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]


351 to 400 of 3,740 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

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!

Fort: 1d20 + 1 ⇒ (2) + 1 = 3


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

Lucky takes STR: 1d2 ⇒ 2 DMG

Round 3:
Lucky: Stabbage
Art: Go + FORT

Reefclaws: TBD
Kiltem: TBD
Ko: TBD
Rosie: TBD
Slappy: TBD

DM:

Green: @-4
Blue: @-5


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]

out of curiosity, Lucky why are you doing d6+1 sneak attack damage?

Fort: 1d20 ⇒ 14 <--don't know if this is a success. If it is not, please adjust my hit roll & damage accordingly.

Art seeks to skewer the crab in a soft spot.

Attack: 1d20 + 4 + 1 - 1 ⇒ (18) + 4 + 1 - 1 = 22 <--threat!
Damage: 1d6 + 2 - 1 ⇒ (6) + 2 - 1 = 7

confirm: 1d20 + 4 + 1 - 1 ⇒ (1) + 4 + 1 - 1 = 5 <--ha! better time for a 1 than on a "straight" hit or a save. And that's 2 Jeffs in one battle!!
Damage: 1d6 + 2 - 1 ⇒ (4) + 2 - 1 = 5


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

Art finally shakes off the worst of the poison and stabs the reefclaw yet again!

This time the hit severs most of what's left of the erstwhile dinner. The creature's deaththroes are fierce 2d3 ⇒ (3, 1) = 4 Both Art and Lucky are faced with a final snap of the claws:

V. Art: 1d20 + 2 ⇒ (8) + 2 = 10 MISS

V. Lucky: 1d20 + 2 ⇒ (18) + 2 = 20 for DMG: 1d4 ⇒ 1

The other reefclaw continues to harass Kiltem:
Dadachick: 1d20 + 2 ⇒ (18) + 2 = 20 for DMG: 1d4 ⇒ 3 and FORT
Dadachuck: 1d20 + 2 ⇒ (10) + 2 = 12 Miss

Round 3:
Lucky: Stabbage
Art: Kill
Reefclaws: ATK
Kiltem: Go + FORT
Ko: Go
Rosie: Go
Slappy: Go

DM:

Green: @-4
Lucky FORT at +2


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!

Ooc- cause Slappy did some kind of dance or somthing


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

Continuing with his slightly crazy antics the reefclaw snaps his claw at the puffer fish imitating gnome which continues to inspire his ka’tet. The claw closes, but it finds naught but the splayed out hair, and the gnome spins in the water like an alligator’s death roll. At the last moment the hook lashes out again trying to find purchase just before he dolphin kicks just out of reach of the dying reef claw.

Hooked hammer (hook): 1d20 + 1 + 1 - 2 ⇒ (14) + 1 + 1 - 2 = 14
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


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

2d3 ⇒ (3, 2) = 5

The lobstrosity lashes out with its dying spasm and tries to clack Slappy and Kiltem a final time:

Slappy: 1d20 + 2 ⇒ (9) + 2 = 11
Kiltem: 1d20 + 2 ⇒ (8) + 2 = 10

But gets only water!

Lucky: 3d20 ⇒ (5, 8, 19) = 32

with the foes gone it takes Lucky quite some time to get over the wound, and even then he seems clearly drained by the experience Lucky takes an additional STR DMG: 3d2 ⇒ (1, 2, 1) = 4 for a total of 6 STR DMG.

For offing the Reefclaws (and scoring an extreme delicacy) each character earns 160 XP.

You put the two reefclaws in the buckets, and they each take up the WHOLE bucket. Lucky needs a bit of help, but you can return to the Wormwood. The question is, what do you do when you get back?


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

Struck a third time by the lobstrosity, Kiltem gives another roar of anger and pain.

Fortitude 1d20 + 4 ⇒ (17) + 4 = 21

And again his brawny physique and rage seem to stave off the worst of the venom.

The druid gives a nod and an awkward Good job, well struck. To both Rosie and Slappy who helped kill the green reefclaw.
Now the fight being over Kilt realizes how much damage he took from the nasty claws. Another hit could have ended him... He takes a moment and floats on his back. Touching his rosa rugosa on at his belt he casts CLWs on himself 1d8 + 1 ⇒ (6) + 1 = 7

Though quickly spreading out the pink cloud of blood surrounds Kiltem. Back to the ship before something worse comes looking for a taste.
The big lad uses his spear to lever the dead reefclaw into their bucket. Anyone need healing right this moment? Here or on the ship I have one more spell. But we must hurry, the waters are chummed with my blood thats for sure.
The druid looks to the others and sees Lucky having some trouble being affected by the venom. Who is the best swimmer? Lucky needs a little help.


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 a quick look in the water before heading back...he was looking for crabs before, but now he's looking for possible treasure that the big nasty crabs might have inadvertently (or advertently!!) taken & stored nearby.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

...but obviously the water is too well-chummed to see through. He heads back to the ship.

I have one scrape, Kiltem--not too serious.


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's current STR is 3.


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

Swimming 1d20 + 4 ⇒ (12) + 4 = 16

The druid leaves Rosie and Slappy to swim the bucket brimming with crabs and the huge reefclaw back to the ship. Worried about Lucky the brawny druid grabs the slim rogue and tries to float him on his back. Then gently cradling Lucky’s neck with his left arm and carefully keeping his head above water, Kiltem starts a side-stroke with his strong arm. Relax Lucky, quit thrashing...
Kicking smoothly and strongly they swim back to the ship...


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

Once the party helps Lucky back, they quickly give the buckets over. Mr. Plugg tries to take the credit, but enough of the others saw your deeds (and wounds) that there's no hope of stealing the credit.

Later that night a very annoyed Mr. Plugg tosses a small sack into your bunk area. Inside is a vial of blue labeled "For moderate Wounds."

Unfortunately, that doesn't help Lucky...


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

The party is given a couple days rest. Apparently the captain enjoyed the meal, and didn't want you to get too run down.

Remember, you earn your level back in HP each night, and 1 ability point of damage. You've got 2 days off... If someone makes a DC 15 Heal check on a given day, you earn two points back.


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 is grateful for the rest time. If any of you blokes know the healing arts, I'll gladly partake... I'm down 4 str so require 2 heal checks to be up to full in 2 days, if you please!

Heal, day 1: 1d20 ⇒ 13
Heal, day 2: 1d20 ⇒ 17 <--ha! made one


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

minor retcon
Before handing over the crab buckets at the ship, the druid takes a few minutes to pull on of the reefclaws out and study it a little. He notes the hinges and joints of the exoskeletal shell, the strange way the claws inject venom... Hmmm... is all he says on the matter.

Kiltem has little (actually none) skill in healing other than what he can do with a Cure Light Wounds spell. None the less, he can cast two spells a day. If anyone is down a few hit points he will be sure to heal their wounds even if the poison is lingering...

CLWs for Delgado 1d8 + 1 ⇒ (8) + 1 = 9

CLWs for Lucky 1d8 + 1 ⇒ (5) + 1 = 6 anyone else just roll it

The druid holds the vial of healing and hands it over to Slappy.

Kiltem takes advantage of the Captain's gift of rest. Besides getting some extra sleep and doing his best to tend to his wounded friends he spends some time up on deck in the wind and the weather. He jumps in here and there to help when its needed but mostly just watches the waves and the winds.

Survival/Weather prediction 1 1d20 + 8 ⇒ (8) + 8 = 16
day 2 1d20 + 8 ⇒ (3) + 8 = 11


1 person marked this as a favorite.
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

similarly minor retcon, playing off Kiltem

Ko inspected the creatures along with Kiltem. The two made knowing grunts and nods at the strange mechanics of the pelagic beasts. Before returning them to the buckets, Ko pried a tooth off one of the claws and pocketed it.


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 is a bit of a dramatic spectacle in his wounded and drained state. Not over the top... but pretty bad.


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

Ready to roll?


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

Day 14: 16 Arodus 4717

Life on the water is never easy.

Riaris Krine greets you after your rest. Krine’s skin is darkened from countless days on deck under the sun, and her nose has the appearance of having been broken several times over. One of her legs has been replaced with a wooden peg leg, the result of a wayward catapult shot that took off her leg below the knee. She may be the most viletongued wench you have ever met, and her language makes Rosie Cusswell sound like a nun.

"Listen up you @!#$$#R% 12#$@#$%#$%^%!$#@$~!@%$%~#@!$@#$@#$%^@#^!@#$~@!# ~@!#%!@#$%~!#@$~!@#$!@$%@#$^@$%^ Grappling hooks are an ESSENTIAL part of piracy, used to grapple enemy ships and draw them closer for boarding. Being able to use them is therefore considered a vital pirate skill."

Krine orders the jolly boat on the main deck to be launched.

She takes you out to instruct you in using grapples. The exercise consists of you in the jolly boat throwing grapples onto the Wormwood from 40 feet away, tying the rope off, and then boarding the Wormwood by climbing along the rope. "To make it interesting, however, I have instructed four crew members to hurl objects at you in an attempt to knock you off, simulating a real attack."

Mechanics:

Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. The Wormwood’s rail is AC 5. At 40 feet away, you have a –6 on your attack rolls. Once the hook is set, you must tie off the rope as a move action, then shimmy along the rope, requiring DC 15 Climb checks. You travel 1/2 your speed per check. If you fail to make a 10, you fall. As you climb, the four pirates aboard the Wormwood hurl a variety of rotting food, garbage, empty bottles, and buckets of bilgewater at you. These items (which count as improvised weapons) do no damage, but any character struck must make a DC 10 Reflex save or lose his grip and fall into the water.

Post 3 complete attempts, or until you make it aboard, whichever comes first.


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 swayed with the gentle rocking of the jolly boat. A wan smile rested easy on his face. He fought to keep it from drifting sarcastic. Dying screams echoed in his ears and the smells of burning flesh and scorched blood filled his nostrils. His most recent boarding action was a not so distant memory, so the idea of fending off rotten garbage and bilge water was amusing bordering on insulting.

Ko threw “Narwhal” Tate a friendly salute. Tate scowled and bounced the rotting food in his hand. He cast his garbage tossing companion, Aretta a sidelong glance. He had an obvious crush on the dark-skinned beauty. Her face was stoic. Her dragon tattoos glimmered under the beating sun.

The first one to knock me in the drink gets my rations for the day. Give it your best shot!” Ko whirled his grappling hook. He lowered his voice. “Alright boys, there are five of us and only four of them. Our number advantage works best if we synch this up. We don’t start climbing until we are all hooked. Then we climb together. Hopefully, they will focus on me, giving you all a breather.

Ko tossed.

Spoiler:
Let’s do this…Leeeeeroy Jeeeeeeeenkins.
grapple: 1d20 + 3 ⇒ (17) + 3 = 20


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

You guys can go ahead and make all the rolls needed to either make it aboard or take a swim. You can stop after 3 if you haven't succeeded yet. I'm pretty much starting to go AFK until the 27th now.


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

The brawny lad hefted the grappling hook. He had served on a decent number of ships but this was something new. He carefully listened to Ko’s words. He watched how the dark skinned man threw and did his best to copy him.

Throw 1d20 + 1 - 6 ⇒ (19) + 1 - 6 = 14

Kilt’s eyes light up with delight as he ties off the line. Yes! Leroy Jenkins indeed He says with a crooked teeth smile.

The druid waits for Ko’s signal to go. As he waits his mind wanders slightly. how would Old Tully do this? He thinks to himself. Maybe someday he easily scamper across the line in the form of squirrel or small monkey... . He shakes his head as that wouldnt do when he reached the far side No, not a monkey but a large brawny orangutan. Then tear some piratey arms off...

Climb checks 1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 4 ⇒ (15) + 4 = 19


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 also heeds Ko's suggestion, and times his throws, and his attempts to cross the intevening space between the longboat & ship, to coincide with the rest.

throw: 1d20 + 3 - 6 ⇒ (10) + 3 - 6 = 7

With a low whistle that says "man, that was close..." he ties off the line, then makes his way across.

Climb: 1d20 + 1 ⇒ (15) + 1 = 16
Climb: 1d20 + 1 ⇒ (3) + 1 = 4
Climb: 1d20 + 1 ⇒ (7) + 1 = 8

After slipping & falling into the drink, he climbs back into the boat. He looks at the rope with narrowed eyes, and decides to tap into his resevoir of personality, will, determiniation and skill--otherwise known as panache!

Climb: 1d20 + 1 + 1d6 ⇒ (17) + 1 + (5) = 23
Climb: 1d20 + 1 + 1d6 ⇒ (8) + 1 + (4) = 13
Climb: 1d20 + 1 + 1d6 ⇒ (11) + 1 + (1) = 13

and he makes it aboard on his 2nd attemp!


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’s climb checks. I want to see what others do (and who throws stuff) before describing.

Spoiler:

climb: 1d20 + 3 ⇒ (6) + 3 = 9
climb: 1d20 + 3 ⇒ (5) + 3 = 8
climb: 1d20 + 3 ⇒ (20) + 3 = 23


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

Ok, so that would be 2 falls, and this being the 3rd attempt, kicking off with that 23

Spoiler:

climb: 1d20 + 3 ⇒ (3) + 3 = 6
climb: 1d20 + 3 ⇒ (2) + 3 = 5


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 attack 1d20 - 7 ⇒ (11) - 7 = 4

Sheepishly hopes no one saw the grappling hook splash into the water right next to the boat...

Lucky attack take 2 1d20 - 7 ⇒ (18) - 7 = 11

All right all right all right....

Ties off rope deftly.

Climb: 1d20 - 1 ⇒ (19) - 1 = 18
Climb: 1d20 - 1 ⇒ (9) - 1 = 8
Climb: 1d20 - 1 ⇒ (13) - 1 = 12
Climb: 1d20 - 1 ⇒ (3) - 1 = 2
Climb: 1d20 - 1 ⇒ (20) - 1 = 19
Climb: 1d20 - 1 ⇒ (5) - 1 = 4
Climb: 1d20 - 1 ⇒ (16) - 1 = 15
Climb: 1d20 - 1 ⇒ (11) - 1 = 10
Climb: 1d20 - 1 ⇒ (8) - 1 = 7
Climb: 1d20 - 1 ⇒ (4) - 1 = 3
Climb: 1d20 - 1 ⇒ (12) - 1 = 11
Climb: 1d20 - 1 ⇒ (13) - 1 = 12
Climb: 1d20 - 1 ⇒ (13) - 1 = 12

On his twelfth attempt, Lucky makes a sort of respectable effort.

If needed: reflex: 1d20 + 5 ⇒ (18) + 5 = 23
reflex: 1d20 + 5 ⇒ (15) + 5 = 20
reflex: 1d20 + 5 ⇒ (18) + 5 = 23

Good lord.


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

Well if Cookie won’t put them in the food, then those have to be some really really bad veggies, we might be in deep kimchi.. Get it? the little gnome asks and then giggles.

Yelling at the crew members throwing the kimchi Whaaaat you think this is the first time I’ve had food thrown at me? I haven’t always told good jokes ya know!!!!

Slappy keeps up the running commentary, which inspires his comrads to do better.

Grapple Hook: 1d20 + 2 + 1 - 6 ⇒ (6) + 2 + 1 - 6 = 3
Grapple Hook: 1d20 + 2 + 1 - 6 ⇒ (20) + 2 + 1 - 6 = 17

Climb: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Climb: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Climb: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Climb: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21

Ref Save: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Ref Save: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Ref Save: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25


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

It's going to take me a bit to get caught up with the numbers here.

Boarding Action Status:
Kiltem: Kiltem scampers up the line, dodging the disgusting obstacles like they're not even there! In no time at all he's aboard! Kiltem earns 20 XP for each party member.
Ko: It takes the big man a couple of tries to set the hook, but he eventually gets it. Unfortunately, the climb is a bit too much, and after three times Riaris screams for him to get his arse back aboard to easy way.
Art: Fails on the first, and despite getting pelted with something that smells like a chamber pot, gets himself aboard on the second attempt. Art earns 20 XP for each party member.
Lucky: Despite his dexterity and profession, Lucky simply can't handle the line, and like Ko gets shamed back aboard.
Slappy: The gnome at some point took some sort of malfeasance right in the face. Determined though, he made it too the top with a fair amount of climbing skill. Slappy earns 20 XP for each party member.

Kiltem:

1. Toss Hook: Got it!
2. Travel 0-15: Got it!
2b. Buckets!: ATK: 1d20 + 0 ⇒ (7) + 0 = 7
3. Travel 15-30: Got it!
3b. Buckets!: ATK: 1d20 + 0 ⇒ (9) + 0 = 9
4. Travel 30-40: Got it!
4b. Buckets!: ATK: 1d20 + 0 ⇒ (2) + 0 = 2

Ko:

1. Toss Hook: 1d20 + 3 - 6 ⇒ (2) + 3 - 6 = -1
1b. Toss Hook: 1d20 + 3 - 6 ⇒ (13) + 3 - 6 = 10
2: Failure on 3 climb checks.

Art:

1. Toss Hook: Got it!
2. Travel 0-15: Got it!
2b. Buckets!: ATK: 1d20 + 0 ⇒ (14) + 0 = 14
2c. REF: 1d20 + 4 ⇒ (12) + 4 = 16 Made it!
3. Travel 15-30: Got it!
3b. Buckets!: ATK: 1d20 + 0 ⇒ (11) + 0 = 11
4. Travel 30-40: Got it!
4b. Buckets!: ATK: 1d20 + 0 ⇒ (9) + 0 = 9

Lucky:

1. Toss Hook: Got it!
2: Failure on 3 climb checks.

Slappy:

1. Toss Hook: Got it!
2. Travel 0-10: Got it!
2b. Buckets!: ATK: 1d20 + 0 ⇒ (12) + 0 = 12
3. Travel 10-20: Got it!
3b. Buckets!: ATK: 1d20 + 0 ⇒ (18) + 0 = 18
4. Travel 20-30: Got it!
4b. Buckets!: ATK: 1d20 + 0 ⇒ (20) + 0 = 20
5. Travel 30-40: Got it!
5b. Buckets!: ATK: 1d20 + 0 ⇒ (3) + 0 = 3


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

I'll be switching to story mode for a few days (meaning less dice, more narrative) as we are nearing the end of the training section. I've got a mountain of work to do, so while I'm back, I won't be at full speed.

That night the crew who failed to make it up the line in training receives a vicious half dozen rope bashes, delivered by delight from Mr. Plugg.

The next five days are miserable.

At this stage of the journey, Scourge and his followers have become more polarized from you and yours. Attempts to make nice with the other pirates all seem to fall on deaf ears as two rival factions seem to develop. Mr. Plugg begins making more appearances at this point, taking a personal interest you, soundly abusing you, carefully noting each mistake for punishment, and generally bullying and trying to humiliate you whenever possible.


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

Day 20: 21 Arodus 4717

A lookout cries “Ship ahoy!” late in the afternoon, and Captain Harrigan immediately turns the Wormwood to pursue its prey. As the evening wears on, the Wormwood gradually gains on the other ship, and by dawn, less than half a mile separates the two...


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

Kiltem sits up on deck mending some sail. He watches the distance slowly close with this other ship. He looks at the wind and waves and tries to judge if Papa Storm will play a part in this...

Survival/Weather Prediction 1d20 + 8 ⇒ (19) + 8 = 27

He will share any important weather information with Peppery

As the distance closes further the brawny druid gets his short spear out and gives it a few minutes attention with a whetstone.
He ponders what exactly is going to happen when they catch this ship. Its like the law of the jungle out here on the high seas... This ship is prey and we are the predators. Kiltem is still unsure how he feels about it. He is sure he will fight and kill to survive. For now that is enough...

Untrained/Charisma 1d20 - 2 ⇒ (15) - 2 = 13

G$% d##n them all!
I was told we'd cruise the seas for Golarion gold
We'd fire no guns-shed no tears
Now I'm a broken man on a Shackles pier
The last of Harrigan's privateers...

hope I didnt use all my good rolls right before combat...


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!

Level 2 HPs: 1d8 + 1 ⇒ (7) + 1 = 8


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 leaned against the rail and pushed his face into the wind. It whisked at the sweat dotting his forehead and neck. His lips spread wide. His teeth clenched. An excited, terrified warmth rose in his chest, spread into his face and then rushed down his back.

She ran from them. From him. He imagined her. Perhaps she was Asmodia, a Cheliaxan trader heavy laden with fine wines and finer silks. Or maybe she was Jessie, a House Naran tradeship, carrying stout timber and exotic dyes. She might even be Viniana, a Taldor logistics ship carrying weapons and armor of unparalleled craftsmanship.

Despite his wandering imagination, Ko’s terrified excitement truly longed for one thing…

Yippeee!” Slappy swung down and landed on Ko’s shoulders. He tapped out a rhythm on Ko’s head as he hummed in time to it. Ko joined in, tapping out the same rhythm on the rail. His longed for thoughts -slaves- and -freedom- drifted away. “Watcha thinkin’ big guy.

Ko turn away from the rail and tilted forward. Slappy rolled off his shoulders and onto the deck. It swayed beneath them as Ko surveyed the scurrying crew. “I’m wondering how this crew runs an attack. Who’s in charge? I say we find out, and try to find out what kind of factional drama is in store for us.

Spoiler:

I’m not sure what, if any, rolls are warranted here. Basically Ko is trying to get the “lay of the land” so to speak for the coming attack.

BTW, I contemplated writing “His lips spread wide. His teeth clenched. His freshly waxed sphincter tightened,” but I thought…TMI…way TMI ;-).


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

Ko looks about, trying to take it all in. He catches details everywhere, but they all possess a common theme, that there is a right way to approach ship-to-ship combat. Everyone has a job and an order of completing them. Unfortunately for Ko, it happens far too quickly for him to take mental notes.... for now There is a method for getting the lay of the land, but it's abstracted and used once you have "jobs".

Kiltem knows the battle is going to be in clear skies and calm seas. Nevertheless Peppery calls him over. "I'll not forget your help. You'll know when mine comes back to even the scales." She winks at the druid before falling to action and leaving him behind.

As the Wormwood closes to within half, Riaris Krine summons you to the poop deck, The ship’s wheel is on the aft deck, just below the sterncastle. You’re going to grapple over, kill the guards on the sterncastle, take the wheel, and guard the ship’s boats. Kill anyone who tries to get away on one of the boats. Don’t move from the wheel until the fighting’s done, or you’ll have to answer to me. Oh yeah, as we get close, it’s going to get foggy. Just stick to what I told you to do. Kiltem and Slappy. You're in charge of the party. You got it? You're not going to screw this up ”

--------------------------
Paused until confirmed level 2


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]

leveled & ready to pirate!

Art bounces lightly on the balls of his feet, eager to get going with the upcoming battle. He checks over all his equipment, making sure his weapons & alchemical items are secured & ready to deploy. He listens intently to the instructions, and gives a nod of approval when Kiltem & Slappy are assigned the party's leaders. As they close with the prey, Art looks for Sandara, and tries to catch her eye.

I'll take that help from Besmara, if you care to agree this is a good time for it!

He makes sure he has a quick word with his friends.

You lads ready for this?? I ask one thing: if any of us find a gun, I'd like to claim it--if any of you have training in such a weapon, we'll dice for it. Savvy?


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

Kiltem and Slappy. You're in charge of the party. You got it? You're not going to screw this up ”[/b]

Kiltem tried his best to keep a straight face when Krine informs him he will be in charge of the party. He was kinda scared till she also told them that they wont screw it up. Kiltem hopes her prophecy will come true. Sometimes those things are difficult to see.

He is glad Slappy will be in charge with him. While the gnome is tiny, he is also cunning and crafty. The druid figures he will just lead in the manner of the alpha packleader. He will be the first into the fray and help clear path with his shillelagh for the others.

Again he hopes Krine has interpreted the signs correctly and her prophecy will come true.


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

Breaking the MasterBlaster combo by dropping back down to the deck to listen to the briefing, Slappy almost missed where Krine said that he and Kiltem were co-leaders. Used to being the butt of jokes like this he paused and took a serious demeanor for a moment to figure out if this was some sort of setup, there would be a wink or a snicker from somewhere. Seeing none brought the jovial gnome smack in the face of reality, and he started thinking.

When Krine finished Slappy waited but a half breath after the other team leaders started talking to their teams to signal his friends to a space where they could huddle.

Tapping on Ko’s knee the big man takes a knee and Slappy uses it as a soapbox. With a huge smile Well it looks like our Ka’Tet will be trusted to be together, holding the ship, and cutting their escape. I don’t know about exactly how “in charge” Kiltem and I will be, because we are all good at what we do, and I’m sure that I can trust each of us to make the best decisions. What we need is a game plan..

He quickly takes a bit of chalk and draws a diagram of the sterncastle, and aft deck. Ok I want 3 lines here, here, and here, and our heavy hitters over first. Ko, Kiltem, and either Lucky or Art. The remaining will follow soon after. Now remember someone is going to limit visibility. I have a spell that I call dancing lights. I will use that to “offset” our true position to any enemies, it won’t fool them long, but any distraction might be a help.

Once on the sterncastle, and aft deck, I plan on using my slippery dippery grease spell on the stairs farthest from our grapple point, and try to funnel all help that comes to one side of the ship.

Now I’m not one for making fires on a perfectly good ship, but I do have 4 alchemist fires available for use. . Slappy pauses for a breath. Kiltem, anything to add? If not anyone have anything to add, change, suggest?


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

Kilt listens to Slappy's rough plan and it sounds more put together than his own thoughts. After a moment's thought he answers The grease spell is good idea. With that he moves forward and readies himself.


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]

Good plan, Slappy. I like it. I also have some alchemist's fire, but am loath to use it. Absolute last resort. Or for an escaping boat! I also have a couple tanglefoot bags...if you DO manage to make a choke point, maybe I can make 'em choke a little more!


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

Back. Let's do this.


As crossbow fire is exchanged between the two ships, you are free to act against the rapidly approaching ship. You can post 3 rounds of actions, abstracted, which is to say, I treat the enemy like a single creature with a single hit point total. Splash weapons do 1.5x damage.

Foes: 1d20 + 1 ⇒ (10) + 1 = 11
Kiltem: 1d20 + 1 ⇒ (12) + 1 = 13
Ko: 1d20 + 3 ⇒ (12) + 3 = 15
Arthur: 1d20 + 2 ⇒ (11) + 2 = 13
Lucky: 1d20 + 9 ⇒ (5) + 9 = 14
Slappy: 1d20 + 2 ⇒ (3) + 2 = 5

The two ships soon enter into reasonable firing range and close together quickly. You can see the Rahadoumi colors of the other ship, and see that her name is The Man's Promise The crew of The Man's Promise begins to bombard the Wormwood with missiles, mainly crossbow bolts, but also with two ballistas on the sterncastle attacking the rigging in a futile attempt to slow your ship. At the same time, banks of heavy mist suddenly envelop the enemy ship!


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

Round 1-3: Ships are still at range, too close to board.

Ko: Go
Lucky: Go
Art: Go
Kiltem: Go

Foes: ATTACK! 6d20 ⇒ (16, 12, 18, 10, 19, 10) = 85 3d10 ⇒ (2, 2, 9) = 13
Slappy: Go

DM:

Wormwood: 13
MP


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]

metagaming question: Fire seems counter indicated against a ship were to plunder...but I’m not a pirate. Is my assumption accurate?


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

Rahadoumi Harisko whispered the name with a mixture of dread, awe and…anticipation. This was no common merchant vessel, but part of their merchant marine fleet.

The Captain better have something up his billowing sleeves if…

“Clang” A crossbow bolt ricocheted off the buckler strapped to Ko’s hip. The impact threw him off balance. As he tilted sideways, another bolt whizzed by his ear.

Rahadoumi! This time he cursed the name. Harisko pulled his crossbow to his shoulder, took at aim, and fired. And again. And again.

Roll:

Atk1
lt crossbow,att: 1d20 + 4 ⇒ (20) + 4 = 24
lt crossbow,dam: 1d8 ⇒ 4
Crit confirmation
lt crossbow,att: 1d20 + 4 ⇒ (11) + 4 = 15
Crit additional damage
lt crossbow,dam: 1d8 ⇒ 5
Atk2
lt crossbow,att: 1d20 + 4 ⇒ (14) + 4 = 18
lt crossbow,dam: 1d8 ⇒ 5
Crit confirmation
lt crossbow,att: 1d20 + 4 ⇒ (17) + 4 = 21
Crit additional damage
lt crossbow,dam: 1d8 ⇒ 4
Atk3
lt crossbow,att: 1d20 + 4 ⇒ (2) + 4 = 6
lt crossbow,dam: 1d8 ⇒ 4
Crit confirmation
lt crossbow,att: 1d20 + 4 ⇒ (17) + 4 = 21
Crit additional damage
lt crossbow,dam: 1d8 ⇒ 8


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

Rounds 1-3

The druid took his place next to the tall Mwangi. He glanced over and gave a smile as Ko raised his crossbow to fire. Though as enemy bolts started whizzing by the big druid crouched a bit. Hoping to stop or at least hamper these enemy crossbows Kiltem reaches out from the inside. Papa Storm, I need your help. Please slap some of these fools with your powerful windy hand...
Eyes straining and crooked teeth in a smiling rictus the druid directed the winds against his foes.

1 Storm Burst 1d20 + 2 ⇒ (14) + 2 = 16
non-lethal wind buffeting 1d6 + 1 ⇒ (4) + 1 = 5

2 Storm Burst 1d20 + 2 ⇒ (14) + 2 = 16
non-lethal wind buffeting 1d6 + 1 ⇒ (1) + 1 = 2 anyone hit by the storm burst has a -2 on attack rolls for one round

Round 3
As the ships nearly came into grappling range Kiltem stopped the storm bursts and now laid a Shillelagh enchantment on his club.


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

Burning down your plundered ship could happen, in which case I'm prepared....

Ko fires like his life depends on it, striking again and again. The shouts of men dying ring out into the air!

Round 1-3: Ships are still at range, too close to board.

Ko: Big hits
Lucky: Go
Art: Go
Kiltem: Go

Foes: ATTACK!
Slappy: Go

DM:

Wormwood: 13
MP: 31


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!

Following Slappy's diagram, Luck braces his crossbow on the keel of one of the longboats. He scans through the mists for a target, and allowing for the rolling seas, the yaw of the Wormwood, and the pitch of the enemy as the Captain closed for boarding, the young rogue took a breath, timed for the bottom of the heaving sea he allowed his breath to escape. At the bottom of his breath, in the natural pause before he inhaled the ship reached the valley of the wave. In that magical moment, Lucky eyed his target, a sailor in the rigging with a bright blue shirt, and squeezed the trigger gently.

With a twang, the crossbow bucked, and the bolt shot across the ever-shrinking gap between the two ships. Before he could see it's effect, the magical mist shrouded the man once again. Lucky gave no thought, but prepared for another shot. And another.

Crossbow: 1d20 + 4 ⇒ (20) + 4 = 24 for 1d8 ⇒ 3 damage.

Crossbow: 1d20 + 4 ⇒ (8) + 4 = 12 for 1d8 ⇒ 3 damage.

Crossbow: 1d20 + 4 ⇒ (13) + 4 = 17 for 1d8 ⇒ 1 damage.

Confirm round 1: Crossbow: 1d20 + 4 ⇒ (14) + 4 = 18 for 1d8 ⇒ 3 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]

Art brings out his sling, and adds to the pirates' barrage.

sling: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d4 + 1 ⇒ (1) + 1 = 2

sling: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d4 + 1 ⇒ (4) + 1 = 5

sling: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d4 + 1 ⇒ (3) + 1 = 4


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

Lucky and Art also bring the rain! More shouts from the enemy ship!

Round 1-3: Ships are still at range, too close to board.

Kiltem works his magic, literally!

Ko: Big hits
Lucky: Hits
Art: Hits
Kiltem: Magic
Foes: ATTACK!
Slappy: Go

DM:

Wormwood: 13
MP: 50


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 hunkers down taking cover from the ranged attacks. hmmm well looks like I’m the only one here who doesn’t have a crossbow. Might need to rectify that

But he will inspire courage just before the grappling hooks are thrown.


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

Slappy hunkers down as the ships close to grappling range! A mighty war cry, unlike anything you've ever heard comes from Captain Harrigan

Scourge's words follow quickly, "You have your mission, kill them or die trying! "

BOARD!!!!

Your closest targets are the Rahadoumi sailors on the stern castle of the Man’s Promise. Sailors on a ship (including the PCs) have partial cover (+2 to AC and +1 on Reflex saving throws) while those in the stern castle have cover (+4 to AC and +2 on Reflex saving throws), as well as concealment (20% miss chance) from the fog cloud. Tactical map is up and accurate. The area is covered in fog, remember that...

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

Foes: TBD
Slappy: TBD

1 to 50 of 3,740 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Dungeon Master S's "Skull & Shackles" All Messageboards

Want to post a reply? Sign in.