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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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 sees Kiltem arming himself. Here, my big friend...I hvae spare daggers, and a sling, if you like. And how about the buckler back? I'm at least wearing a little armor...


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

Did Ko look around during work? If so, something a little more specific would help.

The party, either sharing gear or using their own, heads down to the bilges. They're unceremoniously kicked down the ladder.

At first, it appears like it's a false alarm.

Then the water bubbles...

Then the rats attack!

Each filthy rat is the size of a small dog, with a coat of coarse fur, long and scabby tails, and two glittering eyes.

Foes: 1d20 + 3 ⇒ (5) + 3 = 8
Kiltem: 1d20 + 1 ⇒ (9) + 1 = 10
Beer: 1d20 + 2 ⇒ (10) + 2 = 12
Ko: 1d20 + 3 ⇒ (12) + 3 = 15
Arthur: 1d20 + 2 ⇒ (1) + 2 = 3
Lucky: 1d20 + 9 ⇒ (5) + 9 = 14
Slappy: 1d20 + 2 ⇒ (4) + 2 = 6


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

Round 1:
Ko: Go
Lucky: Go
Kiltem: Go

Rats: TBD
Slappy: TBD
Art: TBD


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

Chris is the tactical map updated? It looks blank to me...

Hefting his makeshift club, Kilt raises his hand and catches the offered buckler from Delgado. Then he plunges into the bilge...

Adam is diving off the coast of souther Baja. I'll be posting for Lucky too


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

Technically Ko goes first. Hope this doesn't mess him up. I"ll post Lucky and Kiltem's round one action

Round One Lucky

Though not a warrior per se, Lucky is quick on his feet and as rats show themselves he readies his attack. Bolstered by the burly druid at his side he pounces with his short sword.

Lucky melee attack 1d20 - 1 + 3 ⇒ (16) - 1 + 3 = 18
sh sword 1d6 - 1 ⇒ (4) - 1 = 3


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

Round One Kiltem

AC 12 (+1 dex, buckler)

The druid pauses for just a moment thinking of his prepared magics. While he does know a charm for animals, he doesn't have it readied.
He does however have a doozy for empowering his club. He touches the wood to his dried rosa rugosa at his belt. He softly calls out to the divine spirits Papa Storm hear my need...

Casts Shillelagh


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

Kiltem hardens the club and gives it the momentum of a treant.

Lucky opts for a more immediate attack and stabs a dire rat. The creature screeches, but with no place to go, can't retreat.

Round 1:
Ko: Go
Lucky: Hit
Kiltem: Sha-la-la
Rats: TBD
Slappy: TBD
Art: TBD

DM:

Yellow: 3


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 hefted buckler and cutlass and waded into the fray. He kept low, with blade and buckler out to ward against the gnarly, gnashing rats. One of the filthy beasts rush him. Ko stepped back and booted its side, knocking it against the bulkhead. His blade darted, angling for a devastating draw cut.

Roll:

The kick is just meant to be fluff.
cutlass,att: 1d20 + 4 ⇒ (20) + 4 = 24
cutlass,dam: 1d6 + 3 ⇒ (4) + 3 = 7
Crit confirmation
cutlass,att: 1d20 + 4 ⇒ (5) + 4 = 9
Crit additional damage
cutlass,dam: 1d6 + 3 ⇒ (1) + 3 = 4


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

A chipped, but razored edge sliced across the rat's throat. Blood erupted from the wound in great, pulsating gouts, carpeting brackish waves with iron-laden maroon. Steam seemed to rise from the boiling life essence, oil-on-water, atop the frigid filth of the purgatory bilge water. Unbidden, Salasanta, jetted across Ko's mind. An image flashed before him...rhythmic surf bounced lifeless limbs against their bloated, erstwhile animators...bright, iron red swirled amongst iridescent, salty blue. For a terrifying, ecstatic moment, the image seemed to crystalize into a vision, threatening to become reality. And...

The rat screeched; its final dying howl an impotent denial of death's inevitability. It turned and twisted and thrashed. It threw itself at Ko, all snapping, frothing jaws and scrabbling claws, as if the statuesque Mwangi was Hell's gatekeeper and the desperate mongrel beast that damned realm's newest, reluctant inductee.

Ko met the beast's wide, rolling eyes as it crashed into his buckler. His jaw set. His blade swung. The hewing and inelegant hack finished the job his precise and technical slice had started. A rat head plopped unceremoniously into the swirling filth. A rat body followed. Ko stepped forward, blade and buckler before him, ready for more grim work.

reminder:

A reminder in case anyone is interested
***************
…a cool breeze against his bare back. Rychtor Dawn rolled beneath his feet. Harisko rolled with it, delighting in the familiar feel of gentle waves. He looked out, squinting into dawn’s light reflecting off the crystal bay. Lush Sargavan salt flats spread out before him. Yet, their primal beauty was marred by the burning ruin of Salasanta. The once idyllic Cheliax settlement was nestled in quiet cliffs overlooking the bay. They were no longer quiet.

Screams echoed. They carried well over the water, seeming to ebb and flow like the waves rolling beneath Ko’s feet. A tingle ran down his spine; half excitement, half horror. A pair emerged atop Salasanta’s tallest building. One was towering ebony, the other, diminutive porcelain. The porcelain Cheliaxan backed away. A third figure emerged, towering over both. He was enormous; his broad shoulders seemed to blot out the rising sun. Golden dreadlocks framed a massive skull; a lion’s regal mane. Yet, Harisko’s knew his father to be more brutal, than regal. He was also blunt. H’Rayth, Chieftain of the Seksar Bandu, Captain of the Rychtor Dawn, slayer of the demon-snake Veksu, and most notorious slaver on the Sargavan coast wrapped a single hand around the Cheliaxan governor’s face and gave a little nudge. The governor stumbled back. His hands wheeled, then reached. There was nothing. He fell without a sound. Silent among the dead and dying and desperate.

Nostalgic dread spread over Harisko. He at the barbed whip in his hand with dumb horror. He turned his head and felt the familiar, yet hated, dreadlocks rub his shoulders. He pawed at his chest, desperate to find the jagged cutlass scar that was his father’s parting "gift."

His chest was smooth as the day he was born.

Ko’s breathing quickened. No, he thought. It can’t be. He looked around, wide-eyed.

A whimper caught his ear. Seckor said, “This one’ll make good sacrifice. You’ve never seen one of them.” Harisko looked at his brother. Seckor beamed at him. “So good. Zura rewards us well for them.” The Cheliaxan girl tried to crawl away. Cruel slashes crisscrossed her legs. Her right wrist was bent at an odd angle so she used the elbow to pull herself. Seckor stepped on her ankle. She cried out. “Not so fast.” He chuckled.

Ko thought. Zura? Is she giving me another chance? An opportunity to do it right? To play my father, instead of being played? A chance to apply the lessons he taught me, instead of squandering them on youthful rage?

Harisko smiled at his brother. He opened his mouth to play along with the tortuous merriment. Yet, instead of sly words emerging, a snarl leapt out and he found himself careening towards Seckor. A thunderous fist swung and…
**********************


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

Ko finishes the rat with brutal efficiency. In no time at all the bilge water turns a greyish red.

The remaining quartet of rats gnash with rotten and diseased teeth. A wall of vermin attack three of you.

Yellow v. Lucky: 1d20 + 1 ⇒ (20) + 1 = 21 THREAT
Yellow v. Lucky: 1d20 + 1 ⇒ (9) + 1 = 10 Normal Hit: 1d4 ⇒ 2 and a FORT save.
Black v. Kiltem: 1d20 + 1 ⇒ (12) + 1 = 13
Red v. Ko: 1d20 + 1 ⇒ (11) + 1 = 12
Blue v. Ko: 1d20 + 1 ⇒ (10) + 1 = 11

Thankfully only one rat gets any flesh.

Round 1:
Ko: Kill
Lucky: Hit
Kiltem: Sha-la-la
Rats: ATK
Slappy: Go
Art: Go

DM:

Yellow: 3


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]

ROUND 1

Arthur moves next to Ko, drawing his rapier to stab at Blue.

Attack: 1d20 + 4 ⇒ (18) + 4 = 22 <--threat!!
damage: 1d6 + 1 ⇒ (2) + 1 = 3

confirm: 1d20 + 4 ⇒ (2) + 4 = 6 <--d'oooohhhh
crit damage: 1d6 + 1 ⇒ (6) + 1 = 7


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

While Ko's strike slashed through a rat leaving a bloody spray, Art's strike skewers the rat like a kebob!

Round 1:
Ko: Kill
Lucky: Hit
Kiltem: Sha-la-la
Rats: ATK
Slappy: Go
Art: Kill

DM:

Yellow: 3


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

Round 1

Everyone once in awhile Slappy gets reminded of just how strong and vicious Ko can be, and not the gentle giant as he normally sees him. This is one of those times.

Stepping up hefting his racial weapon, Slappy uses Ko's viciousness to help remind everyone they can do better.

Ko, Ko he's our man if he can do it everyone can.

Inspire Courage +1


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

Slappy's jaunty little ditty turns the grim work into something of a sport, as the party finds their spirits boosted.

Round 2:
Ko: Go
Lucky: Go
Kiltem: Go

Rats: TBD
Slappy: TBD
Art: TBD

DM:

Yellow: 3


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

Arcane force swept across the bright sorrow of Ko's memories, diluting them -like blood lost in bilge- amidst a happy miasma. A smile broke across Ko's face. He was amongst new companions. He was forging bonds. They were taking first steps. On what road it mattered not. They were steps, and he liked steps.

Ko sprang forward with buckler out, inviting attack. A rat obliged and latched onto his buckler's edge. He thrust.

Roll:

Ko steps to flank the red rat between him and Kiltem. If this is difficult terrain due to the bilge, I can still do this due to...
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
cutlass,att: 1d20 + 4 + 1 + 2 ⇒ (17) + 4 + 1 + 2 = 24
cutlass,dam: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Crit confirmation
cutlass,att: 1d20 + 4 + 1 + 2 ⇒ (4) + 4 + 1 + 2 = 11
Crit additional damage
cutlass,dam: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

The cutlass burst from the rat's back with a ripping roar, like sail cloth torn asunder in an unstoppable storm. A single vertebrae was embedded atop the cutlass' tip. Ko twisted the blade and sliced it free, leaving the rat's mangled body to disappear beneath the red-brown froth. The vertebrae remained on the sword tip, an accidental trophy to the elated blood-letting.


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

Ko moves nimbly through the sludge, dashing the life from yet another rat!

Round 2:
Ko: Kill
Lucky: Go
Kiltem: Go

Rats: TBD
Slappy: TBD
Art: TBD

DM:

Yellow: 3


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

Fort Save from last round 1d20 + 1 ⇒ (16) + 1 = 17

Round 2 Lucky

A huge grin on his face from first blood, the rogue presses the attack hoping to finish off the foul beastie.

melee attack 1d20 - 1 + 3 + 1 ⇒ (20) - 1 + 3 + 1 = 23
sh sword 1d6 - 1 + 1 ⇒ (5) - 1 + 1 = 5


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

Round 2

With blood flying from both Lucky and Ko, Kilt eagerly steps in to get himself a kill. He swings his club in a powerful overhand strike.

melee attack 1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23
shilelagh 2d6 + 5 + 1 ⇒ (3, 3) + 5 + 1 = 12

The burly druid smiles as he pulps the rats spine. Kiltem is happy that he was able to give the beastie a quick death. He is also happy to help the party and show his ability.


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

The two remaining rats are quickly felled by Lucky and Kiltem!

Nearly as quickly as it started, it ends.

And now you find yourselves gross and in the bilge.

For clearing the bilge of dire rats, each PC earns 135 XP.


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 fished a rat's head from the filth. He thrust the head onto Art's blade and said, "Let's show Plugg your -our- true value. If he still has punishment for you, he'll have to apply it to me as well."


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]

Um...ew...

Art angles the blade to minimize the drips onto his hand.

You're too kind, Ko, really. I appreciate the gesture. But that wouldn't stop him from whipping the both of us...in fact, I reckon that sadistic bastard would give us both an extra half-dozen lashes just because of your solidarity! I'll take my punishment like a man, and no one will take it for me, or put themselves in harms way for my benefit. Whatever I"d gain from your courage, I've already gained it!

He slaps Ko solidly on the back and gives him a grim smile.

Let's go up there and bask in our victory, boys!!


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 shakes his head. "Hold on." He looks around at the others. "This isn't about taking your punishment. This is about making our own rules. Plugg wants us separate and vying. He wants us suborned and docile. We should show him different. Show the rest of the crew what it means to be a crew. If one of us suffers, all of us suffer. People will join that kind of group, especially when the only other option is what Plugg offers. If he recognizes your contribution," Ko nodded towards the rat's head, "and commutes the sentence...so much the better. I say we make a statement now. Use this opportunity." Harisko raised questioning eyebrows, waiting for their collective response.


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 listened to the men talk. He respected Delgado’s willingness to accept his punishment alone. The slim swordsman was no coward.
Yet there was wisdom in Ko’s words. Those were the kind of actions that brought a group together. His new shieldmates were now all blooded together as well.

After holding his tongue and mulling over the words finally Kilt did speak. I think you have the right of it Ko. We stand together as one. Without any further explanation he raises his club and gives a mighty flex of his broad shoulders.


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]

I...I cannot argue your reasoning. But I WILL not ask anyone to suffer for my fock-up--I'll leave everyone to their own choices & no judgement shall come from me. However, I also propose this: after today, we keep an eye on each other. If someone is struggling in their work as I was today, one of us steps in if we can, to maybe make faliure not so bad. At the very least, that is what *I* intend to do!

I don't know if there's a mechanic for that, S, but that will be my intention going forward.


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 grasped Art's shoulder and said, "You and I are of like mind."


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

WOO!!! Slappy cheers with a fist pump.

Listening to the exchange between Art and Ko, Slappy starts to pace back and forth in the bilge water in a quick contemplation. Good thing Slappy's mind was quick, because wading though the water was slow. Ko you do have the right of it we do have a good group here, but my friend I think the timing is a little quick. Lets keep our bond between us for a bit longer. It's a large crew, lets get more of the crew sympathetic to our idea before we boldly try to shove it down Plugg's throat. Now while I know that you're not suggesting mutiny, stating that we stand with him would label us as non-conformists and he could label us as mutineers.


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

Sure, let's say that your day time action can also be spent using the Aid Another action.

The party holds a meeting in the bilges, with feet bumping into forgotten crates and rat carcasses. With a pact in place, it's time to go above.

--------------------------------

By now, you know that between work and dinner is "Bloody Hour" when punishment is meted out. On this day, Art has drawn the ire of Mr. Plugg. The punishment is to be three lashes...


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]

Yes...our little Slappy here may be correct. Might be too soon to play our hand. I can take three lashes.

Before Bloody Hour arrives, Art will find a small wad of cloth or similar material that he can surreptitiously stuff in his mouth, to bite on. He really wants to NOT give Plugg the satisfaction of hearing him cry out, or even grunt, in pain.


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 nodded, "Wise words. Perhaps the move comes too soon. It is your back Art. I respect your decision." Ko's lips spread into a friendly grin and his eyes twinkled. He grabbed one of Slappy's thighs, slung him upside down, and headed out of the bilge carrying the wise-cracking gnome like a sack of potatoes.


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

Kilt follows the others back up on deck.


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

Opting for discretion, Art takes three lashes across the back. Nonlethal DMG: 3d2 ⇒ (2, 2, 2) = 6

A couple others get various punishments, and just like that it's back to normal...

Ship's Action Night
Night Action options
Kiltem: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD

The Witching Hour
You can sneak out in the middle of the night, but in lieu of sleeping. Lack of sleep can take it's toll. FIRST make a DC 10 CON check. You can take a second action if you'd like, but make another CON check at DC 14. Failure means you're fatigued the next day.
Kiltem: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD


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]

After the punishment is meted out, Arthur (once he is able to speak) catches Plugg's eye and makes a quiet request.

Sir, I respectfully request to be given work that is better suited for my skills in the future. Because I am a *g$$@~+med SAILOR.*

EVENING

Art tries to catch Aretta, to determine the source of her ire. And to make nice.

...I just don't see how being hostile helps ANYone. If you're forced to be in close quarters, might as well make the best of it, savvy? (could he be making innuendo??? Hmmmmm....)

Diplomacy to influence: 1d20 + 7 ⇒ (18) + 7 = 25

No actions for witching hour...want to recover for the next day!


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

Luckily for you, Mr. Plugg doesn't hear you...

Aretta eyes Art, and despite her reluctance, gives a somehwat sympathetic shrug. "It's the life. Your best bet is not to fight it. While your charms are wasted on me, I can tell you're a good guy."

For softening up Aretta (though you don't think she'd ever call you friend) each party member receives 40 XP.


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]

dammit, i'm running out of hotties on this tub!!


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

Night
A restless buzz stirred below decks as dinner waned. The sailors chattered, exchanging friendly jabs and gambling challenges. As Shivikah left the table, Harisko stepped in front of him. He extended to his full height, shoulders back, face set. Shivikah held firm, Bonuwat eyes locked with Mwangi eyes.

The buzz died around them. Shivikah took a bold step forward. His soft step boomed in the ominous silence.

Ko clapped. A smile spread his face. He stomped. His hips moved with his hands moving with his feet moving with his shoulders spreading to his head. Harisko circled as the Ewegh dance’s emergent rhythm invited Shivikah’s friendship.

night check:

Influence Shivikah Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16


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

Evening Actions

Trying to join into some of the social activities with the other sailors, the big druid accepts a friendly offering to gamble with dice.

Gambling/Dex 1d20 + 1 ⇒ (1) + 1 = 2

After losing half his coins, the calm faced druid is a little red and trying not to show his anger over wasting money on a stupid game. He stomps off to some laughter from the other gamers.

Only after walking up to the forward deck and just letting the cool night breeze wash over him did he move to pull out this small fiddle. He walked and found Rosie sitting sipping her share of rum. He knelt down in front of her (still looking massive to the wee halfling lass), and only blushing slightly solemnly offers Rosie her fiddle.
Can we have a tune Rosie?

And while the halfling lass and the others are distracted by her fiddle. Kilt smoothly pours his rum ration (which he only had a sip or two) into an empty skin.
stealth/dex 1d20 + 1 ⇒ (16) + 1 = 17


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!

That evening, Lucky waited until spirits had both flowed and been raised - rum was notorious for raising sailors' morale while dampening their awareness. The day's excitement had roused his blood, and he decided to slink off into the holds below while most of the crew was enjoying their victuals.

His choice was an easy one when he saw the leathery tail of what could only be a dire rat slip over the edge of the pot and into the stew's opaque depths.

Setting his meal down he made as though to mount the privvy but instead darted aside to address a locked door he had spotted the other day.

disable device: 1d20 + 7 ⇒ (12) + 7 = 19
stealth: 1d20 + 7 ⇒ (15) + 7 = 22

Looking over his shoulder once in the semi-darkness of the late evening's deep blue sky, Lucky saw no one was paying any attention his way. With an uneasy feeling tempered by his conviction that he was undetected, he made the final clicking twist on the lock's poorly-maintained mechanism...


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

Ko tries to ride the momentum of the day, but it appears Shivikah has had all the socialization that one day an hold. The smile at parting is warm though. Ko didn't make progress, but gets the impression he didn't mess anything up.

Kiltem really sucks at gambling, but he's much better at hiding his rum.

Lucky does a little "shopping" on the ship. 1d100 ⇒ 34 He manages to find a bullseye lantern, a simple but valuable find. Considering it was hidden and covered, Lucky thinks he's safe - stealing something already stolen.

Ship's Action Night
Night Action options
Kiltem: REALLY bad at gambling
Ko: Attempt to influence Shivikeh
Lucky: Skulduggery
Arthur: TBD
Slappy: TBD

The Witching Hour
You can sneak out in the middle of the night, but in lieu of sleeping. Lack of sleep can take it's toll. FIRST make a DC 10 CON check. You can take a second action if you'd like, but make another CON check at DC 14. Failure means you're fatigued the next day.
Kiltem: Sleep
Ko: Sleep
Lucky: Sleep
Arthur: TBD
Slappy: TBD


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

Slipping by the ships store for a few supplies, Slappy gets to crafting some Air Crystals.
Craft Alchemy: 1d20 + 8 ⇒ (1) + 8 = 9

Due to substandard materials Slappy's attempt falls short.

Over the past few days Slappy has been watching Jack Scrimshaw. Jack is part swab crew, but Slappy knows a secret about him. See the bard observed him dancing with his mop. His steps were light, and his hips were loose.

During the nights entertainment Slappy tells a funny tale about ole Jack and his mop with Jack being the hero for saving the floor scrubbing tool.

Perform Comedy: 1d20 + 8 ⇒ (4) + 8 = 12 Sway attempt jack scrimshaw


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

Slappy just doesn't have a good day, maybe it was the rats, maybe it was the beating Art took. Either way it's not a good day. That looks like two actions though.

Ship's Action Night
Night Action options
Kiltem: REALLY bad at gambling
Ko: Attempt to influence Shivikeh
Lucky: Skulduggery
Arthur: TBD
Slappy: Attempt to influence Jack

The Witching Hour
You can sneak out in the middle of the night, but in lieu of sleeping. Lack of sleep can take it's toll. FIRST make a DC 10 CON check. You can take a second action if you'd like, but make another CON check at DC 14. Failure means you're fatigued the next day.
Kiltem: Sleep
Ko: Sleep
Lucky: Sleep
Arthur: TBD
Slappy: ???


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]

sleep. Must recover from the lashing, yo!


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

Day 5: 6 Arodus 4717

Life on the water is never easy.

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

Kiltem: Rigger: 1d6 ⇒ 1 The ship’s rigging frequently gets
damaged and must be repaired, requiring a Climb check to reach the rigging 30 feet up, followed by a Profession (sailor) or Dexterity check.

Ko: Swab: 1d6 ⇒ 2 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.

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

Arthur: Swab: 1d6 ⇒ 1 Vile and sweaty work cleaning out the
bilges , requiring a Strength check. You must also make a Constitution check to avoid being fatigued at the end of the shift. Check your Slack PM

Slappy: Swab: 1d6 ⇒ 6 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.

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]

Art swallows his disgust at how poorly the ship's resources are being managed, and simply tries his best at the bilge-cleaning.

Strength: 1d20 + 1 ⇒ (20) + 1 = 21

Con: 1d20 + 1 ⇒ (3) + 1 = 4

Apparently he put a little TOO much into it, and is worn out like a dirty dishrag at the end of the shift.

However, he found some crates in the bilges that were left from after the fight with the dire rats. He manages to find the time to examine the contents...


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

[ooc]You’re right of course so here is my Con check for working during the night.[/dice]Con Check: 1d20 + 1 ⇒ (13) + 1 = 14

Since he’s working in full view of everyone, Slappy works diligently making sure his task is as well as he can do it. The lashes Art took were brutal, and he doesn’t want to have to take that kind of punishment. While working he does become a bit distracted trying to come up with a new comedy routine.
1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12


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 counts himself lucky to be abovedecks with the bright blue sky and the deep blue water. A freshening breeze keeps him cool as he works, and he tries to forget the overall unfortunate situation of his captivity.

con: 1d20 + 1 ⇒ (12) + 1 = 13

Still, the work is hard and the hours long. He tries to strike up a conversation with the sailor working alongside him.

diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21

"Days like this would be better spent with good food and a chilled ale on a rooftop cafe near the water. A little shade to cut the glare of the sun, and a pleasant looking lass to refill my cup."

Lucky continues scrubbing the deck, "What about you? Given the choice, where would you spend this fine day?"


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

Art might come out the worse for wear, but he also comes out with some booty. The swashbuckler manages to pocket a few things; a buckler, a masterwork handaxe, a vial of holy water, a tanglefoot bag, two tindertwigs, and 21 gp.

Slappy makes a solid go of the rather easy work.

Lucky also works comfortably, you need to pick a sailor to chat up

Ship's Action Day
Kiltem: Go
Ko: Go

Lucky: Cavort
Arthur: Fatigued
Slappy: Work


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

Day Action

Kiltem is pretty happy about his assignment high up in the rigging. There is just something about the ocean air that speaks to him in some strange way. The whisperings of Papa Storm perhaps...

Climb 1d20 + 4 ⇒ (19) + 4 = 23

Prof Sailor 1d20 + 7 ⇒ (17) + 7 = 24

Free of his heavy hide armor, the burly druid climbs better than he ever has. He figures with all this experience he must be getting better. Having been on many sailing ventures since his teens he knows his skills. He takes his time but steadily works on making repairs. He even manages to make repairs to some lines that wouldn't have been salvageable using one of his magics.

Kilt has the Mending orison. Can this help? Not sure the mechanics of using it for this stuff

Having crushed his assignment, he manages to nip off to visit Grok the Quartermaster. He gives her his first ration of rum and promises her more tomorrow for the fiddle.


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 5 Action
Ko dashed about with dagger and buckler, smashing and slashing his day away.

Roll:
Dexterity: 1d20 + 2 ⇒ (16) + 2 = 18


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!
Dungeon Master S wrote:

you need to pick a sailor to chat up

I left it ambiguous cause I'm not sure who else is swabbing... I checked the Dramatis Personae and pick... Aretta Bansion. Lets see if we can make her a bit less mean looking.


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

Kiltem uses skill and magic I'll say the mending gives you a +2 to your roll, but you rocked it anyway to complete a solid day of work. Grok is extremely thankful for the rum, and is sure to point out that the fiddle is still on hand.

Ko works his job, but doesn't do much outside of it. Thankfully he leaves a job well done.

Lucky chats up Aretta, but quickly determines that she's not going to get any nicer. It turns into a happy little accident though. Jack Scrimshaw sees the whole thing go down "Ha, I have to say mate, your dedication is plum, but she's a hard nut. I'm just glad to see someone else here more for makin' friends than making targets. I got your back mate."

Jack begins to whisper to Lucky:

Lucky:

"Ratline, Giffer, and Barefoot are reasonable people. Now they ain't all swabs, but it's all good. they're close enough by that I don't think Plugg would give a rat's arse."

For making a friend out of Jack Scrimshaw, each party member receives 40 XP.

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