Dungeon Master S's "Skull & Shackles" (Inactive)

Game Master Chris Marsh

TACTICAL MAP |Island Gazetteer | The Shackles
HANDOUTS | MAP TEMPLATES | Naval Combat
CAMPAIGN RECORDS | DRAMATIS PERSONAE | Ports of Call

The Fleet

Current Date: Calendar

Initiative:

[dice=Foes]d20[/dice]
[dice=Kiltem]d20+1[/dice]
[dice=Ko]d20+6[/dice] (Always in surprise)
[dice=Arthur]d20+4[/dice]
[dice=Lucky]d20+11[/dice] (+2 in the water)
[dice=Slappy]d20+2[/dice]

Skill Quickpost:

Perception
[dice=Kiltem]d20+13[/dice]
[dice=Ko]d20+11[/dice]
[dice=Art]d20+9[/dice]
[dice=Lucky]d20+15[/dice] (+4 v. Traps, +2 in water)
[dice=Slappy]d20+17[/dice]

Stealth
[dice=Kiltem]d20+1[/dice]
[dice=Ko]d20+7[/dice]
[dice=Art]d20+1[/dice]
[dice=Lucky]d20+14[/dice] (+2 in Water)
[dice=Slappy]d20+14[/dice]

Sense Motive
[dice=Kiltem]d20+2[/dice]
[dice=Ko]d20+7[/dice]
[dice=Art]d20+0[/dice]
[dice=Lucky]d20+6[/dice]
[dice=Slappy]d20+14[/dice]

Prof Sailor/Pirate
[dice=Kilt]d20+8[/dice]
[dice=Ko]d20+10[/dice]
[dice=Art]d20+10[/dice]
[dice=Lucky]d20+12[/dice]
[dice=Slappy]d20+4[/dice]


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

and those planks between the ships...safe to walk across to board?

ROUND 1
Art lets fly wiht one more sling stone at Mr. Pink, then moves to board.

Miss chance, high = good: 1d100 ⇒ 17 <--his bullet whiffs


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

Planks are taken up by other pirates from both ships. It's an utter mess. You only way to get into the action is the hard way.

Art takes a shot from his own ship, but it gets lost in the fog.

Round 4
Ko: Go
Lucky: Go

Art: Miss
Kiltem: Go
Foes: TBD
Slappy: TBD


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

19 rounds left of Shillelagh

Round 4 The Boarding Party!

No sooner had the druid finished the enchantment on his weapon then did he hear the command to "board" the ship. He started to reach down and pick up the grappling hook, but for a heart beat he gauged the distance between the ships. We got this Kiltem! With that he steps back and with a running start he leaps the gap.

Acrobatics/Jump 1d20 + 1 - 3 ⇒ (15) + 1 - 3 = 13

Hanging in the air for an awful moment, then barking his shins painfully on something as he came down on the far side. Meaning to yell some sort of challenge it just came out as Bblaaarrgghhh!!! He raises his club and ducks his head down to peer over the top of his shield.

moved on map


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 maintains his position, hunkering behind the longboat as best he can while he reloads. The mad rush of battle is not new to him, but it is startlingly real to him nonetheless. His blood is up, and he fears for his hide, but only in a strangely detached way. Steeling himself for the task at hand, the young rogue pops up from behind the longboat, places the crossbow once again on the keel and looks around quickly for a target!

1d20 + 3 ⇒ (6) + 3 = 9 for 1d8 ⇒ 4 damage.
Ooc- attacks anyone he can see? Maybe someone already wounded? Blue looks good, but if there is one more wounded that is Lucky's target. Not like a 9 is going to do much with all the penalties I didn't include lol


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

Kiltem’s mad rush drew an exalted shout from Harisko. He drew back, slung his crossbow, sprinted forward and leapt.

roll:
jump: 1d20 + 3 ⇒ (5) + 3 = 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

Just as he leapt, The Man’s Promise tilted away from him, rocked by a massive wave. Ko felt a great chasm open, as if the sea beneath him was boiling instead of roiling and hell itself was waiting for his arrival. Before it could take him, the ship rocked back, sending its railing careening towards the airborne Corsair.

Ko barely got his feet in front of him before he hit the railing. He smashed through the timbers and sprawled onto the deck. Mist and smoke and shouts surrounded him. He stood, half-dazed and heard Kiltem’s warcry. It cut through the battle fog and spurred Ko on. He turned towards the sterncastle and drew his cutlass and buckler as he advanced towards their objective.


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

Ko makes the leap, and almost doesn't make it, but the big man easily grabs hold of the side and pulls himself over. He stands ready to do do battle with Kiltem. The druid's dweomer-staff ready to crack skulls!

Anything not in this combat is abstracted by the round 1-3 rolls. so these guys all look healthy. Lucky lets fly into the fog, but doesn't score a hit, the bolt passing somewhere that didn't produce a shout of pain.

The enemy pirates charge forth, splitting their attention to the boards, and those still aboard the Wormwood.

Red charges and leaps for the Wormwood Acrobatics: 1d20 + 5 ⇒ (13) + 5 = 18 and lands right in front of Slappy!

Blue standing above Ko in the fog, stabs down at his head ATK: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20 for DMG: 1d6 + 1 ⇒ (3) + 1 = 4

Black takes a pot shot at 1d3 ⇒ 3 Slappy Fog 50%: 1d100 ⇒ 94 ATK: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9, but the sailor was aiming for a human-sized opponent.

Purple looks to pile on the hurt, also targeting Ko. ATK: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9 , but an errant missile strikes his blade off target.

White rushes down, dodging pirates everywhere to attack Kiltem. ATK: 1d20 + 2 ⇒ (18) + 2 = 20 ...but at the last second a wall of sea water coalesces in front of the druid! The water dashes aside the sword headed for his skull! It's a minor spell, and he knows where it came from. The debt of Peppery is paid!

Yellow also shoots towards the Wormwood Fog 50%: 1d100 ⇒ 92 1d3 ⇒ 1ATK: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9 but misses Art.

Round 4
Ko: Board!
Lucky: Miss
Art: Miss
Kiltem: Board!
Foes: ATK
Slappy: Go

DM:


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

Well dang a good plan ruined at first go.

The acrobatic seaman landed next to him, It was easy for Slappy to sick the pointy end.

Ko! You're standing next to shark bait. Chum the waters, Chum! Slappy chuckles at his joke, then twists the point of his hook to hurt the seaman just a bit more. Before he steps away making a bit of room for Lucky to step up in.

Hooked Hammer: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 1d4 ⇒ 4

Maintain inspire courage, 5'step map updated.


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

Slappy adapts to the situation. The hooked hammer strikes true, seriously injuring (but not stopping) the pirate in the red bandana!

Round 5
Ko: Go
Lucky: Go
Art: Go
Kiltem: Go

Foes: TBD
Slappy: TBD

DM:

Red: 4


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

You see Captain Harrigan and two officers rushing madly for the doors to the captain’s cabin below the aft deck near you, slashing and hacking as they move.

Perception DC 10:

...You notice a Rahadoumi sailor sneaking up behind Harrigan.


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

Perception 1d20 + 8 ⇒ (4) + 8 = 12
While the druid doesn't exactly have the sharpest intellect, he does have fairly good situational awareness. He does notice the sailor sneaking up behind the captain. But Kiltem has more immediate problems at hand and his orders from Kirine didn't include anything about worrying for the other boarding groups.

18 rounds left of Shillelagh

Round 5

Taking the huge water shield in stride as if its something he sees all the time, Kiltem simply raises his club high to give salute to Peppery where ever she is.
There is no elegance to the brawny druid's fighting style. Just gauging distance and timing, then bringing the club down with shocking force...

(target pink) attack 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
shillelagh 2d6 + 5 + 1 ⇒ (6, 2) + 5 + 1 = 14


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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!

Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Lucky sees the Captain.

After determining the Captain is totally OK, he levels his weapon at the seamen beside him...

Crossbow: 1d20 + 3 ⇒ (6) + 3 = 9 for 1d8 ⇒ 1 damage.


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

Lucky does NOT meet the spoiler Lucky takes another shot, but misses by a fair margin.

Kiltem's Shillelagh strikes with enough force to turn the man's head half way around. The pirate drops dead on the deck.

Round 5
Ko: Go
Lucky: Miss
Art: Go
Kiltem: Kill
Foes: TBD
Slappy: TBD

DM:

Red: 4


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

ROUND 2

perception: 1d20 + 5 ⇒ (2) + 5 = 7

Art is concentrating on his task, trusting the rest of the crew to concentrate on theirs. Seeing Kitlem kilt 'im, he takes a dashing leap to join his friends!

Acrobatics, + panache: 1d20 + 7 + 1d6 ⇒ (15) + 7 + (1) = 23

He steps onto the railing, and makes a graceful leap to the enemy ship, landing with a dramatic ah-HA!! He dashes over, unable to flank white with Kiltem, but still able to whip his rapier out in the blink of an eye and try to poke a new hole in him.

attack: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7


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

Below the fog, Art makes a solid stab in an unsuspecting pirate! The wound is deep, and he likely wouldn't survive a second.

Round 5
Ko: Go
Lucky: Miss
Art: Hit
Kiltem: Kill
Foes: TBD
Slappy: TBD

DM:

Red: 4
White: 7


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

Not round action, just some flavor

Even as he is crushing the skull of enemy the druid notices Delgado making the jump and gracefully landing. Smoothly enough he is able to pull his scrawny blade and expertly poke a deep hole in the white sailor.
Hmmm... Like a venomous snake that one. Looks weak, slim, scrawny, but able to move with speed and precision. Maybe someday he will even show me one of these "guuns".
Now back to the action at hand Kiltem lifts his shield to stave off a random crossbow bolt.


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

A tall, lanky man came at Ko with sword raised. An errant missile careened off his blade, halting the attack. He stopped and looked at his blade, dumbfounded at this turn of luck.

Kiltem hit him. He died.

Another marine, this one squat and heavily muscled, attacked. Ko stepped off line and got his buckler up just in time to stop a decapitating slash. Still, the blade slid up and lay his ear open. He ignored the pain, kept control of the chipped blade and aimed a short, punchy thrust into the man’s thick midsection.

Roll:

Current HP 14
cutlass,att: 1d20 + 5 ⇒ (2) + 5 = 7
cutlass,dam: 1d6 + 3 ⇒ (5) + 3 = 8
Crit confirmation
cutlass,att: 1d20 + 5 ⇒ (1) + 5 = 6
Crit additional damage
cutlass,dam: 1d6 + 3 ⇒ (2) + 3 = 5


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

The marine responded with surprising speed, whipping his blade down to deflect the thrust.


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

Ko's quick action becomes a duel as blades clash and attacks fail.

White Moves away from the awful weapon in Kiltem's hands. He strikes hard at the druid before the step though: ATK: 1d20 + 2 ⇒ (8) + 2 = 10 miss!

Blue continues his duel with Ko in the mist Miss: 1d100 ⇒ 94 ATK: 1d20 + 2 ⇒ (2) + 2 = 4, but the attack is wildly off target.

Black Scurries down the strairs to give some back up, poking his blade at Art: ATK: 1d20 + 2 ⇒ (2) + 2 = 4 MISS

Yellow Opts to up the pressure on the big man: ATK: 1d20 + 2 ⇒ (9) + 2 = 11 MISS

Red The pirate continues to bear down on Slappy, thrusting wildly with a shortsword: ATK: 1d20 + 2 ⇒ (20) + 2 = 22 Confirm: 1d20 + 2 ⇒ (2) + 2 = 4 Slappy narrowly avoids a throat stab! DMG: 1d6 + 1 ⇒ (5) + 1 = 6

Round 5
Ko: Miss
Lucky: Miss
Art: Hit
Kiltem: Kill
Foes: ATK
Slappy: Go

DM:

Red: 4
White: 7


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 5

Rickety Bickety Bop.. Who’s heads about to pop? Ohh and look out behind you Slappy’s rhyme causes him to giggle with glee as the pirate takes a quick glance behind him the hammer bops him on the head.

Hooked Hammer: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Damage: 1d6 ⇒ 3

5’step just to the south of Lucky, and swift is maintain inspire courage 3/9


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

Trying to be the leader for the “away” team, Kiltem shouts Crush them!

badazz fight so far!


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

Slappy dances around his foe, catching his head with the hooked hammer when he makes a defensive move!

Round 6
Ko: Go
Lucky: Go
Art: Go
Kiltem: Go

Foes: TBD
Slappy: TBD

DM:

Red: 7
White: 7


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

ROUND 6

Art tries to take down the wounded White with a quick thrust.

attack: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 <--BAZUCKINFINGA!!!
Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Crit confirm: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

If this takes White down, Art will 5' step over white's body. If not, he'll stay where he is. Also, please verify whether this is a confirmed crit or a kill so I know if I regain my panache!

rules question:
One of my panache abilities is "dodging panache." Supposed to trigger it on an attack, but before I know the result. How can we play this fairly on PBP?


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

Confirmed crit! As for the quick and time sensitive swashbuckling abilities, the easiest way over PbP is to have a default if/then set up which always goes, OR speak up at the end of your round.

Art spins his blade and slashes the very tip of the rapier across the man's throat!

Round 6
Ko: Go
Lucky: Go

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

DM:

Red: 7


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]
Dungeon Master S wrote:
Confirmed crit! As for the quick and time sensitive swashbuckling abilities, the easiest way over PbP is to have a default if/then set up which always goes, OR speak up at the end of your round.

acknowledged.

FOR ROUND 7 if Black attacks Art, he'll used Dodging Panache for +3 AC, and a 5' move straight back/south


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 marvels at the swab with the red bandana... Who would step into suck a compromising tactical position?

"Oi! You bilge sucking scallywag, I got something for you!"

Lucky abandons his crossbow, leaving it sitting on the longboat and turns to the boarder while whipping out his short sword! While the lubber dances with Slappy, Lucky tries to slip the point in past his defenses... and ribs.

Short sword: 1d20 + 4 + 1 + 2 ⇒ (15) + 4 + 1 + 2 = 22 for 1d6 - 1 + 1 ⇒ (1) - 1 + 1 = 1 damage and 1d6 ⇒ 4 precision damage.


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

Lucky's hit isn't deep, but it's right on target! The enemy pirate's eyes go wide, as he realizes that he's in deep trouble. His wounds are quickly adding up and he looks pale.

Round 6
Ko: Go
Lucky: Hit
Art: Kill
Kiltem: Go
Foes: TBD
Slappy: TBD

DM:

Red: 12


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

Round 6

Watching Delgado smoothly dispatch his enemy, Kilt wonders for a second if he is wasting his coming to help. The slim swashbuckler doesn't really seem to need it!

In poor imitation of a fencer's lunge the brawny druid tries to smash the head of his club into the black sailor's face to set up a killing strike.

melee attack 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
shillelagh 2d6 + 5 + 1 ⇒ (4, 5) + 5 + 1 = 15

The lunging motion to set up a killing blow didn't work so well. While his follow up strike would have been devastating, he was too slow on the initial lunge. Not an easy move when one hasn't practiced.
Kiltem curses under his breath. The time for trying new moves is NOT in the middle of combat


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 dodged back as the marine riposted with a slash. Another blade erupted from the mist, but Ko caught it on his buckler and pushed it wide. He angled his own riposte as his fog-shrouded assailant’s exposed arm.

Roll:

cutlass,att: 1d20 + 5 ⇒ (19) + 5 = 24
cutlass,dam: 1d6 + 3 ⇒ (5) + 3 = 8
Crit confirmation
cutlass,att: 1d20 + 5 ⇒ (16) + 5 = 21
Crit additional damage
cutlass,dam: 1d6 + 3 ⇒ (4) + 3 = 7


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

Ha! Phil I know that feeling well, when you try something in a bout that you've never done before. Kiltem's gambit doesn't pay off as he misses.

Ko fights through the mist Miss: 1d100 ⇒ 34 and while he can't see the hit, the man's severed head bounces by his feet, down the stairs, and into the kerfuffle below.

In that kerfuffle, Captain Harrigan whips around and drives his blade through his would-be-assassin's face. He looks up and sees that some of you saw it happen... and didn't say anything. He snarls lividly.

All of a sudden a massive explosion rips below deck on The Man's Promise. Smoke and flame come pouring forth, but if the hull has been compromised, it's too soon to tell. A trio of Rahadoumi sailors work to flee the ship 3d20 ⇒ (9, 13, 6) = 28 dropping a life raft into the water.

Art's newest foe looks to get out of the way, and backs up the stairs a bit, stabbing as he goes. ATK: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22 THREAT Confirm: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4 for DMG: 1d6 + 1 ⇒ (3) + 1 = 4

Ko doesn't get a lot of time to celebrate, as another pirate closes 1d100 ⇒ 82 ATK: 1d20 + 2 ⇒ (4) + 2 = 6 He aims true, but Ko's active defense prevents a hit.

Finally, the lone pirate on the Wormwood steps away from Luck and focuses on Slappy ATK: 1d20 + 2 ⇒ (15) + 2 = 17 for DMG: 1d6 + 1 ⇒ (6) + 1 = 7

Round 6
Ko: Kill
Lucky: Hit
Art: Kill
Kiltem: Miss
Foes: Stuff
Slappy: Go

Round 7
Ko: Go
Lucky: Go
Art: Go
Kiltem: Go

Foes: TBD
Slappy: TBD

DM:

Red: 12


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 caught a slice from the squat marine on his blade, bound it, and pressed in with his buckler. The squat marine pushed back, allowing Ko to slip around him, and giving Art an opportunity at the marine’s back. He deflected another slice and went for a thrust between the ribs.

Roll:

5’ step
cutlass,att: 1d20 + 5 ⇒ (4) + 5 = 9
cutlass,dam: 1d6 + 3 ⇒ (3) + 3 = 6
Crit confirmation
cutlass,att: 1d20 + 5 ⇒ (19) + 5 = 24
Crit additional damage
cutlass,dam: 1d6 + 3 ⇒ (4) + 3 = 7


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]

CLARIFICATION PLEASE! You say that 3 shipmen just lowered a boat. One of our duties is to stop/kill those who try to flee. Where are these guys?

In any case, the guy in the flanking position is too tasty a target to ignore...and the stern castle was another of our goals, so...

Art steps up jauntily, gives the hapless sailor facing Ko a small salute, then stabs him in the...

attack: 1d20 + 5 + 1 + 2 ⇒ (15) + 5 + 1 + 2 = 23
damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

...arse.

Use dodging panache if this guy attacks for +3 AC (step back off stairs 5')


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

I chose poorly when I used escaping fluff. Sorry about that.
It was meant to say that you can't let THESE pirates flee.

Ko can't follow up the violence from a moment before, and the man laughs at him for it. Art sticks the man on the stairs, but the wound is slight.

Round 6
Ko: Kill
Lucky: Hit
Art: Kill
Kiltem: Miss
Foes: Stuff
Slappy: Go

Round 7
Ko: Miss
Lucky: Go
Art: Hit
Kiltem: Go
Foes: TBD
Slappy: TBD

Spoiler:

Red: 12
Black: 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 shuffles over a coiled line on the deck as he steps lively to keep in range of the interloper.

While Slappy and the man trade insults and a few quick slashes and parries, the young rogue again tries his luck with his blade.

Short sword: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 for 1d6 - 1 + 1 ⇒ (6) - 1 + 1 = 6 damage.


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

Round 7

Kiltem stops trying to be a swashbuckler and remember he is more like a barbarian with a club. He steps in and brings his shillelagh down as hard as he can.

melee attack 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
shillelagh 2d6 + 5 + 1 ⇒ (4, 6) + 5 + 1 = 16

His scowl from last round turns to a fierce teeth baring grin!


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:
His scowl from last round turns to a fierce teeth baring grin!

Seeing the bone-breaking strike, Art chirps out OOOOHHHHhhhh...THAT'S gonna leave a MARK! I hope the swabs can clean it up after!!


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 6
Current HP 5/16

Finally breaking contact with the pirate who has Slappy looking pretty bad. He’s hoping Lucky will block for him.

Ha! Arty rub a dub dub 3 dead pirates in a tub. Ko don’t let them go, but watch out for a greasy me!

Since it’s abstracted Slappy will cast grease either on the pirates heading towards the boat, or on the controls that lower the boat to stop them from leaving. He will also maintain inspire courage


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--as I understand it, the ones who are escaping aren't strictly "our job." I mean, more power to ya/us if we can help someone else without threatening our position...but I don't think we'll be in any more trouble than we already are, savvy?


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

Slappy's spell works like a charm. The grease causes the men to lose the boat! Without control they're stuck aboard as it splashes below to begin floating away. I like the cut of his jib with the grease spell, and while Art is correct, I'll reward the party for it.

Lucky's stab gets the man right between the ribs. Blood froths from the wound as he dies aboard the wrong ship.

Kiltem hits the man SO HARD that his head cracks back, and the rear of his head smacks into the middle of his back!

Meanwhile the captain erupts from below. He's holding a human heart! He takes a meaty bite out of it before hurling it into a man's face with enough force to knock him over.

Meanwhile by you, a pair of Rahadoumi officers bust out from below. They're scorched, but in good health. They immediately rush over to the escape vessel, only to see it floating away! With a curse they spin boarding pikes around and look for foes. So much for fleeing!

The remaining grunt continues his dance, and stabs at Ko Miss: 1d100 ⇒ 36 Stab: 1d20 + 2 ⇒ (16) + 2 = 18 for DMG: 1d6 + 1 ⇒ (1) + 1 = 2

Round 7
Ko: Miss
Lucky: Kill
Art: Hit
Kiltem: KILL WITH POWER
Foes: ATK
Slappy: Go

Round 8
Ko: Go
Lucky: Go
Art: Go
Kiltem: Go

Foes: TBD
Slappy: TBD


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

Short and squat leapt back from the thrust and replied with his own. Ko turned it. They exchange a few more blows. Ko didn’t push for an opening. He took the time to study his opponent, trying to gauge his timing and rhythms. The marine sliced, and Ko stepped into the blade, catching it on his blade and punching with his buckler’s edge.

Roll:

Move action to use studied target
cutlass,att: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
cutlass,dam: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Crit confirmation
cutlass,att: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Crit additional damage
cutlass,dam: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 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!

Lucky extracts his blade from the pirate's ribcage simply by holding fast as the body slumps to the deck, motionless. With his blade free, he scans the deck of the Wormwood for threats, and seeing none he looks across the divide to the enemy ship.

With a start, he spies a couple of nasty looking officers bearing equally nasty boarding pikes. They look to be closing on his mates, so he decides to take action as best he can.

His first inclination is to dash across to the heaving chasm and leap to their aid, sword in hand - the very image of a dashing swashbuckler. An honest reassessment of his skillset settles the matter for Lucky though. He steps toward the upturned longboat once again, signalling to Slappy what his intentions are.

With a whipping motion designed to shed the blood from his sword while at the same time sinking it point-first into the weathered teak of the deck, Lucky picks up his abandoned crossbow and laboriously loads a new bolt. That accomplished, he scans through the rigging and detritus hanging from the enemy mizzenmast to try to get a clean shot at one of the officers. His left eye squeezed shut, Lucky peers down the length of his weapon, waiting for an opportunity to take a shot.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26 Anything pop out to a perceptive young lad? <-dang that would have been a nice attack roll lol

5' step, move action to recover weapon, move action to load.


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

Ko Mist Miss: 1d100 ⇒ 20 Ko's aim is foiled by the mist!

Lucky retrieves his crossbow, loading it with lethal intent. All around him the battle rages on, but the dashing rogue stays calm.

Round 7
Ko: Miss
Lucky: Kill
Art: Hit
Kiltem: KILL WITH POWER
Foes: ATK
Slappy: Go

Round 8
Ko: Miss
Lucky: Reload
Art: Go
Kiltem: Go

Foes: TBD
Slappy: TBD


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

Round 7

What kind of leader doesn’t join his team? The gnome thought in the middle of the scrum.

Hibbly Ho KO, HERE I GO!! The gnome plants his hooked hammer like a pole vaulter and launches himself in a leap across to the other ship. No a single person understood exactly how Slappy was able to make it look like a slow motion jump, complete with wild eyes and body contortions of a falling man, but it did inspire his friends.

Acrobatics: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 {ooc}the jump is only 5’ across the narrow part, then finish movement flanking with Ko[/ooc]

He then uses his hooked hammer in the back of the pirate facing Ko to stop his movement and steady himself.

Hooked Hammer: 1d20 + 2 + 1 + 2 ⇒ (19) + 2 + 1 + 2 = 24
damage: 1d6 ⇒ 2

Crit Confirm: 1d20 + 2 + 1 + 2 ⇒ (3) + 2 + 1 + 2 = 8
Crit Damage: 2d6 ⇒ (2, 3) = 5


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

Round 8

The brawny druid sizes up the two approaching Rahadoumi officers, standing shoulder to shoulder with Delgado Kiltem feels confident. Without any conscious thought he bares his teeth and gives a deep growl. The druid raises his shillelagh high and waits for them to approach.

Readied attack 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Shillelagh 2d6 + 5 + 1 ⇒ (4, 4) + 5 + 1 = 14


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

Slappy Mist Miss: 1d100 ⇒ 30 Slappy finally joins the scrum on the Man's Promise and connects with a light hit.

Kiltem closes, but the officer tries to skewer him with the boarding pike AoO: 1d20 + 6 ⇒ (3) + 6 = 9, but the nimble druid slips pas and breaks the man's collar bone with his druid-club. Kiltem is sure that another hit like that will be fatal.

Round 8
Ko: Miss
Lucky: Reload
Art: Go
Kiltem: Hit
Foes: TBD
Slappy: TBD

DM:

Blue: 2
Orange: 14


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

ROUND 8

The swashbuckler watches the fluid situation continue to evolve. His eyes narrow at the officers' appearance, and he's a bit nervous as the two try to converge on him and Kiltem. He eyes the one who is lagging slighty behind.

Sorry you couldn't bugger off, bugger. My lookout thinks I should stab you in the balls...but I've got a present for you first!

HE whips out a small bag, bounces it on his palm a couple times, then winks and lobs it at yellow

Ranged touch: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24

The tanglefoot bag explodes against the man's chest into a burst of alchemical goo. It swiftly oozes down the pikeman's body and starts to harded against the deck!

Tanglefoot bag, relevant stuff:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed.


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

REF: 1d20 + 5 ⇒ (1) + 5 = 6 The officer zigs when he should have zagged, and fails to avoid it in the worst possible way!

Despite the newcomer, the pirate opts to deal with Ko Mist miss: 1d100 ⇒ 67 Shortsword to the belly: 1d20 + 2 ⇒ (16) + 2 = 18 for DMG: 1d6 + 2 ⇒ (1) + 2 = 3

The glued officer fights on, despite all the impediments, trying to stab around the mast at Kiltem. ATK: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5, but it's laughable at best.

The other officer has no such issues, moving and stabbing with his pike. ATK: 1d20 + 6 ⇒ (9) + 6 = 15, but it's batted away by the druid.

Immediately after the failed attack, the officer orders others to break off their attack and enter the fray!

Perception DC 15 or Profession (sailor) DC 10:

The tide is absolutely turning towards the crew of the Wormwood!

Round 8
Ko: Miss
Lucky: Reload
Art: Glue
Kiltem: Hit
Foes: ATK
Slappy: Go

DM:

Blue: 2
Orange: 14
Yellow: Glued to the deck


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]

prof (pirate): 1d20 + 6 ⇒ (11) + 6 = 17

Art casts about quickly, taking stock of the greater fight. Keep up the pressure, pirates!! We have them!!


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

Perception 1d20 + 8 ⇒ (11) + 8 = 19

As squad co-leader Kiltem notices the way the fight is going. He shouts out to his group to inspire them. Reaagggghhhhh! an animalistic roar erupts from his chest as he raised his club high.


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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 8

Pirates Pirates everywhere, Ko. I suppose that’s better than saying seamen seamen everywhere. Lucky brother party is over here.

Slappy slaps away a vicious thrust from the cyan pirate, and takes a step back. He again uses his slippery spell to try to keep the pirates at bay.

Spell placement is 10’square, directly south of red, and west of cyan. It should hit Red and Cyan, misses Art, Pink, and Yellow 5’ step next to Ko on the rail. Should keep him from any AoO from enemies. Swift maintain inspire courage.

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