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]


3,001 to 3,050 of 3,740 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>

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 runs by the gruesome spectacle that is DinoKiltem. Some lucky swab gets to clean up after that!! At least he's on our side, though

He jumps to the enemy ship, to support Ko, and to face the enemy captain directly. As he makes the other ship, he shouts over the din

TAKE WHAT YOU WANT!! GIVE NOTHING BACK!!!

He lands shoulder to shoulder (or maybe shoulder to upper arm) with the mighty Ko. You ready pirate?? Let's finish this!! Pistol and rapier appear in his hand like a flash!


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

Art joins the fray!

Round 4:
Enemy: FIGHT!
Art: Move
Slappy: Go
Lucky: Go
Ko: Go

Kiltem: Double Play

DM:

Captain: 21
Mate:11
White: 9
Catapult crew: 4
Catapult Status: HP:42/50, Arming, fire in Round 6


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
  • Current HPs: 38/38

Luck decides to try to finish off the Captain!

RANGED ATTACK vs. ENEMY CAPTAIN

Light Crossbow: 1d20 + 4 + 1 + 2 ⇒ (16) + 4 + 1 + 2 = 23 for Damage:: 1d8 + 2 ⇒ (3) + 2 = 5


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

Lucky's bolt strikes the stunned captain! She nearly drops from the blow. It's obvious that she's got very little left to give.

Round 4:
Enemy: FIGHT!
Art: Move
Slappy: Go
Lucky: Hit
Ko: Go
Kiltem: Double Play

DM:

Captain: 26
Mate:11
White: 9
Catapult crew: 4
Catapult Status: HP:42/50, Arming, fire in Round 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 sees the captain swooning from the abuse. He glances over his shoulder. No point in losing your ship AND your life, luv. Call it...we've won.


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 4

ARRRGH PIRANAH!! Slappy yells while considering between inspiring his friends in low places, or keeping the thunder rolling. With the near perfect positioning latter wins out.

Thundercall red outline: 1d8 ⇒ 6 DC18 Fort or be stunned 1 rd


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

Reveling in Kiltem's bloodshed, Ko slips past the nearby marine and slashes with his cutlass.

cutlass,att: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
cutlass,dam: 1d6 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Crit confirmation
cutlass,att: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
cutlass,dam: 1d6 + 4 + 4 ⇒ (6) + 4 + 4 = 14


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

Ko quickly cuts down the marine, and Slappy's bard power makes quick work of the others. There's little the enemy crew can do. In less than a minute, the remaining foes surrender. The enemy captain is alive, but bleeding out. The others are dead.

Lucky collects the officer's cut:

  • Elixir of Swimming
  • Potion of Cure Light Wounds
  • Potion of Cure Moderate Wounds
  • +1 Chain shirt
  • Masterwork Rapier
  • 30 Gp

    For taking your first ship, each of you earns 777 XP. While you don't have the legs to command two ships, the True Wind is now yours. You could hold her for a day you have more infamy, or sell her and her take for 6 plunder. There is enough for a skeleton crew to man her as you follow to port. You could also scuttle her, but all booty will be lost.


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

    Captain, lots of good can come from saving their captain, it leaves us with options. the gnome says to the captain as quietly as he can while he hurries to the opposing Captain, and heals him with a charge from the CLW wand, and stops the bleeding.


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

    The druid slips back into human form after the fight is over. Kiltem leans toward selling the ship and taking the plunder now. There is time in the future for keeping ships and having a fleet.

    Side question? How is the morale of the crew? This is important

    Kiltem checks in with his marines and heals as needed


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

    The victory was a solid one. Kiltem looks around to see the survivors of the Pirhana celebrating. Many of them are doing their impression of Kiltem in dinosaur form. Your losses are easily replaced with fine sailors on the Truewind. All looks good.

    Art is confident that you can sail your prize to a port.


    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, Slappy, we shall save the Truewind's erstwhile captain. Make sure she's disarmed, but I don't think she needs to be restrained--at least until she earns that privilege!

    We'll make our preparations to sail her to port & sell. I'd also like to

    * scavenge what we can from it--like the catapult? is that possible, or is it "built into" the ship?
    * prioritize repairing the bit of damage we took
    * once we're at port, find someone who'll sell us a corvus, for boarding.

    and if the Truewind's captain feels like talking, i'm game. I do recall, though, they're the ones who pursued us, so...no guilt here!


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

    You can take the catapult and fit it to the Pirhana the entire process will cost you 1 point of Plunder (lessened value of the ship and labor.)


    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]

    SOLD


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

    Captain, I've a question. Could we come up with a way to keep the ship, or a promise of one? Kind of like a free merchant fleet? Each pirate is free to do what they want, but if you call, then they will help. Of course we would need a way to bind the ties.


    Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
    Slappy Wundershart wrote:
    Captain, I've a question. Could we come up with a way to keep the ship, or a promise of one? Kind of like a free merchant fleet? Each pirate is free to do what they want, but if you call, then they will help. Of course we would need a way to bind the ties.

    The druid pauses for long seconds pondering the words of little bard. He knows well not to dismiss the gnomes words even though he is small and puny. Slappy's cunning has won many victories.

    Finally, Kiltem speaks I think that may be a good plan for the future. Plunder is important now, till we build up a larger amount. Also, in the future we will be much more able to enforce our rules with other ships.


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

    Slappy's idea is a solid one. The only thing preventing you from doing it now, is that you simply don't have the clout. Kiltem's response is pretty much on point. I just don't want you to abandon this idea. You'll know when you have the clout. It'll be overtly stated.


    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 listens to Slappy seriously, and opens his mouth to reply--when Kiltem says pretty much exactly what he was thinking.

    With a smile, Art chimes in his own two coppers. Yes, Slappy, we will do that, but not today. We're still very small fish in this big ol' pond, but once we make a bigger name, we'll do exactly as you suggest!

    So we
    * salvage the catapult for our own use
    * bring the captured ship to port to offload/sell
    * repair & retrofit our own ship
    * buy a corvus

    and go out hunting again.

    did I miss anything?


    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 almost frowns, but sees the wisdom in the Captain's and druids words.

    Then with a smile he says. That's me Cap'n. Big ideas in a lil body always gettin ahead of myself.

    The gnome looks at the treasure, and tosses the +1 chain shirt to Ko. Here see if this fits.

    The cure moderate goes to the Captain, and the cure light goes to Lucky. The rapier he looks at the captains, and decides to hand it to Lucky.

    Ok you Skallywags, now we've got two ships to get to port, Ko mix the crews, and lets get underway. Crew of the Pirannah. This 30gp is yours the officers will not take a cut, but it's only payable if we get both ships back safe! Truewind sailors this is your job interview, don't be jerks and do a good job, and we might hire you on, if not well .. Slappy gives a glance and head nod to Kiltosaurus.


    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:

    Art listens to Slappy seriously, and opens his mouth to reply--when Kiltem says pretty much exactly what he was thinking.

    With a smile, Art chimes in his own two coppers. Yes, Slappy, we will do that, but not today. We're still very small fish in this big ol' pond, but once we make a bigger name, we'll do exactly as you suggest!

    So we
    * salvage the catapult for our own use
    * bring the captured ship to port to offload/sell
    * repair & retrofit our own ship
    * buy a corvus

    and go out hunting again.

    did I miss anything?

    The druid nods in approval.


    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 sets to work, using a keen eye and a surprisingly smooth tongue to make sure loyalty thrives on both ships' decks.

    diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24
    perception: 1d20 + 9 ⇒ (3) + 9 = 12


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

    Kiltem looks on w/ a slight envy over the tall man's skill with words. With confidence in the Bekyar, he lets the man handle ALL the talking. He does check in w/ him and helps him spot some people who may need some help being convinced of where they should have their loyalties lie.

    Assist Perception 1d20 + 11 ⇒ (4) + 11 = 15


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

    To what port are you sailing.


    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]

    looking at the map, it appears Ngozu is close enough (it's what, 2 days' sailing?) to be reasonable. Don't know if there are any other ports nearby not marked on the map...?


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

    Check the Ports of call sheet. There aren't any THAT close, but Ngozu isn't overly large. Sailing to a larger port will net you MUCH more money.


    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]

    and give us a greater chance to spread our infamy. i'll look


    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]

    The captain takes the officers and lays out a map of the Shackles. We're here... he points to the south eastern edge of Motaku Isle. There aren't any ports of call that are particularly close. So... he draws his finger northeast, slowly, stopping in Jeopardy Bay

    Port Peril. He taps his finger firmly. A nice big city, plenty of opportunity to sell a ship, all our goods, and hear about more adventure! And spread our own modest tales as well.

    What say you??

    Honestly, it's no farther than anything else, at least not by much, and it's a good option because of its size. Unless there's some reason to avoid it...?


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

    The druid nods. He goes and helps set a course for the ship.


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

    Port Peril, capital of the Shackles it is! Point of Order though, it's REALLY important that you guys stay up to date tracking not just your XP, but your plunder and infamy too. It doesn't look like either is up to date. I'd offer to do it, but I just don't have the bandwidth. As soon as we confirm that we're ready, we can make for port. (IF someone REALLY REALLY wants to make the GM happy, they can also list distance when making for a destination.


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

    Kiltem acts as quartermaster, getting everything ready during the 3 day trip to Port Peril. It's quiet, but on the 3rd day there is little wind, and progress is slow. It ends up taking four days to enter Jeopardy Bay.

    Port Peril is truly a site to behold. It would be easy to stay here for months and not see it all. It's obvious that you're rubbing elbows with big league pirates. Thankfully you're not infamous enough to warrant their attention - for now. The Shackles’s largest port, Port Peril is located on the mainland overlooking Jeopardy Bay. Fort Hazard, the fortress retreat of the Hurricane King, dominates the walled city and its deepwater harbor from the bluffs above the city. The twisting streets of Port Peril are lined with taverns, brothels, gambling halls, and other vice dens. Its teeming market squares do a brisk trade in all manner of stolen goods and contraband, such as Tian silks, Qadiran spices, Nidalese poisons, and Mwangi relics. Untold riches from years of plunder and tribute are said to be hidden away in the sea caves beneath the city.

    You're welcomed to spend as much time as you'd like here.

    1d100 ⇒ 95
    1d100 ⇒ 9 1d20 ⇒ 14
    1d100 ⇒ 35
    1d100 ⇒ 64


    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 tries to gather information to figure out a good prospect to sell off some of the plunder. 1d20 + 6 ⇒ (6) + 6 = 12.

    Lucky also spreads word of the Pirhana's misdeeds on the high seas throughout the warren of shady streets a few blocks away from the center of town. Bluff: 1d20 + 6 ⇒ (18) + 6 = 24

    Aid rolls welcome!


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

    Kiltem informs the Capitan and comrades that their Wand of CLWs is about on its last charge or two. A new one is badly needed, probably should buy two or three.

    Unless anyone has an insanely good reason not to, the druid will make that his first mission in Port Peril. He leaves selling off plunder to others.

    I kinda forget the mechanic to finding magic items. Or is this a big enough place that 1st level wands are a gimme?


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

    Level 1 wands, potions, and scrolls are a gimme. Anything beyond that is 75% likely yes. You guys don't have near enough money to worry about the maximum here.


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

    First Day, Kiltem goes and buys two Wands of CLWs.

    1500gp spent from party bucket

    Is there any other good utility spells we think we will need? A Wand of Comprehend Languages would be fairly cheap. Two uses of the for each party that would work? Unless anyone votes against this, I think we could use it.


    1 person marked this as a favorite.
    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, at Kiltem's prompting, suddenly realizes he has NO armour on. He asks the group if they would be amenable to him taking the +1 chain shirt. He also asks to carry the Bag if Tricks. Assuming these are ok with the group, I'm putting them on my character sheet now


    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: all the yes

    While having Comp Lang on hand is great, maybe a scroll or two is more economical...


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

    Actually Slappy has the bag of tricks, and has used it, sorry it isn’t on his character sheet., If Lucky really wants it, Slappy will give it to him.


    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!

    Nah it's yours slapster


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

    While the druid was out obtaining wands he also buys 4 scrolls of Comprehend Languages for the party.

    100gp spent


    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]

    During their first day of shopping, Art seeks out some better armor--specifically a nice light shirt, enchanted if possible. Looking for +1 chain shirt, 1,250 gp

    high is good: 1d100 ⇒ 15

    but he can't seem to find even this simple item (fak!!!!!)

    He also looks for more pistols as he can afford at least one more, and maybe two if he can sweet-talk enough. Maybe even a dagger-pistol...I'll leave determining whether & how many pistols there are to you, S


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

    1d100 ⇒ 36 A dagger-pistol is available.


    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 looks for the "special goods," an enchanted pistol dagger!

    1d100 ⇒ 58

    and paydirt is struck.

    Does this count as a double weapon? Is the +1 for the pistol, or the dagger--or both?


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

    With a bulging money pouch after selling off their plunder, the druid goes in search of finding a magic cloak.

    1d100 ⇒ 98

    Kiltem comes back with a sturdy cloak that while well made appears to be kinda old and beat up. The druid assures everyone it is money well spent...

    Cloak of Resistence +1


    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!

    Reminder... everyone needs to aid Lucky in spreading infamy.


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

    If the whole party aids Lucky, then that's the whole party's day of downtime. That's totally fine, you just can't do anything else that day.


    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]
    Arthur Cantor Delgado wrote:
    Does this count as a double weapon? Is the +1 for the pistol, or the dagger--or both?

    S, what is the ruling on this?


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

    It's in the weapon description as a double weapon: Dagger Pistol


    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:
    If the whole party aids Lucky, then that's the whole party's day of downtime. That's totally fine, you just can't do anything else that day.

    We arent on a time line. We can spend another day doing infamy stuff.

    Make it so


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

    The party spends the next day back in port trying to increase their infamy. Slappy takes the lead with a brilliant performance. He speaks of their deeds and victories. The rest of the party assists with their bluff and/or intimidate skills. Kiltem is a little out of his element but does his best to help.

    Slappy Infamy Performance 1d20 + 14 ⇒ (17) + 14 = 31

    Assisting: The Capitan Intimidate 1d20 + 12 ⇒ (2) + 12 = 14
    Lucky Bluff 1d20 + 6 ⇒ (19) + 6 = 25
    Ko Intimidate 1d20 + 13 ⇒ (18) + 13 = 31
    Kiltem untrained Intimidate 1d20 - 2 ⇒ (12) - 2 = 10


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

    The officers of the Piranha take care to make sure all crew members get some shore leave.

    Kiltem makes sure there is still good security on board the ship while in port. The burly druid even takes a few shifts himself to make sure his marines can all get some drinking and whoring in while in port.

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