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 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

Heeding to the captain's tactical directions, Ko delays, waiting for the signalling shot.


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 thought we’d surprise him—GET HIM 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

Not hesitating, Ko charges, attacking with a powerful downward swipe.

cutlass,att: 1d20 + 9 - 2 + 2 ⇒ (11) + 9 - 2 + 2 = 20
cutlass,dam: 1d6 + 4 + 4 ⇒ (2) + 4 + 4 = 10
Crit confirmation
cutlass,att: 1d20 + 9 - 2 + 2 ⇒ (5) + 9 - 2 + 2 = 14
cutlass,dam: 1d6 + 4 + 4 ⇒ (1) + 4 + 4 = 9


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

Ko's enchanted cutlass slashes through the mass of the creature. Some of it crumbles off, as if instantly dried. Still, there's a lot of creature left.

It moves on Ko, not with a pseudopod or ball of mud, but with it's whole body! [ooc]It looks like it's going to engulf Ko! Ko must decide to try and dodge it (REF Save) or let it happen and make it pay the price (AoO).

Round 1:
Ko: Hit Decision
Mudlord: ATK
Kiltem: Go
Slappy: Go
Lucky: Go
Art: Go

DM:

Mudlord: 10


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 stands his ground, striking at the encroaching creature.

cutlass,att: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
cutlass,dam: 1d6 + 4 + 4 ⇒ (2) + 4 + 4 = 10
Crit confirmation
cutlass,att: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
cutlass,dam: 1d6 + 4 + 4 ⇒ (3) + 4 + 4 = 11


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6
Harisko "Ko" wrote:
Ko stands his ground, striking at the encroaching creature.

KO!!! GO FOR THE GLORY!!!


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

Ko stands his ground, slashing another large swath of mud from the core. The mudlord continues on though. Ko is immediately engulfed. The last thing the party sees is mud pouring down the pirate's throat. It batters him as he's engulfed. DMG: 1d6 + 3 ⇒ (5) + 3 = 8

Ko is pinned and cannot breath.

Round 1:
Ko: Hit, Hit, engulfed.
Mudlord: ATK
Kiltem: Go
Slappy: Go
Lucky: Go
Art: Go

DM:

Mudlord: 20


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: GreaterMagicFang and Barkskin on Kiltem
Barkskin on Lucky

Round 1

Deinonychus-Kiltem lets out a fierce scream when he sees his friend Ko suddenly enveloped by the mud monster. The feathered dino rushes forward and begins tearing at the muddy monster.

Attack 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Talon 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12

I placed Kiltem on the map in the watery broken fountain, trying to help set up a flank for Lucky. If its too deep feel free to adjust him whereever he can attack


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 First
Lucky springs towards the mudlord and slashes with his kukris as fast as he can!

Lefty: 1d20 + 5 + 2 + 2 ⇒ (11) + 5 + 2 + 2 = 20 for 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9 damage
Righty: 1d20 + 5 + 2 + 2 ⇒ (2) + 5 + 2 + 2 = 11 for 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9 damage


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]

does Lucky get precision damage?


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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 smiles even as the muddy tendrils probe his nostrils and press against his lips. He feels the furious efforts of his friends battering against the muddy tidal wave. He knows this beast's seconds are numbered, even as his tick away. He has confidence its numbers will run out before his do.


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

Kiltem immediately closes to tear Ko out from the creature. His natural weapons would normally be muted against the foe, but Papa Storm provides!

Lucky's sinister hand connects, though the creature has no anatomy to speak of, so the roguie's special talents don't shine. Unfortunately he doesn't strike hard enough to overcome the creature's mystical resistance!

Round 1:
Ko: Hit, Hit, engulfed.
Mudlord: ATK
Kiltem: Hit
Slappy: Go
Lucky: DR
Art: Go

DM:

Mudlord: 32


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

As the mudlord sends itself deep down Ko's throat, everyone isn't exactly sure if the bard is choking for real or it's an act, but it still inspires everyone to do a bit better.

Inspire confidence everyone a +2


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

Slappy starts up as the party converges on the mudlord!

Round 1:
Ko: Hit, Hit, engulfed.
Mudlord: ATK
Kiltem: Hit
Slappy: Bard
Lucky: DR
Art: Go

DM:

Mudlord: 32


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 fires his pistol, and stabs at the mudlord, hoping to make a difference...

Rapier: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16 damage: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Pistol vs touch: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 damage: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10

doesn't it just figure that I score a gun crit when I can't score a crit


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

Art buries a bullet into the thing, but the mundane shot doesn't seem to hurt it!

Round 2:
Ko: Go Pinned
Mudlord: TBD
Kiltem: TBD
Slappy: TBD
Lucky: TBD
Art: TBD

DM:

Mudlord: 32


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

Waiting on Ko? Does he need a bot?


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]

Being pinned, he has very few options. CMB to break the pin; non-physical actions. I think that's about it.


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

Emboldened by his friend's efforts, Ko puffs up his chest and struggles against the omnipresent mud. One of his fingers bursts forth, opening an auditory channel. Slappy's lyrical rhyme drifts in...

"Mud, Mud, what is this CRUD!? Ko, Ko, where did you GO?! Slip, Slip and end this GRIP!!"

Ko feels the oppressive viscosity loosen. His limbs start to slip and slide. He wriggles and pushes, pulls and heaves.

Slappy's Liberating Command ->Immediate action escape artist with 2x caster lvl competence bonus.

escape artist: 1d20 - 1 + 10 ⇒ (15) - 1 + 10 = 24

CMB escape check if that fails. If I'm out with the spell, then studied target and attack

CMB: 1d20 + 8 ⇒ (2) + 8 = 10
cutlass,att: 1d20 + 9 - 2 + 2 ⇒ (10) + 9 - 2 + 2 = 19
cutlass,dam: 1d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
Crit confirmation
cutlass,att: 1d20 + 9 - 2 + 2 ⇒ (4) + 9 - 2 + 2 = 13
cutlass,dam: 1d6 + 4 + 4 + 2 ⇒ (3) + 4 + 4 + 2 = 13


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

Sorry, forgot the inspire confidence, I think should be +2 to all rolls above (except damage)?


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

Ko’s escape artist should be a 27. He hit -1 instead of +2 for dex


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

Slappy's quick response spell gets Ko out! The big man slips free as quickly as he was smothered! He quickly responds with another powerful cut!

The creature retaliates not with another attempt, but with a pair of pseudopod slams into Ko's sternum

Slam!: 1d20 + 13 ⇒ (8) + 13 = 21 for DMG: 2d6 + 3 ⇒ (2, 3) + 3 = 8
Slam!!: 1d20 + 13 ⇒ (12) + 13 = 25 for DMG: 2d6 + 3 ⇒ (2, 1) + 3 = 6

Ko nearly succumbs to his wounds!

Round 2:
Ko: Hit
Mudlord: Hit
Kiltem: Go
Slappy: Go
Lucky: Go
Art: Go

DM:

Mudlord: 44


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]

eschewing the apparently useless gun, Art stabs as best he can.

attack: 1d20 + 10 + 2 + 2 ⇒ (9) + 10 + 2 + 2 = 23
damage: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8


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

Technically Art is last... Art goes for the most mud he can shake a rapier at, and scores a solid blow!

Round 2:
Ko: Hit
Mudlord: Hit
Kiltem: Go
Slappy: Go
Lucky: Go

Art: Hit

DM:

Mudlord: 52


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 stumbles back, shouting in pain as the breath is knocked from him.

ugh...I need some healing bad!


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

Round 2

The druid-deinonychus goes full death blossom on the mud lord.

Full Attack
1st attack 1d20 + 10 - 1 + 2 ⇒ (11) + 10 - 1 + 2 = 22
bite 1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17

2nd attack 1d20 + 10 - 1 + 2 + 2 ⇒ (4) + 10 - 1 + 2 + 2 = 17
GMF talon 1d6 + 7 + 2 + 2 + 2 ⇒ (5) + 7 + 2 + 2 + 2 = 18

3rd attack 1d20 + 10 - 1 + 2 + 2 ⇒ (3) + 10 - 1 + 2 + 2 = 16
GMF talon 1d6 + 7 + 2 + 2 + 2 ⇒ (4) + 7 + 2 + 2 + 2 = 17

4th attack 1d20 + 5 - 1 + 2 ⇒ (12) + 5 - 1 + 2 = 18
Foreclaws 1d4 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10

BUGGER! some lackluster rolls


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

Kiltem's attacks are merciless, but less than accurate. Only his bite makes the mark, and the mundane nature of the attack is resisted!

Round 2:
Ko: Hit
Mudlord: Hit
Kiltem: Hit
Slappy: Go
Lucky: Go

Art: Hit

DM:

Mudlord: 59


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: idk

Lucky tries to set up Ko for a devastating attack... Aid Another: 1d20 + 5 + 2 + 2 ⇒ (12) + 5 + 2 + 2 = 21


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 2

Slappy allows his inspire to linger, while dropping another incantation. A small dragon appears and zig zags towards the mud lord.

Snapdragon Firework: 1d4 ⇒ 1 DC16 Ref for half, if fail saves dazzled for 1 round


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

REF: 1d20 + 9 ⇒ (5) + 9 = 14 Despite quick reflexes, Slappy dazzles the mudlord with his signature spell!

Lucky in turn keeps the advantage with Ko, setting the Mwangi up for a solid blow...

Round 3:
Ko: Go
Mudlord: Go
Kiltem: Go
Slappy: Go
Lucky: Go

Art: Hit

DM:

Mudlord: 60


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

Not looking to waste Lucky's aid, Ko slips into flank and gives a powerful slash.

cutlass,att: 1d20 + 9 - 2 + 2 + 2 + 2 + 2 ⇒ (5) + 9 - 2 + 2 + 2 + 2 + 2 = 20
cutlass,dam: 1d6 + 4 + 4 + 2 ⇒ (6) + 4 + 4 + 2 = 16
Crit confirmation
cutlass,att: 1d20 + 9 - 2 + 2 + 2 + 2 + 2 ⇒ (6) + 9 - 2 + 2 + 2 + 2 + 2 = 21
cutlass,dam: 1d6 + 4 + 4 + 2 ⇒ (1) + 4 + 4 + 2 = 11


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

Ko's swing is dead center! The mud immediately begins to dry out and fall to a basic dirt. Finally the ruined temple is quiet. A thick leather belt with two large iron belt buckles comes tumbling out of the pile!

For defeating the mudlord and recovering the belt, each pirate earns 480 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]

DA'S me pirates!!

Art wipes his blade, reloads his gun, and grabs the belt. Not a very pretty thing...but I'll bet it's potent! NOW I think we're done here. Let's get this identified, then look at that map.


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

As the Mudlord dried and crumbled, and the Captains joyous cry the weight of the situation hit the gnome. He bends his short legs taking a knee at the dried husk. Quietly he touches the dirt thinking it will feel like clay, but it crumbles at the slightest touch. Taking a handfull, he places it in a container. A container that he will add a drop or two of water later on.

Slappy is lost in thought while he accomplishes the task. Did this guardian deserve this? We played his mud game, we passed his test, and we repay that by treachery and deceit. We killed him for a belt. A stupid belt. But I can't say anything. I can't leave Ko. What does Ko think about this? Also I need to complete my opus. I need to finish the story about this crew

The smile returns to his face as he rises and faces the captain. Ohhh Capeeetaaann I know I'm short, but please don't overlook me. Hand our prize here, I will try to figure out what it's magic is. You might find out that it turns you into one of those mud lords. He finishes with a little snicker that leaves one wondering if he is joking or maybe wants it to happen.

Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20


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

The druid somewhat reluctantly fades back into his human self. He squats down to the gnome’s height and also takes a look at the belt. Still a difficult task Kiltem does his best to feel the magical energies from the item.

Spellcraft assist 1d20 + 3 ⇒ (5) + 3 = 8

However the druid isnt much help...


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

Slappy:

This is a Belt of Giant Strength +2


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

After a bit of study and a few hummms and haws Slappy hands the belt back to the Captain. Welp here ya go, this belt will make you stronger. There are more powerful versions of it around, but this is a find.

Read spoiler above


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]

Excellent!! I think this should go to one of our Strong Men. Kiltem, Ko, Carr to cast lots for our prize?


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:
Excellent!! I think this should go to one of our Strong Men. Kiltem, Ko, Carr to cast lots for our prize?

The burly druid looks upon the magic belt with some avarice. He feels slightly guilty. Not long ago he was very lucky to get an enchanted amulet...

Kilt would love the belt, if Ko hasn't recently got a magic item he can have it. Else they can dice for it.


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 claps Kiltem on the shoulder, "You hit hard my friend...real hard. Hit 'em even harder next time." He gestures at the belt.


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

The burly druid nods and smiles crooked teeth at Ko. He puts on the muddy belt and gives a huge MachoMan Randy Savage flex Oh yeah

That done with, Kiltem turns to the Capitan. Well, what now?
In a surprisingly talkative mood, the druid speaks his ideas about looking for prey out on the high seas.

He also brings up the idea of TideWater Rock.


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

Hmmm I think before we go to tidewater, we might need to get to another settlement and sell some of our bounty, and some shore leave. While we are heading there lets look for a ship to take, if it's a nice one we might add it to our fleet, and maybe send it to Rickety Squibbs


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]

You're an ambitious scallawag, Slappy my man! I'm not sure we're ready for a fleet...although Commodore Delgado *does* have a nice ring, dunnit??

Let's get back to the ship. We'll sail north, and find some fat merchant who's just aching to give up her wares to our intrepid crew!!

Meantime, let's have a look at that map we just recovered...

I tend to think we're not ready for more than one ship yet, but capturing a ship to sell would be far preferable to sinking one. Are there mechanics for that, S? either GP value, or plunder value, for captured ships, something along those lines?


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

There are rules for capturing, scuttling, and retrofitting ships. Pick a point on the map, and I'm ready.


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]

alright then.

we'll sail north, toward Dahak's Teeth, winding about the waterways looking for prey on the way. We'll sail between the Teeth and Widowmaker Isle, and head west around to Shark Isle. If we find ports of call where we can conveniently offload loot & resupply/provide shore leave, we'll do so.

Can we work with that?


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

On the morning of the the 21st of Lamashan the Pirhana cuts north. The small islands here are largely unpopulated and rocky. The first day of sailing is uneventful, until just before the sun sets.

The shout comes down from the nest and immediately the crew flies to action. This is the first true pirating that the crew has done together, and the feeling is exhilarating. It looks like a Sargavan Fishing Hooker. She won't have much booty, but it'll be good practice.

They're going to try and flee! It's a chase. This means it's a best of 3 piloting check between the two ships.

Eltain Baide 1: 1d20 + 11 ⇒ (16) + 11 = 27
Eltain Baide 2: 1d20 + 11 ⇒ (16) + 11 = 27
Eltain Baide 3: 1d20 + 11 ⇒ (9) + 11 = 20

DM:

1d100 ⇒ 3 Hit
Target: 1d3 ⇒ 1
Situation: 1d20 ⇒ 17


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

Feeling the excitement of the chase, the big man shouts to the Capitan at the helm. Lets get that hooker!

Kiltem set his spells for the day


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

Slappy giggles Landlubber pimps say the same thing!


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 takes the wheel, calling out orders as appropriate...but they seem to be quite skilled (or lucky) so he's not sure they'll be able to catch their prey.

PIRATE: 1d20 + 9 ⇒ (1) + 9 = 10
PIRATE: 1d20 + 9 ⇒ (2) + 9 = 11
PIRATE: 1d20 + 9 ⇒ (7) + 9 = 16

wow...total of all 3 of my dice rolls beat your worst one.


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After Days: 1d4 ⇒ 1 the Pirhana finally loses their quarry. It's initially a blow to morale until Slappy turns it into a comedic review of their training.

On the afternoon after losing it, another call comes from the nest, "Ship ho! Intercept speed!"

Apparently the hunters are now the hunted. An Absalom barque is headed straight for you! You can face it or flee. If you flee, make 3 piloting checks. If you move to attack, state as such!

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