GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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Forces of Nature Battlemap

No, the bribe is to gain audience with the king. I just re-read my post and realized I left out that critical phrase, probably typing too fast. The 4+ Plunder bribe is what you need to GET IN to petition the Hurricane King--it's a way of proving you're even worth his time to be seen. Actually convincing him you're worthy is a whole other challenge... Lark succeeded on his knowledge check to be absolutely certain he is definitely in the right place, and this is where he has to pay the 4+ Plunder bribe. Any impression given otherwise is GM error.

More importantly, I am not trying to trick you into paying two expensive bribes rather than one.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark opens his seabag, carefully withdraws the arm and lays it gently, reverently on the desk. "Take us to your king and you'll hear the story of Jemma Redclaw's final fate. How we laid her to rest and prized this from her earthly remains."


Male | Hero Points: 1 | Sylph Ranger (Freebooter) 8 | AC 19 / 21 vs ranged T 14 / 16 vs ranged FF 15 /17 vs ranged | HP 80/80 | F +6 R +10 W +4 | Spells: LVL 1: 2/2; LVL 2: 2/2 | Init +3 (5 in urban, 7 in/on water) | Perc +13

Chad lets out a low whistle as Lark finishes speaking, appreciating the claw.

"I may not be much more than the driftwood sweeping under your gangplank, mate... but I must say, you just don't see craftsmanship like that everyday."


Forces of Nature Battlemap

The gatekeeper's face just freezes when he sees you pull out the Redclaw. He takes it, as suspicion forms, but he then looks it over with an eye that is clearly well trained--as you have been interacting with him, it has become apparent he is both smarter and more observant than his initial thuggish bravado would suggest. And as suspicion turns to surprise, and then awe that he struggles to hide, he looks up at you. "I will personally deliver your request at once." He pulls out a purple sack, which he puts the claw in--quite obviously a bag of holding, and folds the sack into his longcoat.

He locks eyes with Lark, speaking now with a deeper degree of earnestness. "Understand that you have to wait for a reply--even the likes of Tessa Fairwind and the Master of the Gales don't get in to see the king immediately. Await word at the Riptide Alehouse. To petition for a seat at the Council--that is what you're actually here for, aye? I'm presuming you're not here just to chinwag--you'll hear from Bonefist's first mate, Tsadok Goldtooth. When you do, don't keep him waiting. You need to impress Goldtooth to get to Bonefist. You've made a good start, mind: but this is how it's done. No exceptions."

He points on a map on his desk the location of the Riptide Alehouse.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Very well. - says Chakam, turning towards Lark - To tha' alehouse then, mates?

Despite the process feeling usual, Chakam couldn't shake his feeling that he couldn't trust anyone. Yet, at this point, it was better to play by the rules - and wait for this Goldtooth guy that had to be impressed.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Might as well wait for Bonefist's man to arrive, nothing more to do here," Thren suggests.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark gives a sharp nod, "Yeah, we're here to petition the King, and I hear you, we'll be at the Riptide." He glances to Sandra, thinking briefly about the Berth of the Sea Wraith. "Time to see the sights later."

Lark looks to the Redclaw and back to the gatekeeper, "I'm glad you appreciate that piece. Will we see you at Lucrehold?"

After a final few words with the gatekeeper Lark leads the group to the Riptide Alehouse.


Forces of Nature Battlemap

You head back down through the Merchant Marina to a less wealthy, but still thriving, section of the docks, and go over a streets or two to where many inns and taverns do business. The Riptide Alehouse is easily found, with its "sign" over the door an ale keg with crashing waves painted along its sides.

You also notice as you approach it a large guest house nearby, Greentress Guestrooms, which seems clean and comfortable should you desire to book lodging while you're here. (Other options are of course available.)

The interior of Riptide bustles with pirates and mariners, enjoying drinks, meals, and gambling; you hear song rising up from one corner where a table of deckhands having engaged in some sea chanties along with their drink. The occupants are boisterous but no one seems to be engaging in especially seedy or hostile behavior (those seeking that kind of thing are more likely to head to the likes of the Formidibly Maid). Prices are moderate, and you can get what is advertised as "the best ale in Port Peril" as well as the usual rum and grog, cheese and sausage boards, and/or fish stew. A stairway leads to a small balcony where you can see doors that lead to more private used, probably used for more serious gambling than the many games of chance you see going on on the main floor. The bar is at the wall opposite to the entrance. A continual flame lights the fireplace and ripples in different colors, adding a simple but enchanting ambience.

Pausing here in case you want to RP, ask questions, or get into a game of chance or what have you; when you're ready I can fast forward to the next moment.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren finds the group a table, aiming for one with a good view of the room, and then gets a drink for everyone at the table. "Not nearly as bad as I expected," the bard says warily, relaxing slightly. Her reference to the Formidably Maid is obvious to anyone who'd been there, as she takes in the room. "I wonder how it'll take for us to see this guy."


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Well, aye' guess now we probably won't be gangpressed into 'nother vessel. - says the druid, inspecting the place quickly - Som' cheese and rum tah' fill the wait. Befor' we get down tah'business.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

"Might as well make the most of the wait."

Kahuranga gets himself a pint of the ale, and a shot of rum for his dragon friend. He sips at it, finding it fine enough, but avoids getting too fuzzy headed.

Taniwha laps at his rum, and looks around quizzically. "If I am going to be a Free Captain," he says, "I may need a tricorner hat."


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"All the best captains have one." Larks grins and adjusts his own hat.

He nods thanks when Threnody orders ale for the table and follows her up with with sausage and cheese boards to go around. "That stew smells good, but I get enough of it when we're at sea."

The young rogue eyes some of the gamblers, but stays planted at their table. Frequent glances toward the door betray either eagerness or nerves as they await Bonefist's first mate.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

The bard sighs at the mention of the tricorne. "I don't like tricornes or bicornes, but trying to find a hat that fits my head might be a quest for the ages," Thren admits.


Male | Hero Points: 1 | Sylph Ranger (Freebooter) 8 | AC 19 / 21 vs ranged T 14 / 16 vs ranged FF 15 /17 vs ranged | HP 80/80 | F +6 R +10 W +4 | Spells: LVL 1: 2/2; LVL 2: 2/2 | Init +3 (5 in urban, 7 in/on water) | Perc +13

Chad follows the rest of the officers to the indicated meeting place, not ordering anything from the bartender.

"You know, we can have a hat custom made for you if the funds are available for it... specially measure it to either have holes for your... facial accents... or to have it designed to curve around them."


Forces of Nature Battlemap

"There's always the good old scarf that many pirates use. Keeps the sun out of your eyes at least," Sandara comments.

She also says to Lark at an appropriate opening, "And don't worry about the Berth, it'll be there when we're done, and we can make our first offering as true pirates of the Shackles."

You wait a few hours, noshing and chatting. Most of the others in the area stick to their own conversations, although you catch occasional chatter about the "Regatta" that is coming in a few weeks' time, with a sorry gambler lamenting he may have just lost his entry fee.

Close to evening, a messenger arrives, a young woman with dredlocks and a cloth tied around her arm that displays the flag-symbol of the Hurricane King. While all pirate crews are motley and diverse, it still doesn't take long for her to find the fair-haired young man with the jolly roger tricorne surrounded by two sylphs, a tiefling and a tiny dragon (alongside two other humans). A bit out of breath, she nonetheless "Lark Greenwood and company, Goldtooth wants to see you at the Gatehouse in an hour," she says. As soon as she's certain you've heard the message, she gives a curt nod and runs back out of the tavern toward the north side of town.

The Gatehouse is a good 30 minutes' walk from here, less if you hustle.

If you also want to continue conversing, that's fine, just note by header or spoiler what you're saying in the tavern versus on the way to or at the Gatehouse.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"It's not about keeping the fun out of my eyes, I usually work nights, remember? And while my horns aren't good for hurting people, they destroy scarves faster than a ship full of pirates go through rum. It's about looking good," Thren admits as she rises from the table. "I've got the money, just never run into the right person to help me out. Now we've got an appointment to make, so we can keep this going as we walk."


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark hops to his feet when the messenger approaches. "That's us. We'll be there." After she leaves Lark downs the rest of his drink. "We all settled up? Let's get going, I don't mind be early to this meeting."

Once the group is in motion Lark cocks his head toward Chad, "Speaking of custom headwear, can y'all even wear any?" He gestures to include Kahuranga. "Or would it just fly off your head all the time?"


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

On the way: "I've never been a fan of hats. And I can't imagine Taniwha successfully keeping up with a hat when he spends half his day diving into the drink chasing fish."


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

While ‘aye can wear hats, when ah shift tha headgear gets shifted s’well. And ah’stay shifted a good chunk of tha’ day... - says Chakam, as they walk - But I do like bicornes and tricornes!


Forces of Nature Battlemap

"Oh stop being such a princess," Quinn chides Threnody. "You know you're supposed to wrap the scarf around your head, not spear it through, right?"

Taniwha asserts, "I could find a way."

You settle up your bill and make your way back to the gatehouse. The sun is lowering itself in the sky slowly but given the time of year and the Shackles' location you still have several hours of daylight left. As you head there, you notice many others are headed in the same direction you are--including some who have followed you from the tavern, not in a stalkish/hostile way, but clearly to see what is happening. By the time you arrive to the Gatehouse, there is a bit of a crowd built up around the docks outside. Spotting you, several pirate guards wave at the crowd to let you through. Amid the crowd you can see several of your own crew, including Conchobar riding on Owlbear's shoulders to see.

Standing before a square rigger with the name Stingray painted at the side, is a very tall, muscular, bearded half-orc. Much of his flesh is scarred, and he carries himself with utmost authority and confidence. One of his tusks is indeed made of gold.

He is surrounded by several seasoned looking pirates, including the silver-toothed half-elf you met with earlier.

"'Captain' Lark Greenwood and crew," he addresses you, but loudly enough that many can hear. "I am Tsadok Goldtooth, First Mate to Captain Kerdak Bonefist, Hurricane King of the Shackles. He has received your petition--and your... curious tribute, which if nothing else got Linejay here all tight in his pants," he points to the helf-elf. "Bonefist agrees to hold an audience with you tonight--" there's some murmurs to suggest that is quick, "--if you pass my tests first. Especially as you've no sponsorship by an existing Free Captain, we need to be sure you're not just 'fancy jackets' pretending at being worthy of the infamy that being a Free Captain brings." He spreads his hands and gives a tusky grin. "These tests are but formalities, and should you have acquired your plunder honestly--or fully dishonestly," he adds with a chuckle, "You should have no trouble at all."

While he pauses a moment, you barely have time to do more than nod or make an utterance before he waves to the ship behind him. "The first is to be sure you have half a swabbie's skill at the ropes. One of your company, your choice, must climb the foremast of the Stingray here, to the top spar, to unfurl the topsail unassisted." He stares hard at you. "This means no magical or transformative flight, no climbin' magic, and no conjured creatures--or familiars--" he pauses to give a look at Taniwha--"doin' the work for you. None of this by spell or item or other supernatural jiggery pokery."

He snaps, and a human in a striped red scarf steps forward. "In addition to provin' you can get up there without fallin' off, you'll be racing against my boy Haines here, who'll be climbin' the aftmast."

The masts he are referring to are of equal height--about 60 feet.

He crosses his arms. "Alright, who'll your climber be?"

Sandara whispers to the group, "They're some of the best pirates in the Shackles. Don't expect fair play, and don't bind yourselves by it either."


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Kahuranga's hair blows straight up in surprise. He murmurs, "I guess that counts me out."


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren grins. "I guess that means it's up to me," the bard says. "Unless the captain wants to show these lubbers how it's done, of course." She turns to Sandara. "When I win this, you can buy this 'princess' a proper hat," she banters. "Something wide of brim. Maybe with a feather."


Forces of Nature Battlemap

First, post any preparation or discussion you have with your associates. When Threnody is ready, roll a DC 10 Climb check to climb the first 45 feet at normal speed. I think Thren may be able to succeed without rolling, but she may prefer to do this at accelerated speed at a -5 penalty and will need to roll if so.

Then I will proceed with the event as it unfolds.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

"Oh, Thren can handle the climb no problem, but what little surprises do they have waiting for her?" Lark muses out loud as he focuses on the Stingray's masts. "What would we do? Grease maybe, loose ropes or some spiky bits near the top?"

Are there ropes on outer ends of the spars (away from the mast)? Could Threnody climb a route they would be expecting?


Forces of Nature Battlemap

The ship is a brig with two primary masts. While on many brigs the foremast is shorter, here they are each about the same height (this doesn't make sense but I'm not going to argue with the adventure on this). There are four spars that hold the sails, and Thren needs to climb to the topmost spar to unfurl the sail there. Typically riggers take the fastest, safest route: climb straight up the mast and then crawl along the top spar to unfurl the sail. Whatever alternate route Thren or the crew imagines could be attempted but would involve very tricky acrobatics that could result in falling or being tangled in the rigging.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"I can handle anything going on up there. It's other trickery you need to watch for." The bard says confidently. "Also, how do we know their man isn't using magic to cheat from the outset?" She wonders. "We're all pirates, rules are more like 'options' really."


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"Maybe Taniwha can keep a closer eye once you're up in the air." Lark looks around at his very magical crew. "I know what the flashy stuff looks like, but y'all keep a sharp lookout for any subtle magic."


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Aye aye, captain. - says Chakam, cursing the fact that his wild shapes are way too obvious, and the spells he memorized on the day aren't subtle enough.


Forces of Nature Battlemap
GMDQ wrote:

When Threnody is ready, roll a DC 10 Climb check to climb the first 45 feet at normal speed. I think Thren may be able to succeed without rolling, but she may prefer to do this at accelerated speed at a -5 penalty and will need to roll if so.

Then I will proceed with the event as it unfolds.

:)


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"Well, that's all the great wisdom we have for ya. You know your business first mate, let's give 'em a show."


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Climb, accelerated check: 1d20 + 13 - 5 ⇒ (15) + 13 - 5 = 23


Forces of Nature Battlemap

GM Screen:

Lark Perc sight: 1d20 + 7 ⇒ (5) + 7 = 12
Chakam Perc: 1d20 + 13 ⇒ (16) + 13 = 29
Chad Perc: 1d20 + 12 ⇒ (18) + 12 = 30
Kahuranga Perc: 1d20 + 3 ⇒ (2) + 3 = 5
Taniwha Perc: 1d20 + 9 ⇒ (16) + 9 = 25

Haines Climb Accel: 1d20 + 12 - 5 ⇒ (1) + 12 - 5 = 8
Haines Climb Accel Attempt 2: 1d20 + 12 - 5 ⇒ (10) + 12 - 5 = 17

ETA: Sandara Perc: 1d20 + 3 ⇒ (8) + 3 = 11


Forces of Nature Battlemap

Tsadok signals you begin, and Haines and Threnody begin climbing. Haines has bad luck from the get go and slips early on in trying to scramble, but is low enough to the ground that he is unhurt. He tries to make up time, following Threnody, and has no further mishaps, but she remains a good 15 feet ahead of him.

Much of the crowd creeps their way onto the ship to get a good look at the racers. Both racers seem urged on--and heckled--in equal measure. Threnody's fans, such as Ursa, can be heard chanting, "Dream-Runner, Dream-Runner!" as she scrambles up the mast with ease.

Chad, Chakam, and Taniwha:

Chad and Chakam, senses honed through recent bounty hunts, notice a bald-pated pirate lurking unusually close to the foremast. Likewise, Taniwha, fluttering up higher to get a good look, spots this man easily. It's hard to tell in the crowd whether he's just eagerly looking on or up to something.

Kahuranga:

Taniwha alerts your attention toward the foredeck--someone's closer to the action than the rest of the crowd. It's hard to make out, but Taniwha's guidance makes you think you see the sheen off a bald head behind a crate.

Sense Motive DC 20 - Chad, Chakam, Taniwha, Kahuranga Only:

No, this isn't just a fan--he's making moves to remain unseen, and is definitely up to something.

If those named in the spoiler alert Lark and Sandara, Lark and Sandara may also attempt the Sense Motive check. Threnody may not attempt the check as she is too busy climbing.

Threnody is halfway up at the moment. Thren, stand by for further instruction


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

K sense motive: 1d20 + 2 ⇒ (15) + 2 = 17
T sense motive: 1d20 + 2 ⇒ (15) + 2 = 17

"Look there, on the foredeck. Some bald bastard is up to something."

Kahuranga will invoke his flight hex.

"Captain, Taniwha and I can be there in a moment..."


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Sense Motive: 1d20 + 3 ⇒ (3) + 3 = 6

I don't know... Are ya' sure he's just, not... Tryin' ta' hard ta' see tha' action? Well, one never knows, right. - says Chakam, not noticing anything special about the man other than his odd position.


Male | Hero Points: 1 | Sylph Ranger (Freebooter) 8 | AC 19 / 21 vs ranged T 14 / 16 vs ranged FF 15 /17 vs ranged | HP 80/80 | F +6 R +10 W +4 | Spells: LVL 1: 2/2; LVL 2: 2/2 | Init +3 (5 in urban, 7 in/on water) | Perc +13

Previously on the way to the challenge:

Chad shakes his head. "Never been one for hats or scarves myself. The winds never seem to like being impeded by them." As if on cue, the sylph's hair suddenly goes straight up, then back, despite the winds around not blowing anywhere near that fast... or direction.

"No, best I can make do is an eyepatch to help with me shooting on long shots. Anything else would blow away before it would do much good."

As Thren climbs:

Chad spots the oddness of the man's position, something about it seeming off to him.

Sense Motive: 1d20 + 2 ⇒ (1) + 2 = 3

But despite the oddness of it, Chad just cannot seem to fathom what the man would be doing there. Unnerved, Chad does pull out his bow from his quiver, though not an arrow yet.

"He said we couldn't help her, after all... they said nothing about hindering him." The ranger says to the others, though quietly enough not to be heard very far above the shouting and cheering. Or his allies, should he have them... he mentally adds.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Sense Motive, DC 20: 1d20 + 10 ⇒ (13) + 10 = 23

Good eye, Kahuranga, that fellow is trying a bit too hard not to be noticed." Lark nods for the others to follow as he slips through the crowd toward the balding pirate. "Let's just go and ask if he's enjoying the show, nice and friendly-like."


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Still here, standing by. Just so I can say I logged in!


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

By the way, Thren, I think you should roll two climb checks per round; for the move and for the standard actions. You can't fail for more than 5 so you can't fall (simply not progress).


Forces of Nature Battlemap

Chakam, thank you, but there is a specific way how this challenge is run, and Threnody is doing correctly what I asked her to do. The first 45 feet requires only one successful check, even though if we were doing this more closely round by round, it goes across about a round and a half and would usually require three or more different checks (three at Thren's accelerated speed). This is to speed time, and to allow a focus on the other things going on during the event. If you want to know where we are in rounds, the race began on round 1, and we're on the top of round 2. Threnody is on her way from 30 to 45 feet (there is another 15 feet left of mast to climb after that, but I am waiting on the resolution of the party's actions before proceeding). Haines is 15 feet below her. I'm not intending to roll initiative and get really picky about round-by-round actions unless combat is started by the party. If you're worried about Thren not having enough to do... don't worry, she'll have her moment soon.

Let me know if/how you approach the bald man and then we'll proceed


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

I'd thought of it Chakam but decided to follow directions from our nice GMDQ. I'm bad about that at times and figured getting smote while all that distance up was a bad idea lol


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"Let's box him in." Lark quietly instructs his crew before stepping directly in front of their target, crowding into his personal space. "Hey friend, you look a little wound up. Why don't you just relax and enjoy the race? I think everyone would be very unhappy if anything disturbed the proceedings."

Intimidate: 1d20 + 10 ⇒ (19) + 10 = 29


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

"Ay, ay, Captain." Kahuranga will move to get to the other side of the fellow. Not in a tactically flanking sort of way, looping out box him in from a short distance.


Forces of Nature Battlemap

The party approaches the bald pirate, quickly drawing attention to themselves as they march forward to threaten him. He notices them as soon as they begin to move through the crowd, and, with a panicked look, reveals a knife concealed in his hand--which he immediately uses to try to cut the rope of one of the booms. Lark's impressive stance, flanked by the floating Kahuranga, makes him shaky however.

I am interpreting this as an attempt to demoralize, and the target is shaken. Your degree of success makes him shaken for the next 3 rounds.

Attack Rope, shaken: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

In spite of the distraction, he manages to cut completely through the thick rope, and the boom swings toward the mast Threnody is climbing, slamming into it and shaking the mast violently. People shout and gasp as the boat rocks, and some of them try to scramble and trample to get back off the ship onto the docks.

Threnody Reflex Save: 1d20 + 9 ⇒ (11) + 9 = 20

On the nose!

But Threnody's ample experience working in the rigging makes her able to react quickly. Even as the crowd gasps she is already working to brace herself, using her tail as counterbalance, and is unmoved by the jarring motion.

Undeterred, she continues her climb, with Haines still behind her, and she quickly reaches the top. The crowd roars in support, and many begin to add to the cheer led by Threnody's followers: "Dream-Runner, Dream-Runner, Dream-Runner!"

Chad and Chakam can also react here if they wish, or wait till the next round (see below) to see what happens

==This is next round, if you need a count==

On the Deck
Done what he had set out to do, the bald pirate smiles weakly at Lark, dropping his knife, and raises his hands in surrender. "Alright mate, just all part of the testin' process, aye? And yer passin' wi' flyin' colors. No harm done."

On the mast
Threnody is nearing the top sail. Getting up above the spar to unfurl the sail is a trickier climb, as the mast is narrower and you have to avoid getting caught in the rigging.

DC 15 Climb check for Thren. Success will get you the last leg of the journey up the mast. If you fail, make a DC 20 Acrobatics check to stay put; if you fail the Acrobatics check, succeed on a DC 20 Reflex save or fall. If you stay put, then roll another check to finish the climb (using same rules for failure). You are still about an action ahead of Haines.

Once you have reached the top, you are on the 30 foot long spar. There are four spots along the spar where you need to unfurl the sail. To move between each spot, you must succeed on either a DC 10 Climb check or DC 15 Acrobatics check (to get to the farthest spot, you need to therefore succeed on four checks to get out there).

If you have succeeded on your Climb check to get to the top this round, you may attempt your first movement roll to move along the spar. Hold off on the rest until we get to the next "round" to see what the others are doing.

While we're not there yet, FYI it is a DC 15 Prof Sailor check to untie each spot.

Threnody: Profession Sailor DC 18:

You know that it will be easier if you untie the farthest and closest spots first, and then do the middle. While this means moving more along the spar, doing it in a different order, such as farthest to closest or vice versa, will make it much harder to unfurl the sail. (+5 difficulty to untie the third and fourth knot.)


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

With Lark and Kahuranga on the man, Chakam stays put. He keeps an eye for other people that may be trying to influence the challenge.

Perception: 1d20 + 13 ⇒ (5) + 13 = 18


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Climb, DC 15: 1d20 + 13 ⇒ (9) + 13 = 22
Profession (sailor), DC 18: 1d20 + 10 ⇒ (19) + 10 = 29

"Watch what you're doing down there!" Thren shouts as she finishes her climb. Experience takes over at that point as she realizes the best way to start unfurling the sail and begins moving out to the farthest point on the spar.

Climb, DC 10: 1d20 + 13 ⇒ (6) + 13 = 19


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark looks stricken as the boom hits the mast and gasps in relief as Threnody keeps her grip. He snatches the knife from the deck and turns a grim face on the bald pirate. "That's my first's life you're playing with. For me passing this test would have been cutting your bloody hand off before you touched that rope." He hefts the man's knife. "If I ever see your face again I'm going to peel off that bald scalp of yours and feed it to you! Now get lost!"


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

"You are lucky that Thren is indeed so competent. It would not go well for you had harm come to her."


Forces of Nature Battlemap

ARGH BOARD ATE MY POST!!! *swats at webgoblins*

GM Screen:

Haines' final mast climb: Climb: 1d20 + 12 ⇒ (16) + 12 = 28

The bald pirate sneers at the continued threats, though he makes no hostile moves.

"Bilgerat!" Tsadok barks from the aft deck. It takes a moment you realize he is addressing the bald pirate--and apparently that's not just an insult, it's his name. "Stop messin' about and get back here. You've twisted blondie's bloomers enough!"

Bilgerat scurries back toward Tsadok's crew, muttering about his knife.

"You've lost it because you're a damned fool. Now remember that!" Tsadok cuffs the bald man around the ears, and not gently. Bilgerat disappears amid the rest of the crew, and Tsadok gives a laugh. "These wet-ears might know a thing or too after all! Haines, get a move on, did you put porridge in your trousers this morning?" The crew turns to focusing on the race above.

Sandara leans toward Lark and whispers in his ear. "You did amazing, but you've made your point. Leave it be. You want them to see you as steely... not easy to provoke. Not to mention he's one of Tsadok's crew, and Tsadok could flay us all alive before you finished blinking."

Chakam cannot see anyone else causing trouble--indeed, with Bilgerat being caught, and Lark seething, holding his dagger, most people have begun to move away to give more clear space around the masts. If anyone did have any ideas about causing trouble, they've dispensed with them now.

The crowd grows louder as Thren makes it to the top and begins climbing out onto the spar, while Haines is just behind her, still not yet having made up for his stumble early on. If Threnody unfurls each knot without mishap, she will win. Since she's ahead, they could still tie if she only messes up once and he yet does not mess up at all. If either mess up more.... we will see.

Thren, your Climb score exceeds 10 so don't bother rolling any more Climb checks. Haines is in the same situation and I will not be rolling Climb checks for him. He is a seasoned enough pirate to know what you know from the check above, so this is all down to who successfully unties all four knots with the fewest mishaps. You need four successful DC 15 Prof sailor checks; reroll until you get four successes. Based on my results behind the screen below and the fact that you are one move ahead of him, if you mess up two or fewer times, you win. If you mess up three times, you are tied. If you mess up four or more times, you have lost.

GM Screen:

Haines Prof Sailor Spot One: 1d20 + 10 ⇒ (2) + 10 = 12
Haines Prof Sailor Spot One Reroll: 1d20 + 10 ⇒ (5) + 10 = 15
Haines Prof Sailor Spot Four: 1d20 + 10 ⇒ (16) + 10 = 26
Haines Prof Sailor Spot Three: 1d20 + 10 ⇒ (2) + 10 = 12
Haines Prof Sailor Spot Three Reroll: 1d20 + 10 ⇒ (20) + 10 = 30
Haines Prof Sailor Spot Two: 1d20 + 10 ⇒ (10) + 10 = 20


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Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Profession (sailor), DC 15: 1d20 + 10 ⇒ (20) + 10 = 30
Profession (sailor), DC 15: 1d20 + 10 ⇒ (14) + 10 = 24
Profession (sailor), DC 15: 1d20 + 10 ⇒ (14) + 10 = 24
Profession (sailor), DC 15: 1d20 + 10 ⇒ (10) + 10 = 20

No mistakes this time! Permission to be cocky and show off? Never mind, I'll do it anyway!

Despite the attempt to sabotage her, the tiefling woman continues to do her work with consummate skill. Out to each side she goes, her balance maintained with casual grace. Her tail snakes out to hand her lines as if it were its own limb and she completes her work while Haines is halfway through his own. Once she's done she waves across to him with a confident smile. She then utters a few arcane words (OOC: casts feather fall) and leaps out into the air, only to come down unharmed, on one knee, head bowed, hair covering her face. She rises easily, grinning ear to ear as she tosses her hair back.

Yes, Thren just did a superhero landing.

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