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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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

He smiles and gives the lady a polite nod of his head. "That being said, please call me Chad. Master Wassen is back in Hell's Harbor laboring away."

Chad looks over the offered drinks, settling on one that looks like a chilled tea. Taking a surprisingly refined sip, followed by an appreciative sigh. "I echo my captain's remarks on your hospitality. This tea is just the right combination of sweetness, bitterness, and coldness to be refreshing after the walk up here from the harbor." His face turns more serious. "How could spies from Cheliax have managed to establish themselves down here in the first place is my question. It is not exactly an easy trip down the coast anymore, after all."


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 also takes a spot of tea and enjoys a sip. "Chelish spies don't have that hard a time getting here to the Shackles, Chad. Several of us are expatriates, including the lord of Hell's Harbor. Once you're in the Shackles your background is your own affair. Bag Island is full of halflings who were once slaves. Really, if you can make it here on a ship and not drown, getting here isn't hard. It's establishing you're not still Chelish that's the trick. For me, it was when I got thrown off my first ship-a Chelish cutter-and picked up as I drifted in the sea." The bard shrugs. "We're all suspicious, but we're not exactly patriotic. All the ships moving around the Shackles, getting a spy in wouldn't be that hard."

Thren takes another sip of the tea. "Your assessment's spot on, Chad. That reminds me: I need to know how much we still have aboard the ship." She smiles. "It makes nights easier when I'm awake enough to give orders."


Forces of Nature Battlemap

"Do not forget the entire Chelish navy attacked Port Peril but a few months ago," Dindreann adds. "The Eye of Abendego makes things difficult but not impossible, and there are many words I would use to describe those who rule Cheliax and their military, but 'incompetent' is not one of them." She smiles. "Indeed, given you are new Free Captains I expect you are considering entering the Regatta? That of course is all about proving you can navigate near the Eye. If it were impossible, no one would enter, no matter how enticing the prize. And of course... the Eye is in part I am sure why Cheliax wants the Shackles. What a marvelous defensive barrier to have on your side."

The priestess sips her own beverage. "As for tea, a bit of bergamot and cardamom is the secret. That much I'll give you for free." She winks.


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 nods, his face turning sour. "Aye, that they did. Nearly sent me to meet the judgement of a different goddess for my troubles too, I might add. I suppose it matters little... once we root them out it will not matter much how they got here." Hearing the secret of the tea blend he smiles. "What would it cost to gain an introduction to your preferred supplier? I may not drink much tea, but others," he nods at Threnody, "drink enough that it is wise to have established supply chains in every port we could call upon."

Hearing about the wrecker, Chad tsks. "I know that all is fair in love and piracy, but wrecking is just low. I would not be here if not for the kindness of others pulling me from the waves. This Vakaria and her like make other folks less likely to do so." His face turns thoughtful.

"That said, what does this relic of yours do that they would have targeted it? I hardly believe anyone would cross those devoted to Calistria for mere golden ornamentation. I mostly ask in case it will require... special handling... or on the off chance that they might try to use it against us."


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

"I doubt that they were able to target a specific ship. Perhaps if they knew the captain and their personality, but wrecking is an opportunistic way to gain prey. Like a pit spider, they must wait for whatever comes along. Likely they just drew this ship into their trap by chance."

"Let's drag this Vakaria out of her trap."


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 nods thoughtfully at Kahuranga's idea. "Well, whether the prize was taken by luck or design, we'll get it back either way. It will be our pleasure." He smiles at Dindreann. "We knew Captain Fairwind's job would be more than playing courier. I'd be grateful for anything else you know about Vakarla. With that and a quick resupply we can be on the trail of your relic is short order."


Forces of Nature Battlemap

"What I have heard of Vakarla is she has fooled many a sharp-eyed captain--including, apparently, our own, and we do hire merchant marines with good credentials. My guess is she is talented in magic, possibly illusions or summoning. She moves her trap of course from place to place, but most of my sources reliably report her latest trap is near the Rampores. I can provide a rough guess as to where she might be in the Rampore Isles," and will offer the headings, And otherwise I trust your good nautical sense to determine where would be good places to devise such a trap--and of course take care not to fall into one."


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

"Seems to me the sooner we get going, the sooner we're done. Well, once the crew gets done their leave at any rate. Getting them out of here might be a bit troublesome if we want to head back to sea to quickly." The bard smiles knowingly. She looks to her captain and fellow officers. "Is there anything else we need to know?"


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 shrugs. "Only if there is any particular instructions you have for handling this thing once we get it back. I don't know about my fellows here, but I'd prefer not t' accidentally incur a goddess' wrath by handling the thing wrong." Chad lowers his voice and adds, seemingly to himself, "There be enough curses to be wary of as is without adden' to the pile..."


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

What exactly is thes'... Golden Vespal? - said Chakam, coming out of his usual silent manner as he gestured to speak. In his core, in his very own pirate way, he couldn't help but wonder if this wasn't more valuable in their hands than brought back to some temple.


Forces of Nature Battlemap

"It's a golden statue of a wasp. It will not explode in your possession, I promise." Dindreann smiles patiently. "That is all I have. I thank you for your readiness to take this on."


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]

"I think that covers it." The captain stands and bows to Dindreann. "I look forward to seeing you again and placing the Vespal in your hands personally."

On the walk back to the ship Lark says, "Let's have one full watch rotation so everyone gets a little bit of shore leave. That should put the crew in a good mood for a hunting expedition."

How about this idea: just before we get to Rampore find a place to load the Fearsome Tide with some extra heavy ballast, something that's easy to jettison. If we ride low in the water we'll look more like a prize. Then we can drop the weight to chase and attack Vakarla as needed.


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

"Aye Captain. I'll arrange it." Thren nods respectfully to Lark. As they move about town, she keeps her eyes open for anything interesting along the way.


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

"You will have to excuse me for being cautious... your goddess is not one to forgive slights." He gives the priestess an apologetic grin and finishes his tea.

As they walk back, Chad nods. "We should be able to get what we need stowed in th' course of a watch, Cap'n."

hm... perhaps tow some extra barrels to slow us as well, make it look like we can't go as fast as we can? Fly a falls flag... say, Taldan or Cheliaxian, to make it look like we are a merchant? ;)


Forces of Nature Battlemap

This plan is intriguing. Do note wreckers usually create fake wrecks and then attack ships investigating them, rather than pursue wrecks themselves. This does not mean what you are planning may not work--there's some clever thoughts there. Just making sure you understand their usual MO.)

When you are ready to proceed make your duty on the ship checks and note any other details you want.

"Not at all, Chad," she replies, "I appreciate a man who looks before he leaps."

Dindreann excuses herself to attend to her duties, but invites you to enjoy the room as long as you like, and to ask one of the attendants if you want to hire a prostitute (in another room) or need anything else.

Lodging is easily attainable nearby; you are in the merchant district with many bustling travelers if you want to gather any information--or not, as you see fit.


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

As she moves about town, the bard has an idea and heads back to the ship. She tracks down Belina and the new charts. "Looks like we're going after wreckers, probably near the Rampore Isles, so maybe we can figure out where they will likely be?" Thren explains.

Knowledge (geography): 1d20 + 9 ⇒ (9) + 9 = 18


Forces of Nature Battlemap

With Belina's assistance, Thren's roll becomes a 20

"They're not likely along the civilized parts of Rampore--too hard to hide for long." Belina points along the map. "But south and southeast, there's a bunch of tiny little coral islands. Easy for ships to wreck... easy for wreckers to set up. And... we want to sail towards these types?"


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

"They've got something the Calistrians want. Besides revenge. So we're going to get it back. If we know where we might find them, we can turn their ambush into one of our own. I hope." The bard explains.


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

I'm going to remember to make my check this time.

Profession: Sailor: 1d20 + 10 ⇒ (20) + 10 = 30

Kahuranga will take the opportunity to enjoy some poetry and conversation in the House, noting that nothing here is stolen but actually quite carefully accounted for. In Quent, he takes the time to restock some of his more rare spell components. He has been avoiding throwing curses around aboard ship, so he takes some time in an out of the way place to use Evil Eye on Taniwha.

Back aboard ship, he is happy to have a clear purpose and a chance to wreck some wreckers.


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

Chakam likes the plan and its ingenuity - it wouldn't be what wreckers expect, definitely, as they're used to pose as prey instead. But they're pirates in their heart, he knows, and they wouldn't resist it.

As the day progresses, the druid stays on his usual tasks. He tries to keep the weaponry clean and ready for ship combat, if needed. To the best of his skills he commands the team, delegating to Crimson when needed, and studying the books with his new engineer, reminding his times at Lastwall.

The view from someone not used to Chakam can be unsettling - vines coming from many feet apart touching and cleaning cannons, while others organize ammunition while he speaks to the team with a voice that seems to come from nowhere as the humanoid plant-looking lips move; definitely something you don't see everyday.

Profession (siege engineer): 1d20 + 14 ⇒ (8) + 14 = 22


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 takes a piece of fruit and eats it with a second glass of the cool tea before they leave the temple. As they leave, he turns to one of the attendants. "Please do pass m' thanks to whomever helped prepare this meal. It really was delectable." Giving them a warm smile and a nod of his head, he heads out with the rest.

As they head back to the ship to plan their next moves, Chad keeps an eye and ear open to the city, attempting to get a feel for it.

Not trying to do information gathering as such, just seeing what random things he would notice on the walk (if anything).

Perception: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28

Once on board again, he seeks out Ursa. "Give me a run down on what we have taken aboard 'nd what we still are awaitin'... then go out an' enjoy the port for a few hours."

Profession: QM: 1d20 + 13 ⇒ (14) + 13 = 27


Forces of Nature Battlemap

Dindreann also mentions, before you go, that the name of the ship they lost was the Lady's Sting. Parting the temple, you spend a day in port and plan some possible traps. Chad gets a feel for the city of Quent.

Chad Wassen:
The first thing he takes note of is a more lighthearted air than anywhere else he has been in the Shackles. Port Peril is larger, but more rough and tumble, and always seems likely a brawl is going to break out any minute. Hells Harbor is tense with a constant atmosphere of paranoia. Small towns tend to be ramshackle, barely settlements and more shanty towns with a dock. This is an actual city with a main street and organized wards. While there are always difficulties among those who are poor as well as a raucousness one comes to expect where a lot of pirates congregate, people seem more or less... content. The city is patrolled by guards who do not look like thugs, but actual enforcers. They leave most people alone unless they look like they are about to start a fight or are obviously stealing something; minor nuisances, individuals are expected to resolve themselves. Many places you pass boast having been frequented by Tessa Fairwind herself, and it seems half true at least. While stories you hear of her praise her endless greed as well as her bravery and beauty, most talk of her is positive, with individuals grateful for her leadership. As in Port Peril but more so, there is a lot of speculation on whether she will become the next possessor of the Hurricane Throne.

Of specific talk, he hears,
- as in Port Peril, much speculation about the upcoming Regatta. "I hear the Magpie Princess has got a new captain and is entering the race to make a name for herself."
- A new captain from Tian has been capturing ships down south; she's likely aiming to get a Letter of Marque. (Though the gist of this conversation focuses on her odd-looking ship, as they've never seen a Tian junk before)
- The lass at the Lusty Mermaid is selling mermaid scales that are supposed to cure blindness.
- "I hear they never have recovered the Brine Banshee. Shame, that crew were good spenders. They were headed toward Ollo, you think they were jumped by Sahuagin?" "Maybe that pirate lord who turns all his crew to weresharks."

These are rumors and do not all necessarily indicate things to follow up on, but some of the information may come in handy.

The crew's morale is high when you depart Quent and you make good time to sail north to the Rampore Islands, taking only two or so days. Finding where exactly the Wreckers may be hiding is another matter and you spend another day sailing around the little southerly islands trying to spot a good place where they may have set up. You spot a few ships wrecked upon reefs, but clearly old and mouldering. Yamtisy warns the crew to stay alert for coral -- and to not be drawn onto a reef without realizing it.

You know some difficult terrain is ahead of you when you decide you're probably more or less in the right place. You can search at full speed or set up your trap.

If you proceed on your plan, you'll want to spend some money on extra barrels and weights (unless you're using fabrication magic) (barrels are 2 gp apiece--10 gp for 5 barrels probably is appropriate). Also make some Bluff and Profession Sailor or other appropriate checks when you the time comes

In addition to these checks, I want you to roll a DC 20 Profession (Sailor) or Survival check (either/or, not both).


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

Profession (sailor): 1d20 + 16 ⇒ (2) + 16 = 18 Another extra +4 if it's to navigate


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 takes a liking to Quent as they walk it. Nice place. Might end up retiring here one day when I am old and grey.

On the journey up to the Rampore Islands, Chad shares with his fellow officers his observations about Quent:

"So they were saying that we have a new pirate in the area... her ship is rather bizarre to look at... some Tien design. The captain hasn't gotten her letters of mark yet, but if she keeps up at the pace she is she might be able to make the attempt."

...

"If any of us get blinded, there is a merchant back there at a place called the Lusty Mermaid that sells, get this, mermaid scales. Supposed to be able to cure it."

...

"Some ship called the Brine Banshee was lost on its last journey. Varying rumors as to its fate, but allegedly the crew liked to spend a fair amount of coin when they were in port. If we are ever headed toward Ollo we might want to keep an eye out fer 'em. Or whatever got 'em, for that matter."

...

He also provides a few other rumors surrounding the upcoming Regatta and his general impressions of the town and its citizenry. Feel free to read the spoiler addressed to me above in the GM's last post. He would have shared everything within it, in a format similar to the above.

Survival: 1d20 + 13 ⇒ (13) + 13 = 26 (+4 more if following tracks; +4 more if above or under the water/+2 more if in urban environments)


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 20: 1d20 + 11 ⇒ (7) + 11 = 18


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]

Towing barrels, nice idea!

Lark works with Chad to purchase the extra supplies. When the Fearsome Tide approaches the right spot they rig the barrels to float at or below the water line. If they appear slow and lumbering then hopefully Vakarla will make an incautious approach.

Bluff, come and get us: 1d20 + 14 ⇒ (2) + 14 = 16

Profession (sailor), DC 20: 1d20 + 14 ⇒ (17) + 14 = 31


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

Aid Other (Bluff): 1d20 + 1 ⇒ (13) + 1 = 14


Forces of Nature Battlemap

Botting Kahuranga's Surviva/Sailor check: 1d20 + 10 ⇒ (14) + 10 = 24

GM Screen:

V Perc: 1d20 + 10 ⇒ (7) + 10 = 17

Kahuranga Will: 1d20 + 7 ⇒ (20) + 7 = 27
Taniwha Will: 1d20 + 7 ⇒ (20) + 7 = 27
Chad Will: 1d20 + 4 ⇒ (5) + 4 = 9
Lark Will: 1d20 + 6 ⇒ (13) + 6 = 19

To keep things easy for timing we are going to say it is late in the day. Threnody has probably awakened to prep for the night shift.

Using ballast you can dump if need be, your ship lays low, and you enter the area looking like you are towing barrels--perhaps hauling escaped slaves to Bag Island to the south.

Soon Xosrov shouts that he has seen a ship arrive from around a cove that he could not see past. It flies unmarked, black flags--likely unregistered pirates--it is of Rahadoumi make and, through the spyglass you can see if has the nameplate Shining Star. You can see sailors working the rigging and a helmsman turning the wheel.

It is picking up speed clearly moving in pursuit of you. Your plan seems to be working, and Belina works to steer the ship toward clear waters so you can engage at a position to your advantage.

While Yamtisy begins to bark basic instructions about preparing for a possible fight, the crew look expectantly toward you for orders.

Kahuranga, Chad, and Lark:

As the ship moves forward, and the Shining Star comes closer, the three of you notice something is off, each in your own way. Kahuranga's alertness also helps Taniwha pay attention due to their empathic bond. The two sylphs realize the flags aren't quite moving with the wind--are they? Lark, meanwhile hears the waters moving in both ship's wake.... but somehow the motion of the ocean does not match the sound of the waves...

Chad:
... But surely you're just being overly paranoid, right?

Lark, Kahuranga/Taniwha:

And that's when you squint and realize that ship cannot possibly be real, and, moreover---that you are NOT sailing your own ship not into clear waters, but right into a reef.

Kahuranga, Spellcraft DC 19:

That's at least both a major image and hallucinatory terrain spell going at once. The person who set this up is clearly a skilled illusionist.


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

Upon hearing the report, Chad quietly draws his bow and an arrow from his quiver. He stays low to the deck, trying to make sure that their pursuers will not spot him should they look.

Stealth (Favored Terrain): 1d20 + 14 + 4 ⇒ (15) + 14 + 4 = 33

Edited/added:

Chad can't help but think that the flags just aren't flying correctly. Odd. The winds don't work like that.

Shrugging it off, the freebooter tries to push the thought out of his head as being nerves.


Forces of Nature Battlemap

Chad I wasn't finished posting, actually (I forgot to put the EDITING IN PROGRESS warning in my post, sorry about that). I am finished now, please read everything and then post your action or confirm if it stays the same.


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 comes up on deck, still just a bit sleepy, to the commotion. "Looks like we have company! Orders captain?" The bard asks, looking back at the other ship with eyes eager for a fight.


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 calls out from his perch in the rigging, "CAPTAIN, THAT SHIP IS AN ILLUSION, AND THERE IS A REEF WHERE IT APPEARS TO SAIL."


Forces of Nature Battlemap

"There's a reef were WE appear to be sailing! Well, you appear to be sailing. I'm not sailing," adds Taniwha, flapping overhead.


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]

"Helm! Hard to starboard! Rosie, help with the wheel." Lark orders the runner to help get the wheel moving as quickly as possible.

He continues with a string of orders, "Thren, bring the sails about, we need a hard turn! Yamtisy, get us to general quarters, but ignore that ship, it's an illusion." He points to the ersatz Shining Star. "Chakam, get your gunners ready, I'll try and have a real target for you shortly."

Lark tries to gauge their distance to the reef. "Chad, get ready to cut loose those barrels once we're turned away from that reef. We may need the extra speed to counter our momentum."

Once all that is in train the captain addresses his seacaster, "Kahuranga, if that ship's an illusion, where's the real one? Could they have made their whole ship invisible?"


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

"There is a spell at play to hide the reef beneath a false sea, and another to create the ship, but neither of those would hide an actual ship. The ship itself is an image that requires that the attention of the caster, who can't be more than 1000 feet or so away, unless I miss my guess. They may be hiding in the same cove this illusion emerged from, just waiting for us to wreck ourselves. I wish I could match their magic and have us appear to wreck. Perhaps Taniwha and I should take a look from a higher vantage point."


Forces of Nature Battlemap

Belina at the helm works to turn the rudder, Rosie running up to help her give the strength needed for the job.

Belina Prof Sailor: 1d20 + 8 ⇒ (7) + 8 = 15
Rosie Aid Another: 1d20 + 3 ⇒ (1) + 3 = 4

But they strain to work in haste to get the job done, Rosie slipping and falling as the wheel resists. Even if Thren gets the riggers coordinated to shift the sails... it's not enough.

The ship, though partially turned, scrapes along the coral.

Hull Damage: 8d8 ⇒ (5, 8, 2, 1, 5, 5, 8, 5) = 39

The ship is not damaged beyond repair but you'll need to get it off the reef to get moving again. Belina (or anyone else who takes the wheel) will need time and a good mix of skill and luck to succeed (DC 20 Profession Sailor check).

Everyone is thrown about as the ship hits. Since people were prepared and warned, this is not as bad as it could be.

Damage, halved: 4d6 ⇒ (4, 5, 4, 5) = 18[ooc]So everyone takes 9 damage. I will however need everyone to attempt a Reflex save or fall prone. I'm just going to assume about half your crew is prone

And at that moment a sudden fog cloud descends upon your ship to the port side, obscuring some of your crew's view of what is happening.

Perception DC 20:

Also a rope is tying itself to your rail on that same side as though of its own accord.

Will Save DC 18:

Ah, there's the ship, just past the fog cloud, where the clear ocean was a moment ago. The fog cloud is obscuring what you are sure are likely boarders approaching in a launch.

If any of this is confusing I apologize, this is very tricky to run and I am not sure I am interpreting the adventure right. I will get a battle map up tomorrow morning. Take about a round of actions to prepare and then we will move to initiative.


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

Reflex save, DC 20: 1d20 + 10 ⇒ (13) + 10 = 23
Perception, DC 20: 1d20 + 11 ⇒ (10) + 11 = 21
Will save, DC 18: 1d20 + 7 ⇒ (5) + 7 = 12

Thren keeps her balance even as she coordinates efforts in the rigging. From her position, she can see a rope attaching itself to the rail, butcan't see much beyond that.

"Prepare to repel boarders!" She shouts. "I can't tell who or where from, but someone's lashed themselves to us!"


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 Reflex save DC 20: 1d20 + 5 ⇒ (10) + 5 = 15
K Perception DC 20: 1d20 + 3 ⇒ (3) + 3 = 6
K Will save DC 18: 1d20 + 7 ⇒ (5) + 7 = 12

T Reflex save DC 20: 1d20 + 7 ⇒ (12) + 7 = 19
T Perception DC 20: 1d20 + 9 ⇒ (10) + 9 = 19
T Will save DC 18: 1d20 + 8 ⇒ (3) + 8 = 11

Kahuranga falls from the shrouds, bashing his head against the gunnel before the winds catch him and lower him softly to the deck. He is so entangled with himself and Taniwha that neither sees anything, responding only to the cries of others.

Blood staining his face, he calls upon the winds around him and lifts himself up. Taniwha clings to the leather pauldron on his shoulder.

Standard action to invoke Fly Hex, move to rise 30 ft above the deck.


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

Reflex (DC 20): 1d20 + 11 ⇒ (18) + 11 = 29
Perception (DC 20): 1d20 + 14 ⇒ (20) + 14 = 34
Will (DC 18): 1d20 + 9 ⇒ (7) + 9 = 16

Chakam stands still as the ship shakes, firmly holding around with his vines. The trained eyes of the druid look around, seeing the rope being tied to the vessel. As they imagined when pretending to be prey, they were too much of a tempting target - and now they had to show the boarders who truly laid the trap to who.

He touches himself, feeling his skin toughen, and immediately starts barking orders to the weaponry crew to prepare for combat.

Barkskin for AC+3 (NA). As a reminder, the reach with the vines is 30 feet

My apologies on the Rowena/Ravenna thing; I just misunderstood. Please assume we left her to complete her studies and will be back later to pick her up.


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

Reflex: 1d20 + 10 ⇒ (11) + 10 = 21

Perception (Favored Terrain): 1d20 + 13 + 4 ⇒ (3) + 13 + 4 = 20

Will: 1d20 + 4 ⇒ (3) + 4 = 7

Managing to keep standing despite the impact, Chad still seems to take enough shrapnel to his back to bleed from the impact.

The sylph sees the rope tie to the rail from the cloud. The freebooter takes aim at the section of deck that anyone foolish enough to board would have to land on. What, do they have a cloud they use in place of a ship? If so... well, that would be awesome and we should steal it!

"Ready to shoot, Captain!"


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]

Reflex save: 1d20 + 9 ⇒ (11) + 9 = 20
Perception, DC 20: 1d20 + 8 ⇒ (20) + 8 = 28
Will save, DC 18: 1d20 + 6 ⇒ (1) + 6 = 7

Lark moves to hiding spot along the port rail near the rope that is attaching itself.

Stealth: 1d20 + 14 ⇒ (15) + 14 = 29


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

Great. We all managed to blow that Will save....


Forces of Nature Battlemap

Folks, would you please report to the Ship Battle Map and confirm your starting positions. You may also move crew if you think they are wildly out of place, but please do not move them unless it makes sense to do so (e.g., it's fine to move a swab on the decks, but please don't move Belina from the wheel). The new guy by the ballista is Dariel. Combat has NOT yet begun, and please kindly ignore the sinister looking half-orcs floating in the ocean for now.

I just want to be sure you are where you would be before we get things started. To keep things easy, all "yellow" (neutral morale) crew are the ones who fell prone and are currently picking themselves up. No one fell off the rigging, because I'm nice; they're just clinging to the mast and will need some time to recover their footing. :) Characters marked with an "R" are in the rigging (the "R" is movable separately of the token). Owlbear, Larry, and Barry are technically not present yet but they would arrive at the start of combat from the lower level (Yamtisy is currently shouting at them to arrive). Your other crew are on the lower decks, either asleep/just awakening for night shift, or tending to other duties (e.g., your swab Brent is pumping the bilges). Kahuranga you are marked "F" for flying.

As a reminder, the color coding is - Green=PC, Cyan=Familiar/Cohort, Blue=Friendly or Helpful Crew, Yellow=Neutral Crew, Red=Hostile. The Friendly vs Neutral doesn't play a major role in most situations like this; Friendly crew are more likely to take difficult/dangerous orders without having to be pushed/need to succeed on a roll; also in cases like this where I need to make a quick decision on negative effects on crew, Neutrals will be more likely to be negatively impacted (e.g., here, they are the ones who fall prone).


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

Done. I thought of Chad being closer to the back, both to execute the order to cut the barrels and as he would have thought it most likely the would have attacked from there.


Forces of Nature Battlemap

Thanks. I have jostled you very slightly so you are standing in a single grid square (the gridlines are a little hard to see, sorry about that). I moved you closer to the rail with the presumption you'd need to lean over to cut the rope to the barrels.


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

Good where I'm at, same with Sandara. How high up am I?


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 is trying to hide behind the mast. I hope that nice stealth roll (29!) is good for something...


Forces of Nature Battlemap

Thren, probably 30 feet; Lark obviously there won't be a surprise round because foes are overall aware of other foes but the enemies will have to roll Perc to notice/target you and Chad who are hiding.


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

I'm good with where we are. Cool map.


Forces of Nature Battlemap

Initiative:

Chad 1d20 + 7 ⇒ (5) + 7 = 12
Chakam 1d20 + 5 ⇒ (4) + 5 = 9
Kahuranga & Taniwha 1d20 + 3 ⇒ (8) + 3 = 11
Lark 1d20 + 8 ⇒ (2) + 8 = 10
Threnody & Sandara 1d20 + 3 ⇒ (16) + 3 = 19
Vakarla 1d20 + 2 ⇒ (20) + 2 = 22
Wrecker Cutthroats 1d20 + 5 ⇒ (7) + 5 = 12
Crew and Generic Wreckers 1d20 ⇒ 12

Vakarla Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Cutthroat Perception: 1d20 + 6 ⇒ (5) + 6 = 11

You hear screaming and roaring coming from across the reef, and the sound of a low female voice muttering a spell, and the screaming and roaring gets closer. The rope is pulled taut and it looks like past the fog cloud you can make out some individuals standing on the reef running toward you to board. They seem to be fairly faceless, nameless thuggish sort of crew and they are probably unimportant. This isn't to be deceptive; the people you see are generic crewmates and I am not tracking their stats. You can take action against them but fair warning damage will not do much of significance (but that doesn't mean there aren't things you can't do to them). Vakarla and the primary Wreckers go as yet unseen.

Then you hear a monkey scream, and small bits of scat appear on the deck.

Round #1
Vakarla| HP ???? | probably invisible!
Threnody | HP 63/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 |
Sandara | HP 39/39 | AC 16 T 11 FF 15 | CMD 16 | F +5 R +3 W +8 |
Chad | HP 71/80 | AC 19/21 vs ranged T 14/16 vs ranged FF 15 /17 vs ranged | CMD 21 | F +5 R +8 W +4 | Electricity 5
Wrecker Cutthroats | ???
Crew & Generic Wreckers
Kahuranga |HP 47/56| AC 18 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 | flying
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Lark | HP 75/84 | AC 20 T 13 FF 15 | CMD 19 | F +5 R+9 W+6 |
Chakam | HP 52/61 | AC 23 T 16 FF 18 | CMD 22 |F + 11 R +11 W +9 (+4 vs fey+plant targeted)| Green Man form, 30 ft reach, barkskin

Threnody, Sandara, and Chad are up!

Please check your stats and be sure I got everything right

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