

botting Lucky, Adam is uber busy/tired from all the hurricane overtime

Round 2 Lucky Luc

The rogue gives a pearly smile as he sees his party quickly turning the tide on these pie rats. He moves into position a little closer to Arretta, while Luc doesn't actually hit her he distracts her by almost undoing the back of her halter. Luc nods at Ko knowing his distraction should help the big man.

Aid another 1d20 + 3 ⇒ (16) + 3 = 19

should give Ko a +2 on his next attack roll


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]

Who exactly are you trying to distract, Lucky?? Because if it's me, it's working!!

Um, i'm confirming that I'm awesome. Also, I'm confirming that, now that I'm armed, I threaten--and anyone near me making an unarmed attack provokes. My AoO will go on, in preferential order: 1) the most injured, 2) the one doing the most damage

AoO to save time: 1d20 + 5 ⇒ (14) + 5 = 19 +2 if it's on the flanked Jape
nonlethal: 1d4 + 2 ⇒ (1) + 2 = 3


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:

Who exactly are you trying to distract, Lucky?? Because if it's me, it's working!!

Um, i'm confirming that I'm awesome. Also, I'm confirming that, now that I'm armed, I threaten--and anyone near me making an unarmed attack provokes. My AoO will go on, in preferential order: 1) the most injured, 2) the one doing the most damage

[dice=AoO to save time]d20+5 +2 if it's on the flanked Jape
[dice=nonlethal]d4+2

Don't forget your -4 to using your dagger as nonlethal. Kilt gets an AoO on anyone fighting unarmed too. We should drop these fools quickly.


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

Art what I need to know is whether or not you included the -4 penalty for trying to do nonlethal damage with a dagger. Looks like no, jus tle tme know if I'm wrong.

Art tries to use the pommel, but the balance is wrong and he misses. Ko also misses, and the advantage is beginning to melt with the misses.

Lucky tries to set Ko up for his next wing, harrying the other pirate.

Round 2:
Pirates!: ATK
Kiltem: Hit
Lucky: Aid
Beer: Go
Slappy: Grease
Art: Miss
Ko: Miss

DM:

Sy: 11 NL, Staggered
Fipp: Prone
Jakes: 8


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

Botting for Beer/Jaykob

Round 2

Beer is honestly having a good time, he isn't even mad. Seeing Sy on the ropes he goes to take her out. He doubles up his fists and smashes her.

attack 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
non lethal 1d2 + 3 + 1 ⇒ (2) + 3 + 1 = 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]
Kiltem Stormcrow wrote:
Seeing Sy on the ropes he goes to take her out.

FINISH HIM!!!


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

Beer's hit spins the woman CLEAN around. She continues to spin as she hits the floor with a sickening CRACK as a tooth rolls out.

"BESMARA'S TEETS!" The remaining pirates throw their hands up.

"Whatever! We're just messin wit ya!"

For turning the tables on the pirates who were trying to teach you a lesson, the party earns 135 XP.

...The second call for duty is heard above deck. What now pirates?


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

"Good," grunted Ko. He surveyed the uneasy gathering. "So were we. We're a crew. A crew sticks together." He hauled the barely conscious Syl up by her armpits and started towards the deck. "Come on. We best not give Plugg a reason to discipline us."

Roll:

I don't know if a roll is warranted, but if so...
diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20


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

"Good," grunted Ko. He surveyed the uneasy gathering. "So were we. We're a crew. A crew sticks together." He hauled the barely conscious Syl up by her armpits and started towards the deck. "Come on. We best not give Plugg a reason to discipline us."

** spoiler omitted **

Taking Ko's lead, the burly druid moves to Sy and he puts a hand on her. His other hand on his bundle of dried rosa rugosa he concentrates for a moment.

Cure Light Wounds 1d8 + 1 ⇒ (7) + 1 = 8

Harisko paused watching Kiltem, unsure of what he was trying to do. He wasn't sure but he thought he saw just a flicker of soft blue light under the druid's hand.


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

The other pirates shuffle off to roll call, but Sy sticks back for a bit. It doesn't look like Ko's words penetrate her shell, but the healing hand of Kiltem softens her demeanor. She sighs forcefully, "We ain't friends, but no harm, no foul..."


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

url=https://docs.google.com/spreadsheets/d/1tNpCJw7gQc0o0uk-RZST9vyV39G-Ee8 UL7DvW0iWp1k/edit#gid=95466872]Day 3: 4 Arodus 4717[/url]

CRACK! goes Master Scourge's whip, "Get yer sorry arses to work! One more call, ONE MORE, and it would have been the lash."

Kiltem: Rigger: 1d6 ⇒ 2
Beer: Cook's Mate: 1d6 ⇒ 5
Ko: Swab: 1d6 ⇒ 6
Lucky: Swab: 1d6 ⇒ 4
Arthur: Swab: 1d6 ⇒ 6
Slappy: Swab: 1d6 ⇒ 3


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

Kiltem: (Line Work) Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Beer: (Bull Session) Drinking with Ambrose Kroop and
listening to his stories. The cook’s mate must drink an additional rum resulting in Beer gaining 1d3 ⇒ 3 CHA for the day, but LOSING 1d3 ⇒ 2 CON for the day. Beer gets a second free action for the day.

Ko: (Repairs) Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.

Lucky: (Hauling Rope and Knot Work) Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Arthur: (Repairs) Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.

Slappy: (Swab the Decks) Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.

It's not all work though, a pirate's life is never dull:

Ship's Action Day
Kiltem: Go
Beer: Go
Ko: Go
Lucky: Go
Arthur: Go
Slappy: Go


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]

Quick as a cat's wink Art's dagger goes away. He also plays up the "no big deal" aspect of the encounter. i hope this little party proves the saying that "you don't truly know someone until you fight them." You are worthy opponents, and I wish to not be your enemies any more.. He goes over to Arretta to make sure she has no wardrobe malfunctions


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

Day 3 Actions

Ko handed Kiltem a ladle of fresh rainwater. Kiltem gulped it down. Sweat ran off his brow in great rivulets. Ko's own skin was dotted with a fine sheen, but he was much fresher than the broad druid. Sewing sail was comparatively easy, especially given his height advantage. His nimble fingers were equal boon to the necessary rope splicing. He said, "I think we can bring Syl around. We just need to figure out what, or who, is driving her hostility. What do think?"

Roll:
prof-sailor: 1d20 + 6 ⇒ (17) + 6 = 23

_______________________________

Ko sat with his friend's over lunch. Slappy was in rare form...meaning some of his jokes were actually funny. However, Ko was only half there. Most of his attention was focused on the bruised and somber bunch. They didn't speak much, and when they did, it was in hushed tones. Still, Ko had raided, and a killed, many whose language he didn't speak. If nothing else, the experience had taught him that what wasn't said, could be as important as what was.

Roll:

I know we discussed Sense Motive so here is that.
sense motive: 1d20 + 1 ⇒ (19) + 1 = 20
However, intuitively it seems more like Ko is using perception. So here is that if it applies. If not, just ignore.
perception: 1d20 + 5 ⇒ (7) + 5 = 12


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

Day 3 Actions

Kiltem agreed with Beer about the little scuffle they had before work, it was fun. It also helped to jumpstart his day climbing up in the rigging and hauling sail.

Profession Sailor 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20

Constitution 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7

The big druid worked quickly trying to give himself enough time to check in with the quartermaster when he had a moment to slip away.

Kiltem stand there a moment studying the quartermaster's shelfs and supplies while patiently waiting for her to finish what she was doing. The big lad gives her a slight bow of courtesy as he greets her. Hello, my friends tell me you are a good quartermaster and worthy of respect. I was wondering if you have Rosie's fiddle? I was hoping to be able to get it for her. What can I do for you?

diplomacy 1d20 - 2 ⇒ (20) - 2 = 18


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

Day 3 Actions

Ko handed Kiltem a ladle of fresh rainwater. Kiltem gulped it down. Sweat ran off his brow in great rivulets. Ko's own skin was dotted with a fine sheen, but he was much fresher than the broad druid. Sewing sail was comparatively easy, especially given his height advantage. His nimble fingers were equal boon to the necessary rope splicing. He said, "I think we can bring Syl around. We just need to figure out what, or who, is driving her hostility. What do think?"
** spoiler omitted **
_______________________________

Kiltem pondered for a long moment on Ko's question. Other than his mum he had known very few women in his life. Though often very intriguing, the druid had little insight into the mind of the female species. Not sure Ko. Maybe she is upset and lacks a suitable mate? Perhaps you could try to give her some young.

Kilt takes another long drink of water and gives Ko little clue to whether he was making a joke or not.


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]

DAY 3--daytime actions

prof, Pirate: 1d20 + 5 ⇒ (19) + 5 = 24

Arthur continues to take to life at sea, performing his duties with a deft hand and, when he can, a quick wit. If at all possible, he assists any shipmate he sees as struggling (with preference to any of the hostile crew first, then his friends, then anyone else) without drawing attention to the fact, and with nothing more than a wink to the "target."

during the day, he visits the Quartermaster. I'd really, REALLY like my Lookout..is there anything I could do to get you to part with it??
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11


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

Ko easily completes his duties, so he spends some time eyeing the other pirates. Sy looks a bit unhinged. It's as if whatever good will gained is quickly leaving her system. The other two seem to have learned their lesson, but they're not any more friendly. Ko gets the hunch that Sy would gladly murder someone and not fear the penalty. The others just seem like bullies. Jape (I keep getting autocorrected. The half-orc is JAPE) and Fipps could be turned at least indifferent, but Sy is always going to be a losing battle.

Kiltem works quickly to buy some time, and does so, but tires himself out in the process. The trip is likely worth it though when he gets to Grok. "Trade me some rum next time I see you and we'll call it even. I'll give you the fiddle now, but you've got to convince her to USE it. I love a good song, especially WITH rum! Hahahahaha!" Kiltem scores Rosie's fiddle.

Kiltem leaves with a smile as Art shows up. The swashbuckler is already in a good mood from a job well done, as is Grok. "I suppose deary, it's already yours. I'll tell you what, I'm just going to walk away for a bit and you can take your whole bin!" With the party's relationship with Grok, she'll now give you all your equipment back when you have time. For earning back all his equipment back, Art earns 34 XP for each character.

Kiltem: Success (but fatigued), and acquires Rosie's fiddle
Beer: Go
Ko: Success and discovery
Lucky: Go
Arthur: Success and full recovery of gear.
Slappy: Go


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:

Kiltem works quickly to buy some time, and does so, but tires himself out in the process. The trip is likely worth it though when he gets to Grok. "Trade me some rum next time I see you and we'll call it even. I'll give you the fiddle now, but you've got to convince her to USE it. I love a good song, especially WITH rum! Hahahahaha!" Kiltem scores Rosie's fiddle.

The brawny druid's face screws up like he is thinking really hard. The effect is a little comical as he is still sweating from working hard and it appears as if his four brain cells are furiously working to try and figure out the meaning of Grok's words.

Why wouldn't Rosie want to play her fiddle? Did something happen?
Then with the fiddle in hand, Kiltem's face turns into a big smile. He promises to bring her rum in exchange. I'm sure I can get Rosie to play.

hey DM, does Kilt get a rum ration each day? And he can save this and give it to Grok?


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

Excellent question!

Now that you've settled in, and apparently are skilled enough to warrant not getting killed, you now earn a daily rum ration.

Aboard many ships, half a pint of rum is distributed to each crew member at dusk. The rum is staggeringly strong, and is often watered down to make grog. The rum ration is doled out more to keep the crew sated and docile than for recreation. The penalty for selling or spilling the ration is six lashes, or six lashes from a cat-o’-nine-tails for a second offense. Deliberately tipping away rum on board a crowded ship, or squirreling it away without being seen requires a DC 10 Stealth check.


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]

so...you can't do what you want with it?? Can you GIFT it rather than sell it?


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

You're SUPPOSED to drink it. Hidden rum is contraband. You can totally sell it if you can sneak it. Grog helps keep lowly pirates sated.

Kiltem: Success (but fatigued), and acquires Rosie's fiddle
Beer: Go
Ko: Success and discovery
Lucky: Go
Arthur: Success and full recovery of gear.
Slappy: Go


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

I know Adam/Lucky is still buried in Hurricane work. Anyone know Jacob/Beer's situation? We havnt had him post in a while...


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

Don't know.


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

Posting for Adam/Lucky Luc

DAY 3 actions Lucky Luc

Profession/Pirate 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Con 1d20 + 1 - 2 ⇒ (5) + 1 - 2 = 4

Diplomacy 1d20 + 5 ⇒ (10) + 5 = 15

Lucky cheerfully steps into his work day. Moving heavy coils of rope and pulling on lines as needed. The slim Luc worked hard trying to make a little extra time to scoot off the quartermaster when there was a lull.
How is our favorite master of quarters this day? Luc greets her with a smile asks when he might be able to "find" his bin of gear.

Working extra hard and quickly to make time for the quartermaster and his gear wore him out. Lucky is breathing hard by the end of the day.


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

Lucky does his job proficiently, but his body really suffers from the work. His spirits are lifted as Grok gives him a smile and a bin of gear! Each character earns 34 XP for Lucky earning his gear back.

Kiltem: Success (but fatigued), and acquires Rosie's fiddle
Beer: Go
Ko: Success and discovery, full recovery of gear.
Lucky: Success (but fatigued),
Arthur: Success and full recovery of gear.
Slappy: Go


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Apologies I thought I posted this action before. Will keep this one short.

Slappy does his daily assignment of swabbing the deck. He takes advantage of Lucky's status with Grok, and as he swabs past the quartermasters office he asks for his gear back.

con check: 1d20 + 1 ⇒ (12) + 1 = 13


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

Slappy does his work without much fanfare, but he too sneaks out to Grok in order to get back the rest of HIS gear. Each character earns 34 XP for Beer earning his gear back.

Kiltem: Success (but fatigued), and acquires Rosie's fiddle
Beer: Go
Ko: Success and discovery, full recovery of gear.
Lucky: Success (but fatigued),
Arthur: Success and full recovery of gear.
Slappy: Success and full recovery of gear.


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

Time to raise the dead and get back on with this:

Despite your various backgrounds, you find yourself in the same place; press-ganged pirates aboard the ship The Wormwood. The captain is a fierce and violent man named Barnabas Harrigan, though you see him rarely.

You life for the last three days has been a constant struggle. You've managed to befriend some of the pirates, and alienate others (most recently after a serous kerfuffle before duties.)

To get back on track, take a moment to skim the thread, read through the Dramatis Personae and I'll begin on Day 4 after everyone checks back in.


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

Awakening much earlier than normal the big lad is found sitting far forward on the prow. His eyes are still open but he doesn't appear to be using them. Mostly he is just feeling the air and it blows over him. Tasting salt as a big wave breaks and gives him a spray he smiles. He spends a little more time just meditating till the morning bell rings...


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Rich and Joe checked in. Just waiting on Adam and Mike.


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!

Arrrrr!


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Day 4: 5 Arodus 4717

Life on the water is never easy.

CRACK! goes Master Scourge's whip, "Get yer sorry arses to work!"

Kiltem: Rigger: 1d6 ⇒ 4 Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a Profession (sailor) or Dexterity check.

Ko: Swab: 1d6 ⇒ 6 Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a Profession (sailor) or Dexterity check.

Lucky: Swab: 1d6 ⇒ 4 Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a Profession (sailor) or Strength check. It's back-breaking work, also make a CON check.

Arthur: Swab: 1d6 ⇒ 3 Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a Strength or Constitution check.

Slappy: Swab: 1d6 ⇒ 2 Rat Catcher: Catching rats and other vermin belowdecks, requiring either a Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.

It's not all work though, a pirate's life is never dull:

Ship's Action Day
Kiltem: Go
Ko: Go
Lucky: Go
Arthur: Go
Slappy: Go


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]

question: I seem to recall having an option of "finding out about someone..." like why a particular crew member might be negative? If that's A Thing, can you add that as an option to Actions?

DAY 4--DAYTIME ACTION

Arthur very much dislikes this new task...at least tying off lines took some skill, but swabbing the decks?!?! Hell, ANY monkey could do that!

Strength: 1d20 + 1 ⇒ (2) + 1 = 3

...but it seems clear that his distaste for the degrading work makes the quality of said work suffer, severely.

He takes some brief break time to speak to Sandara, taking advantage of their rapport & her longer experience on the ship.

So, tell me about Aretta. Why is she so sour to us, do you think? I'd like to make as many friends--and barring that, prevent as many enemies--as i can, savvy?

Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17


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

Day 4 daytime actions

Kiltem is a little confused that he isn't assigned to the rigging today. He rather liked being high up in the rigging feeling the winds and having a spectacular view of the ocean. But he doesn't find the rope work too bad and works without complaint.

Prof Sailor 1d20 + 8 ⇒ (2) + 8 = 10

Kilt manages to take advantage of working in a new area and sneaks around a little into an area of the ship he normally doesn't get to go.

Perception 1d20 + 7 ⇒ (9) + 7 = 16


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

I meant to reply to your question about figuring out WHY people are sour. That isn't really an action, as for many it's built into the NPC and the game itself. Sometimes you can, other times you can't.

Art really fails at work, and he knows a lashing is likely to ensure tonight. He pokes around and asks Sandara about Aretta, but there's not much to know. She's just an angry person in general. Perhaps not a lost cause, but certainly not an easy nut to crack.

Kiltem works through the rope work, and then sneaks off to see what he can find. Unexpectedly he finds that there seems to be something going on in the bilges today, and it's difficult to get anywhere... The druid wonders what it could be but for now needs to wait until others post.

Ship's Action Day
Kiltem: Work explore
Ko: Go
Lucky: Go

Arthur: Fail and recon
Slappy: Go


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

Work Day 4
Ko paced as he spliced rope. The task was rote by now and his mind drifted as he worked. Anger seethed just beneath the surface as his thoughts turned inevitably towards his father.

day checks:
prof-sailor: 1d20 + 6 ⇒ (16) + 6 = 22

The anger didn't impede his work. Far from it.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Day 4 day action

Sweet catching rats, real rats, not people who rat. That's a fun job. Ohh and cockroaches too? Maybe I can feed the rat cockroaches. Ohh I can go anywhere on the ship with this assignment. Slappy smiled gleefully when given this job.

You betcha Master Scourge sir! Slappy will get ya rats and cockerroaches for ya. He said with a what he thought was a salute.

Stealthy rat/cockroach catching: 1d20 + 10 ⇒ (8) + 10 = 18

During his travels Slappy comes across Shivika, who he's been meaning to talk to for awhile. Shivika's tattoos, dress, and fetishes intrigued the small gnome. He wondered if the man was into alchemy as much he did.

While traveling the ship collecting his rats, of course it took him through food storage, he knew from his previous cleaning duties that the bilges were ripe with the little criters. While in the bilges he finds Shivika. You look like a man of many talents, and I was wondering if you need any rat teeth, blood, or crushed cockroach for anything? I'd be willing to share what I have with you. No charge of course, except a little bit of conversation

Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22


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!

"Ko, I can feel your anger, and I know I'm not looking forward to the task of untieing any of those knots" Lucky eyed the giant of a man as he wrenched another fist sized knot into the rigging he was working on.

"Ill tell you this much, based on my last experience about a ship against my will..." Lucky lowered his voice and leaned in, "just pretend all is ok, and eventually, you'll find a break and you can make a play for freedom, or at least for a chance to improve your station on the ship."

Lucky made some headway with the knotwork as he chatted with, or rather to, the taciturn man.

Profession: Pirate: 1d20 + 4 ⇒ (13) + 4 = 17
Fort: 1d20 + 1 ⇒ (19) + 1 = 20

The knots seemed ok, and Luke was a little better prepared for the work today - he used some shade and the chance to chat with Ko to make the work a bit less strenuous.


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 considered Lucky's words for a long moment before replying, "And what you would say to taking charge of this entire enterprise? Would you be one to stay on? Sail and plunder?


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 looked surprised for a brief moment, then cracked a grin.

“Those are two very different things my good man. Sailing with these slaving scallywags isn’t the ideal state of affairs, but while we are I don’t see anything wrong with a bit of fire and steel to pad our pockets. But ‘taking control’ of this Enteprise... I can’t abide slaving. Or did you mean grabbing this b~%%+ by the helm and steering her towards some high adventure of our own?”

As Lucky struggled with hefting a particularly think halyard he was finished checking for frays, he inclined his head slightly, imploring the big man for some assistance.


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 returned the grin. His pearly teeth glistened. "By the helm, my friend. By the helm." His face darkened as heavy brows furrowed and cast a long shadow across his face. "And slaver's...they repent, or die. There will be no room for such among us, save as our prey."


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

Ko spends the day easily handling the work, and setting a high standard for others as he does it. Lucky is also up to the task, handedly working through the task master's list of work.

Slappy too gets through some solid work, and makes time for Shivika. While not fast friends, the man seems to be inclined to do a little trading with the gregarious gnome.

At about mid-morning on the fourth day, young Jack Scrimshaw rushes onto deck to talk to Mr. Plugg...

Perception DC 10:
His face is ashen and you overhear overhear what he reports to Mr. Plugg. Jack was below on rat-catching duty when something big swam out of the bilge water and bit him.

Plugg immediately rounds five of you up, "GET YER SORRY ARSES DOWN TO THE BILGES AND DON'T COME BACK UNTIL THEY'RE SAFE! I see that you've weaseled your gear back, so put it to goo use, and ART IF YOU SURVIVE I'VE GOT A PUNISHMENT WAITING FOR YOU!"


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

We'll pick up once someone announces that the party is going to the bilges... or that they're defy Mr. Plugg.


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]

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Arthur is frustrated at this bullshift work he's doing. I'm a sailor, dammit! Scrubbing? REALLY?!?!

He had just sit up to wipe sweat from his brow and manages to overhear Scrimshaw's report to Scrubb. He immediately jumps up, discarding his scrubbing "gear" and gives Scrubb a salute.

This work is much more suited to my abilities, Mister Scrubb! Our upcoming success might even make us both forget this...unfortunate pairing... He gives the scrub bucket a hard nudge with his foot--not enough to overturn it, but hard enough to show disdain.

On the way down, if they are anywhere near Sandara, Art will smile at her. Any chance for the 'aid' we discussed, dearest Sandara?

COME ON lads, lets go fishing!! As soon as he's off the main deck, Arthur sets his borrowed buckler and draws his blade. OK gents, there's some sort of creature in the bilgewater. Let's go take care of it, shall we??


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

Unfortunately, Sandara, can't deliver this quickly, and it's clear that it'd draw the ire of Mr. Plugg to try...


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]

then scratch that please. :-)


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

Perception 1d20 + 7 ⇒ (19) + 7 = 26

Kilt nods sagely, thinking that must have been what the commotion was earlier when he was sneaking a little down below.

The lad hasn't actually retrieved his gear yet, so he grabs a heavy belaying pin works as a club right? . Then signaling the others he heads down toward the bilge.


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 looked around.

Roll:
perception: 1d20 + 5 ⇒ (19) + 5 = 24

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