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]


3,451 to 3,500 of 3,740 << first < prev | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 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 draws Tooth and Nail, and closes next to Kiltem. The captain takes a poke at the monster on the “Captain”

stabbity: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 <— I can’t believe the SH1TE luck I’ve been having!!!


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

Art continues to draw Desna's laughter!

Round 2:
Lucky: Miss
Ko: Hit
Art: Miss
Kiltem: Meow
Slappy: Go
Foes: TBD

DM:

Lord: 43
Lent:
Redclaw: 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 2

With an exasperated sigh and eye roll the gnome conjures a sound burst to hit the weird large thing and the kinda dead pirate thing.

Thundercall(aoe template on map): 1d8 ⇒ 4 Fort DC 17 or be stunned 1 round[/dice]

[ooc]Actions: 5'step, Thundercall, Swift-Continue inspire


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

That's not quite the right shape, but you can still pull off the intended effect:

FORT Redclaw: 1d20 + 7 ⇒ (11) + 7 = 18
FORT Incultis: 1d20 + 9 ⇒ (9) + 9 = 18

Slappy's thunder only seems to harm the woman, and she seems to resist the stunning power of the storm.

Devoid of complex planning the trio of foes all focus on the enemies next to them. It's monster against monster as the crustacean goes after Kiltem with a quartet of tentacles:
Tentacle 1: 1d20 + 14 ⇒ (20) + 14 = 34 THREAT
Tentacle 1 Confirm: 1d20 + 14 ⇒ (7) + 14 = 21 for DMG: 2d6 + 4 ⇒ (3, 1) + 4 = 8
Tentacle 2: 1d20 + 14 ⇒ (20) + 14 = 34 THREAT
Tentacle 2 Confirm: 1d20 + 14 ⇒ (11) + 14 = 25 for DMG: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Tentacle 3: 1d20 + 14 ⇒ (12) + 14 = 26 for DMG: 1d6 + 2 ⇒ (3) + 2 = 5
Tentacle 4: 1d20 + 14 ⇒ (6) + 14 = 20 for DMG: 1d6 + 2 ⇒ (2) + 2 = 4

The creature snailhandles Kiltem!

The woman with the red-claw arm goes after Ko! She swings her blade twice, sneaking in a rock hard punch into the mix:

Scimitar 1: 1d20 + 10 ⇒ (2) + 10 = 12 MISS
Scimitar 2: 1d20 + 5 ⇒ (4) + 5 = 9 MISS
Punch: 1d20 + 2 ⇒ (12) + 2 = 14 MISS

But she can't get through the man's guard.

Finally the woman by Lucky thrusts twice with her rapier:
ATK 1: 1d20 + 12 ⇒ (11) + 12 = 23 for DMG: 1d6 + 2 ⇒ (3) + 2 = 5
ATK 2: 1d20 + 7 ⇒ (1) + 7 = 8 MISS

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

Foes: TBD

DM:

Lord: 43
Lent:
Redclaw: 36


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]

Couldn’t move properly on phone; 10’ move

Art blanches at the punishment Kiltem receives. He marches forward with a shout, hoping to draw some of the creature’s ire

Back off if you need to—that’s an order sailor!

He stabs with Tooth

attack: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 <—THREAT!!
damage: 1d6 + 2 + 2 + 5 ⇒ (2) + 2 + 2 + 5 = 11

Confirm: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
damage: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8


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

Round 3

The tiger lets out a great roar as he takes a quartet of hits. Its not that Kiltem would ignore an order from the Capitan, its more the fact that he is in a wildshape rage. The tiger-druid brings all his weapons to bare on the creature.

Furious Full Attack

First attack 1d20 + 13 - 2 + 2 ⇒ (16) + 13 - 2 + 2 = 29
bitey jaws 2d6 + 9 + 4 + 2 ⇒ (2, 6) + 9 + 4 + 2 = 23

Second attack 1d20 + 13 - 2 + 2 + 2 ⇒ (17) + 13 - 2 + 2 + 2 = 32
GMF claws 1d8 + 9 + 4 + 2 + 2 ⇒ (2) + 9 + 4 + 2 + 2 = 19

Third attack 1d20 + 13 - 2 + 2 + 2 ⇒ (13) + 13 - 2 + 2 + 2 = 28
GMF claws 1d8 + 8 + 4 + 2 + 2 ⇒ (6) + 8 + 4 + 2 + 2 = 22 ALL THE DAMAGE


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

    Round the Third
  • Current HPs: 40/45

Lucky calls out to Slappy for help flanking his foe, and tries his luck at slashing her throat in the meantime.

Main Hand Kukri: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 for Damage: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10.
Off Hand Kukri: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 for Damage: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9.

...and Lucky is not able to live up to his sobriquet.


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

Lucky proves to be anything but as his slashing attacks are easily dodged.

Art closes in trying to dodge the tentacles! ATK: 1d20 + 14 ⇒ (16) + 14 = 30. He can't though, and it strikes him for DMG: 1d6 + 2 ⇒ (3) + 2 = 5. He stabs it back, but slightly off from a truly telling blow.

Dang it. My post is missing that I need FOUR fort saves from Kiltem, and now one from Art.

Kiltem's attack rends flesh and shell alike. When he's done the foe drops to the deck, twitching in death. Unlike the smaller varieties, this doesn't spell the end for its minions!

Round 3:
Lucky: Miss
Ko: Go
Art: Hit
Kiltem: Kill!
Slappy: Go
Foes: TBD

DM:

Lent:
Redclaw: 36


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

Fortitude Saves

1 1d20 + 8 ⇒ (6) + 8 = 14
2 1d20 + 8 ⇒ (13) + 8 = 21
3 1d20 + 8 ⇒ (1) + 8 = 9
4 1d20 + 8 ⇒ (2) + 8 = 10

This doesn't bode 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]

Fort save + Charmed Life: 1d20 + 4 + 3 ⇒ (14) + 4 + 3 = 21


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

Kiltem feels his muscles stiffen... Moving is harder than it should be. You take 2d6 more damage, and 4 DEX damage.

Round 3:
Lucky: Miss
Ko: Go
Art: Hit
Kiltem: Kill!
Slappy: Go
Foes: TBD

DM:

Lent:
Redclaw: 36


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

extra damage to Kiltem 2d6 ⇒ (5, 6) = 11

Currently down 4 DEX


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 3

Slappy sees the pleading look of Lucky for some backup even though the gnome doesn't like getting that close to bad people. That's why he's friends with Ko. But still the gnome boldly wades into the combat, while a wand springs from his wrist and with a quick tap several small slappy's join the fight. His performance lingers so as to keep inspiring his friends.

swift=Wrist sheath wand. Standard= use mirror image, Move= Flank with his Luckyness, Free: Lingering Performance


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

Mirror Image: 1d4 + 3 ⇒ (3) + 3 = 6


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 builds his foe's repertoire in his mind as he deflects each attack. He counters with two powerful strikes of his own.

Full Attack
1st
cutlass,studied: 1d20 + 10 ⇒ (16) + 10 = 26
cutlass,studied: 1d6 + 10 ⇒ (1) + 10 = 11
Crit confirmation
cutlass,studied: 1d20 + 10 ⇒ (15) + 10 = 25
cutlass,studied: 1d6 + 10 ⇒ (6) + 10 = 16
2nd
cutlass,studied: 1d20 + 5 ⇒ (6) + 5 = 11
cutlass,studied: 1d6 + 10 ⇒ (5) + 10 = 15
Crit confirmation
cutlass,studied: 1d20 + 5 ⇒ (12) + 5 = 17
cutlass,studied: 1d6 + 10 ⇒ (6) + 10 = 16


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

Slappy quickly uses magic to make himself a harder target.

Meanwhile Ko makes two quick slashes. His first is telling, and it opens her for a follow up. Unfortunately, he can't finish her off. Still, the malformed and strange foe is barely holding on.

With little left to do, she keeps up the fight versus the big man:
Cutlass 1: 1d20 + 10 ⇒ (19) + 10 = 29 THREAT
Cutlass 1 Confirm: 1d20 + 10 ⇒ (11) + 10 = 21 for DMG: 2d6 + 10 ⇒ (3, 3) + 10 = 16
Cutlass 2: 1d20 + 10 ⇒ (15) + 10 = 25 for DMG: 1d6 + 5 ⇒ (6) + 5 = 11
Metallic Arm: 1d20 + 2 ⇒ (19) + 2 = 21 for DMG: 1d6 + 1 ⇒ (6) + 1 = 7

Towards the aft, the flanked woman fights on, trying to to get away from Lucky who is actually on the poop deck 5' up.
She thrusts twice at Slappy, trying to get the actual gnome:
Rapier 1: 1d20 + 12 ⇒ (1) + 12 = 13
Rapier 1: 1d20 + 7 ⇒ (2) + 7 = 9

But she can't even hit an image!

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

Foes: TBD

DM:

Lent:
Redclaw: 47


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

Slappy--can you put somewhere on your char sheet what your Inspire Courage bonus is? I think--and will assume here--it's +2 but can't find it...

Art steps forward next to Ko and makes quick slashes and stabs with Tooth & Nail.

Tooth: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
dam: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Tooth: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
dam: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Nail, dagger: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
dam: 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9


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

Current Dex is 9

Round 4 Kiltem

The big tiger pauses only a moment looking at what fight to join. Deciding that Ko and the Capitan have the strange clockwork captain on the ropes. The wildshaped druid charges over to assist Slappy and Lucky. Though moving a little stiff and awkward the tiger manages to pounce on his enemy.

Charge/Full Attack

First attack 1d20 + 13 - 2 + 2 + 2 ⇒ (14) + 13 - 2 + 2 + 2 = 29
jaws of biting 2d6 + 9 + 4 + 2 ⇒ (6, 3) + 9 + 4 + 2 = 24

Second attack 1d20 + 13 - 2 + 2 + 2 + 2 ⇒ (6) + 13 - 2 + 2 + 2 + 2 = 23
GMF claws 1d8 + 9 + 4 + 2 + 2 ⇒ (6) + 9 + 4 + 2 + 2 = 23

Third attack 1d20 + 13 - 2 + 2 + 2 + 2 ⇒ (14) + 13 - 2 + 2 + 2 + 2 = 31
GMF claws 1d8 + 9 + 4 + 2 + 2 ⇒ (3) + 9 + 4 + 2 + 2 = 20


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

Art's opening barrage is more than the enemy can take, and she falls to the deck!

Kiltem turns on the final foe, and despite his savage attack, she keeps her feet, for now.

Round 4:
Lucky: Go
Ko: Go

Art: Kill
Kiltem: Pounce
Slappy: Go
Foes: TBD

DM:

Lent: 67


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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 raises his buckler to parry her first blow, but she flicks her wrist, twisting the sword under his parry and slicing deep line along his ribs. He staggers back as hot blood cascades down his side. She presses slashing again. This time manages to deflect the blow off his buckler but it skips up and slashes a gash in his arm.

She spins to his wounded left side, whipping her mechanical arm around in a vicious backhand blow. The hit is glancing, but in combination with Ko's other wounds, sends him reeling.

The Mwangi pirate might have been finished had it not been for Art's opportune intervention. Taking a moment to reset himself, Ko attacked, aiming to return the favor.

uh oh, only 1 hp left

1st
cutlass,studied: 1d20 + 10 ⇒ (20) + 10 = 30
cutlass,studied: 1d6 + 10 ⇒ (6) + 10 = 16
Crit confirmation
cutlass,studied: 1d20 + 10 ⇒ (6) + 10 = 16
cutlass,studied: 1d6 + 10 ⇒ (5) + 10 = 15
2nd
cutlass,studied: 1d20 + 5 ⇒ (14) + 5 = 19
cutlass,studied: 1d6 + 10 ⇒ (3) + 10 = 13
Crit confirmation
cutlass,studied: 1d20 + 5 ⇒ (19) + 5 = 24
cutlass,studied: 1d6 + 10 ⇒ (3) + 10 = 13


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


The Mwangi pirate might have been finished had it not been for Art's opportune intervention. Taking a moment to reset himself, Ko attacked, aiming to return the favor.

uh oh, only 1 hp left

DAMMIT Ko, get out!! Easier to patch you up than bring you back from the grave!! BACK OFF!!


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

Art barely gets his sentence out when Ko makes a cut of extreme grace across the erstwhile pirate's neck! She drops to the deck with the others!

For clearing out the denizens of this ship, each pirate earns 2,400 XP.


2 people 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!

(While SOMEONE HEALS KO!!!!)

Perception: 1d20 + 17 ⇒ (18) + 17 = 35

Lucky searches everything for loot... The bodies, the deck, Slappy's backpack... everything.

Then he moves to explore the rest of the ship.


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 quickly reloads his pistols while looking about. THAT was close. You are a valiant crew and any Captain would be proud. Just...try not to get killed to death gents.

Art then looks over the undead Captain’s pistol...


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

Lucky goes below decks. The party can clearly hear exultation from the lad. He comes running back up, looking for help:

The Spoils!:

From the zombified pirates you fought:
  • Magical cold iron scimitar.
  • Her mechanical arm radiates as magical.
  • Magical potion (royal blue)
  • Magical pistol (17 bullets)
  • Magical belt. The buckle is plain, but the leather is stamped to show a tuna cutting through the water.
  • Magical turquoise cloak
  • Magical silver ring
  • 225 Gp
  • Jeweled necklace worth 400 Gp
  • Magical stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards.
  • Magical furry brown belt which resembles the tail of a monkey
    a monkey belt
  • Magical gleaming staff is made of polished silver and capped with a simple gemstone.
  • 6,022 Silver coins
  • 3 Points of Plunder

  • 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 hoists the pistol. I doubt anyone will object to my claiming this little bute? He straps it on with the gun high & under his right arm. He is clearly pleased to be increasing his gun collection!

    and I'm going to have to set up Full Attacks for a variety of weapons now...

    Before getting all the items identified, he looks about. Anyone see anything that Harrigan might have been looking for? Or maybe that was in the chamber with that giant cyclops--that's my sad guess


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

    The big tiger sort of seems to deflate and a few heartbeats later the druid is there. While not as hurt as Ko, Kiltem took some hard hits from the strange krakenesqu creature. Though stiff, he pulls the party's healing wand and walks over to Ko and without saying a word he begins poking the tall Mwangi man.

    10 touches at 5 hps a pop. Ko is 100%

    The dark skinned slayer immediately feels better. Kiltem reminds him to take a few moments to rest, drink some water, and take a few bites of sustenance.

    The druid then sits down and begins poking himself w/ the CLWs wand.

    8 touches at 5 hps a pop.


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

    Healing done they now turn to treasure identification. Kiltem brusquely snatches the magic pistol from the Capitan, A moment... the druid and bard sit down with the giant pile of loot between them. They carefully begin going over each item to see what they can figure out.

    Slappy Spellcraft 1d20 + 9 ⇒ (14) + 9 = 23

    Kiltem Assist spellcraft 1d20 + 4 ⇒ (8) + 4 = 12

    Is a 25 enough to do the trick?


    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 thanks Kiltem and moves to help with the plunder.


    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:
    Is a 25 enough to do the trick?

    Technically it requires a spellcraft check per item. And...can you assist on a spellcraft??


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

    Yes, Assist. No taking 10, each item needs a check.

    Slappy and Kiltem look over the scimitar. It's a +1 cold Iron Scimitar.


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

    Massive hulking Kiltem sits on the floor and his head is about the same level as Slappy’s. With the noggins bare inches apart they go thru the tedious process of studying each magical item one by one.

    Spellcraft check for cyborg arm Slap 1d20 + 9 ⇒ (16) + 9 = 25
    Kilt 1d20 + 4 ⇒ (8) + 4 = 12

    Magic pistol, Slap 1d20 + 9 ⇒ (15) + 9 = 24
    Kilt 1d20 + 4 ⇒ (15) + 4 = 19

    Tuna belt, Slap 1d20 + 9 ⇒ (16) + 9 = 25
    Kilt 1d20 + 4 ⇒ (13) + 4 = 17

    Monkey belt, Slap 1d20 + 9 ⇒ (16) + 9 = 25
    Kilt 1d20 + 4 ⇒ (9) + 4 = 13

    Turquoise cloak, Slap 1d20 + 9 ⇒ (7) + 9 = 16
    Kilt 1d20 + 4 ⇒ (12) + 4 = 16

    Magic ring, Slap 1d20 + 9 ⇒ (9) + 9 = 18
    Kilt 1d20 + 4 ⇒ (4) + 4 = 8

    Magic Boots, Slap 1d20 + 9 ⇒ (13) + 9 = 22
    Kilt 1d20 + 4 ⇒ (20) + 4 = 24

    Magic Potion, Slap 1d20 + 9 ⇒ (19) + 9 = 28
    Kilt 1d20 + 4 ⇒ (11) + 4 = 15

    Gleaming Staff, Slap 1d20 + 9 ⇒ (15) + 9 = 24
    Kilt, 1d20 + 4 ⇒ (2) + 4 = 6

    Glass/Crystal thing from stained glass golem, Slap 1d20 + 9 ⇒ (9) + 9 = 18
    Kilt 1d20 + 4 ⇒ (7) + 4 = 11


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

    Spellcraft check for cyborg arm: +2 arm. Attaching it requires severing an arm and a long recovery period.

    Magic pistol: +1 pistol

    Tuna belt: Belt of Incredible Dexterity +2

    Monkey belt: Monkey Belt

    Turquoise cloak: Cloak of Resistance +1

    Magic ring: Ring of Protection +1

    Magic Boots: Jaunt boots

    Magic Potion: Cure moderate Wounds

    Gleaming Staff: Staff of Minor Arcana

    Glass/Crystal thing from stained glass golem: Lens of Detection


    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 wouldn't mind one of:
    Tuna belt: Belt of Incredible Dexterity +2
    Monkey belt: Monkey Belt
    Turquoise cloak: Cloak of Resistance +1
    Magic ring: Ring of Protection +1
    Magic Boots: Jaunt boots.
    The jaunt boots would help to let me set up sneak attacks, but would be useful for others in that regards too. I don't have a super strong preference, so I can always take what is left.


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

    I went and read back over this dungeon crawl. A couple things I wanted to bring up.

    While searching we found huge chunks of marble. 4 plunder if we spend a day hauling them back to ship.
    Also, big crystal/silver panels. 2 plunder if spend another day hauling back to ship

    A magic dagger we found in the haunted room. Slappy and Kiltem try again to ID it.

    Slap Spell craft 1d20 + 9 ⇒ (3) + 9 = 12
    Kilt 1d20 + 5 ⇒ (20) + 5 = 25


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

    One last thing about the description of the undead captain w/ the cyborg arm. She was described having "glittering gold chains", a "thin silver tiara", and from her belt " a large curved horn, comprising of three interlocking pieces..."

    Is just a fancy description? Or can do a better job looting?

    I just wanted to make sure we found ALL treasure and discovered all clues.


    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...we'll make a thorough search of the ship & erstwhile inhabitants


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

    Kiltem looks over the dagger and determines that it's an assassin’s dagger Nice catch on the description. Going back it looks like a disconnect between the prose of the description and the actual loot. you guys are caught up and complete on looting her.


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

    more loot! +2 dagger up for grabs

    Hulking Kiltem looks pensively at the rest of the group. He glances over to Art. Capitan. We got some good loot and magic treasure from this island. But did we find what Captain Harrigan was looking for here? Or did his men already recover it? The big druid is silent for several heart beats. We could still try to chase them. See if their ship is still somewhere around the island here. He shrugs his shoulders and lets out a sigh. But there is also some good solid plunder right here. But it will take us a couple days to bring the crew in and carry it all back to our ship.


    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 tugs on his new boots and practices with them a bit with some coaching from Slappy. He cinches on his tuna belt and starts really scooting around the cave with aplomb.


    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:


    Hulking Kiltem looks pensively at the rest of the group. He glances over to Art. Capitan. We got some good loot and magic treasure from this island. But did we find what Captain Harrigan was looking for here? Or did his men already recover it? The big druid is silent for several heart beats. We could still try to chase them. See if their ship is still somewhere around the island here. He shrugs his shoulders and lets out a sigh. But there is also some good solid plunder right here. But it will take us a couple days to bring the crew in and carry it all back to our ship.

    Art sighs. Aye, I was thinking along those same lines. My guess is he found what he was looking for and never came to this wreck; it was probably with that cyclops. We COULD give chase--but I don't like our chances of catching him, and even less our chance of taking him down if we do. I say we salvage this bounty and make our plans after that.

    The Captain gives the order to head back to the ship and make ready to plunder!

    Kiltem wrote:
    more loot! +2 dagger up for grabs

    indeed...too good to pass up. I'll grab it if no one else is interested.


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

    Aye Captain, I don’t wanna leave the booty behind unprotected, and chasing a ship with ones own holds full is crazy, we’d be low and slow, and ripe for the picking ourselves Look we need to get a few more ships before we take on Harrigan. Well either that or find him in port and well do unportly things to him.


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

    Over the next few days there is a lot of activity going between the caves and the ship. Kiltem takes responsibility for security of the operation. He has his marines on watch and escort duty as crew teams move plunder back to the ship. The big druid steps in here and there using his great strength to assist as needed.

    Kiltem also has one or two more ideas. While many of the crew ARE a little afraid of the wildshaping druid, Kiltem knows fear is not the best way to get the most out of a crew. He also knows his "people skills" are poor at best. But he does try to make sure his marines and the rest of the crew know he cares for his men/women. Good food and drink can go a long way to the health and well being of the crew.

    First: In the evening the druid casts Tears to Wine to make a decent mead. Kiltem and the officers make sure everyone gets a share of it. Can make 22+ gallons w/ spell

    Second:
    Knowledge Nature 1d20 + 11 ⇒ (11) + 11 = 22
    Survival 1d20 + 11 ⇒ (17) + 11 = 28

    The druid looks for any tasty treats he can harvest on the island. Fresh fruit, berries, nuts? Also anything good for hunting and roasting up for the crew?


    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 oversees the entire operation, offering encouragement as well as physical assistance whenever he can—he doesn’t mind getting his hsnds dirty, or fraternizing with the whole crew


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

    Kiltem acts as de facto sumner, and the crew works tirelessly to loot the island.

    After 3 days, you're confident that you've finished the job. You're a long way from a decent port, and you've got a belly full of booty.


    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 also works hard and takes time on breaks to swap stories and jokes with the crew. He takes pleasure in the hard work, the outdoors and the lack of deadly danger.


    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]

    While the work is winding down, Art assembles the officers.

    Alright lads, we're nearly done here. Unless any of you can convince me otherwise, I see no reason not to return to Peril to empty our hold. It was 5 days here, so 5 days back seems reasonable, weather permitting. What say you??

    Metagaming: Also, we are very close to our first Infamy threshold, so we need to decide whether we're ready to handle that too...


    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:

    While the work is winding down, Art assembles the officers.

    Alright lads, we're nearly done here. Unless any of you can convince me otherwise, I see no reason not to return to Peril to empty our hold. It was 5 days here, so 5 days back seems reasonable, weather permitting. What say you??

    Metagaming: Also, we are very close to our first Infamy threshold, so we need to decide whether we're ready to handle that too...

    As usual the druid doesn't answer quickly. He ponders the question and lets any of the other officers speak first. But eventually he responds, Going back to Peril isn't a terrible idea. The only possible issue is we could run into Captain Harrigan there. He shakes his head and a little embarrassed looks at the floor. I'm not sure we are ready to fight with him yet...

    But he continues. We still have a decent amount of room in the hold. We could take another fat merchant ship. After more pausing he gives a final thought. Sooner or later I think we need to investigate 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

    Arrrrgh Kiltem runnin inta Harrigan wouldn’t be a bad thing at Port Peril. We could take care of business quickly there. I’d rather not run into him at sea where he might have more than 1 ship. All I know is that I don’t care what it takes, his last breath will be a very satisfying sound, and I don’t care by what means that happens.


    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

    If return to port, we could always send a crew member ahead to scout things out for us. Preferable somebody that Harrigan doesn't know. If the coast is clear, we can do our business and head back out. If not, we decide what to do.

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