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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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]

Night 14, action - rest

Fort Save vs Rum: 1d20 + 2 ⇒ (6) + 2 = 8

After a day of climbing too little and then climbing too much Lark is tired and somewhat dispirited. He will push himself to perk up and smile back at Threnody, "I'm just glad at least one of us had some fun today. If I get to hear a song from you and Rosie then I'd call it a break even day."

Lark will stay for at least one song, but he'll bunk down with an eye to getting a full night's rest.


Forces of Nature Battlemap

GM rolls:

1d6 ⇒ 6
1d6 ⇒ 1
1d6 ⇒ 3
1d6 ⇒ 3
1d6 ⇒ 2
1d6 ⇒ 2
1d6 ⇒ 3
1d6 ⇒ 1
1d6 ⇒ 2
1d100 ⇒ 2
1d100 ⇒ 36
1d100 ⇒ 63
1d100 ⇒ 30
1d100 ⇒ 73

Days (and Nights) 15-20

The next several days pose few major, direct challenges to Lark, Thren, and Lee but are the typical long, hard days of work they have come to expect.

Still, just as they start to feel more settled--as one can get under the circumstances, at least with some proper gear to fall back upon and a few more friends to call their own in their corner--they notice a tension growing through the crew over the next few days. Plugg and Scourge increasingly watch your every move, ready to chide you, rope bash you, or even whip you for the slightest infraction, and as the noticeable ire these officers show you, many crew who are not quite sure of you yet--if already had little regard for you--start avoiding you more and more. Your own work assignments start to trend toward the most difficult or distasteful ones by the end of the week, and are often those jobs that keep you from interacting with as too many people.

Kroop is miraculously relatively sober throughout the week.

Day and Night 15
Weather: Hot
Threnody's Assignment: Mainsail
Lark's Assignment: Man the Bilges
Lee's Assignment: Fishing

That morning, Fipps confronts you, saying, "I KNOW it was you got my brandy somehow... Syl and I had it out, and I know you tricked us both. Watch your backs!"

That evening, Jack gives Threnody her knife, but seems reluctant to talk to her, which is odd given how excited he was to interact with her before.

Day and Night 16
Weather: Hot
Threnody's Assignment: Upper Rigging
Lark's Assignment: Haul Rope
Lee's Assignment: Assist Kroop with cooking (search pantry)

That evening, Cog accuses Conchobar of cheating. The hot tempered man tries to punch the gnome, who largely and agilely and hilariously dodges him by running around the room. Cog is reprimanded for trying to start a fight and assigned to the sweatbox for the next day. Conchobar issues an apology to Cog for upsetting him but swears he didn't cheat.

Day and Night 17
Weather: Normal
Threnody's Assignment: Upper Rigging
Lark's Assignment: Man the Bilges
Lee's Assignment: Assist Kroop with cooking (search pantry)

Although cooking goes well, Plugg complains of something being wrong with the officers' stew and rope bashes Lee and Kroop and assigns Lee to the bilges the next day.

Above decks a sail-rope breaks nearly injuring several crew, and Quarne is reprimanded for poor maintenance--which given how obsessive he is with repairs, upsets him greatly.

Day and Night 18
Weather: Normal
Threnody's Assignment: Mainsail duties
Lark's Assignment: Rope Hauling and Knotwork
Lee's Assignment: Man the Bilges

Per an earlier suggestion by Lark and due to an auspicious moon, Sandara in the evening leads a brief service in the name of Besmara, which consists of a prayer followed by copious amounts of alcohol and singing. Many crew bring their personal alcohol stash out for the activity.

Day and Night 19
Weather: Misty and Foggy
Threnody's Assignment: Mainsail duties
Lark's Assignment: Man the Bilges
Lee's Assignment: Fishing

The ship goes slow and visibility is poor. Threnody is certain that up in the rigging, Syl tried to take advantage of the poor visibility and tried to trip Thren, but Thren manages to grab a rope with her tail so she can steady herself.

In addition to catching fish, Lee catches a rusty metal hook that looks like it might have served some long sunken sailor as a prosthetic. Some think it a good luck charm, others are afraid it is haunted.

Day and Night 20
Weather: Normal
Threnody's Assignment: Mainsail duties
Lark's Assignment: Man the Bilges
Lee's Assignment: Fishing

Late in the day, Conchobar in the crow's nest shouts "ship ahoy!" Harrigan, eager for conquest after many days alone in the water, orders pursuit. The ship is still far off and moving away from the Wormwood so it takes all day to pursue it, and is unlikely to catch up until morning (of day 21). The day crew is ordered to get extra rest in anticipation of the next day.

You may respond to any of these seeds--or not. You do not have to make work checks but DO need to succeed on a DC 10 Constitution check per each day or be fatigued that day. You can take up to 5 day actions and 5 night actions, and you can string together actions for longer term plans. Please also remember to make your Fort save vs addiction for the rum.


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

Con check: 1d20 + 1 ⇒ (7) + 1 = 8
Con check: 1d20 + 1 ⇒ (6) + 1 = 7
Con check: 1d20 + 1 ⇒ (17) + 1 = 18
Con check: 1d20 + 1 ⇒ (11) + 1 = 12
Con check: 1d20 + 1 ⇒ (1) + 1 = 2
Con check: 1d20 + 1 ⇒ (7) + 1 = 8
Fort save: 1d20 + 2 ⇒ (7) + 2 = 9
Fort save: 1d20 + 2 ⇒ (15) + 2 = 17
Fort save: 1d20 + 2 ⇒ (15) + 2 = 17
Fort save: 1d20 + 2 ⇒ (19) + 2 = 21
Fort save: 1d20 + 2 ⇒ (7) + 2 = 9
Fort save: 1d20 + 2 ⇒ (3) + 2 = 5

The hot weather gets to the bard and leaves her tired and listless for the first few days, but she recovers. Trying not to fall out of the rigging thanks to Syl makes the bard extra-paranoid about the other woman and the tiefling is spent from watching her own back all day. Thankfully she recovers by the time another ship is spotted the next day.

During the week Thren pays Jack for the knife, openly admiring his handiwork, and keeps it on her person. The rest of the week she spends trying to get on better terms with Conchobar while she's up in the rigging, though if she has an opinion on matters when Cog chases the gnome one night she keeps it to herself. She jokes with the gnome even as she's working the rigging.

At night, Thren chats with Jack and Tibbs, getting to know them both a bit better. While she's not a devout Besmaran, the bard is present for Sandara's services that week. She leads the group in a few songs in honor of the Pirate Queen.

Anything else will be determined based on what my friends aim to do.


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]

Con vs Fatigue: 1d20 + 1 ⇒ (3) + 1 = 4
Con vs Fatigue: 1d20 + 1 ⇒ (16) + 1 = 17
Con vs Fatigue: 1d20 + 1 ⇒ (11) + 1 = 12
Con vs Fatigue: 1d20 + 1 ⇒ (10) + 1 = 11
Con vs Fatigue: 1d20 + 1 ⇒ (10) + 1 = 11
Con vs Fatigue: 1d20 + 1 ⇒ (18) + 1 = 19

Fort vs Addiction: 1d20 + 2 ⇒ (8) + 2 = 10
Fort vs Addiction: 1d20 + 2 ⇒ (11) + 2 = 13
Fort vs Addiction: 1d20 + 2 ⇒ (13) + 2 = 15
Fort vs Addiction: 1d20 + 2 ⇒ (13) + 2 = 15
Fort vs Addiction: 1d20 + 2 ⇒ (14) + 2 = 16
Fort vs Addiction: 1d20 + 2 ⇒ (11) + 2 = 13

Lark doesn't enjoy running the bilges for most of the week, but after the first day he's able to work steadily without exhausting himself.

For the first evening or two Lark will finish making a fair copy of Quinn’s booklet and then return it to her.

Night 16
After Cog and Conchobhar argue over their game Lark will ask Quinn about the rule against gambling in the Code, ”There’s a perfect example of how gambling can be a problem. But it seems like such a natural pastime for a sailor. We gamble every time we leave shore and when we chase a prize. How do you feel about gambling? And how would you preach against it without half the crew wanting to maroon you?”

Night 18
Lark will make himself useful to Quinn as she arranges services. He will encourage Tibbs, Tilly and Samms to attend. After the prayer Lark will break out the brandy he liberated and share it around, especially with those three. Since Thren has also be talking to Tibbs Lark will join her in trying to befriend him.

Bluff, influence Tibbs: 1d20 + 7 ⇒ (20) + 7 = 27

Night 20
After hearing that Conchobhar first spotted the ship we’re chasing Lark will immediately congratulate him, ”Well done! Besmara’s Code says you should get first pick of the plunder for your share, but I’m sure you don’t need me to tell you that. I guess we'll see if that's how it's done on this ship.”

"Judging by your demeanor I imagine you've studied the pirate's code, but if you don't have your own copy I'd be happy to lend you mine."

Bluff, influence Conchobhar: 1d20 + 7 ⇒ (20) + 7 = 27

I suppose this is to make up for when I was trying to climbing a friggin' rope!? I guess I should have devised more activities that needed a skill roll ;)


Forces of Nature Battlemap

Thanks for the rolls, Lark (and yes, the die roller is nuts!). I'll respond once I hear from Lee as well. Threnody, if you can also do some social roll checks for the people you want to influence, please do. Your entertain check from night 14 gives you a +2 for your first of these checks. In addition, to Conchobar you get a +3 bonus, and to Jack you get a +1. You all have up to 10 actions so you can devote these to as many influence checks as you like, and this can include the same person multiple times.


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'll use the bonus from night 14 on Jack.
influence Jack, day 15: 1d20 + 2 + 2 + 1 ⇒ (15) + 2 + 2 + 1 = 20
influence Conchobar, day 16: 1d20 + 2 + 3 ⇒ (7) + 2 + 3 = 12
influence Conchobar, day 17: 1d20 + 2 + 3 ⇒ (10) + 2 + 3 = 15
influence Tibbs, day 18: 1d20 + 2 ⇒ (3) + 2 = 5
influence Tibbs, day 19: 1d20 + 2 ⇒ (11) + 2 = 13
influence Tibbs, day 20: 1d20 + 2 ⇒ (7) + 2 = 9

Those would be my daytime activities. Entertain every night.
Perform night 15: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Perform night 16: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Perform night 17: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Perform night 18: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Perform night 19: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Perform night 20: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Daily Work:
Con v Fatigue - Day 15: 1d20 + 1 ⇒ (7) + 1 = 8
Lee likes fishing. He'll talk to Kroop while cleaning his catch.

Con v Fatigue - Day 16: 1d20 + 1 ⇒ (13) + 1 = 14
Lee talks with Grok to break up the searching.
Perception - Searching - Day 16: 1d20 + 6 ⇒ (5) + 6 = 11
Perception - Searching - Day 16: 1d20 + 6 ⇒ (9) + 6 = 15

Con v Fatigue - Day 17: 1d20 + 1 ⇒ (14) + 1 = 15
Back to talking to Kroop
Perception - Searching - Day 17: 1d20 + 6 ⇒ (19) + 6 = 25
Perception - Searching - Day 17: 1d20 + 6 ⇒ (5) + 6 = 11

Con v Fatigue - Day 18: 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12
The bilges. Talking to Kroop. Nobody likes you when you smell like the bilges.

Con v Fatigue - Day 19: 1d20 + 1 - 2 ⇒ (20) + 1 - 2 = 19
Fishing and diplomacy.

Con v Fatigue - Day 20: 1d20 + 1 ⇒ (7) + 1 = 8
More fishing and more diplomacy.

Day Activity Results:
Diplomacy - Kroop - Day 15: 1d20 + 5 ⇒ (4) + 5 = 9
Lee decides to talk with Kroop about his background. Figure out how to get some traction on him

Diplomacy - Grok - Day 16: 1d20 + 5 ⇒ (10) + 5 = 15
Day #15 effort didn't go well. Lee changes tactics and goes to Grok to get the scoop on Kroop.

Diplomacy - Kroop - Day 17: 1d20 + 5 ⇒ (12) + 5 = 17
With the info from Grok, Lee goes at Kroop again. Lee's trying to rekindle some kind of feelings beyond the negativity of the Wormwood.

Diplomacy - Kroop - Day 18: 1d20 + 5 ⇒ (7) + 5 = 12
Bouyed by yesterday's success, Lee continues. Not much going on.

Diplomacy - Grok - Day 19: 1d20 + 5 ⇒ (9) + 5 = 14
Going back to the well. Lee will tell Grok about his efforts to get Kroop back on his feet, emotionally. Hopefully she'll have some info. Or at least realize that Lee's trying to help.

Diplomacy - Kroop - Day 20: 1d20 + 5 ⇒ (8) + 5 = 13
Snap out of it man!

The Rum:
Fort v Shackles Rum - Night 15: 1d20 + 2 ⇒ (9) + 2 = 11
Fort v Shackles Rum - Night 16: 1d20 + 2 ⇒ (14) + 2 = 16
Fort v Shackles Rum - Night 17: 1d20 + 2 ⇒ (2) + 2 = 4 - OMG, not again!
Stealth - No Rum - Night 18: 1d20 + 9 ⇒ (9) + 9 = 18
Fort v Addiction - Night 18: 1d20 + 2 ⇒ (13) + 2 = 15
Stealth - No Rum - Night 19: 1d20 + 9 ⇒ (8) + 9 = 17
Fort v Addiction - Night 19: 1d20 + 2 ⇒ (19) + 2 = 21
Fort v Shackles Rum - Night 20: 1d20 + 2 ⇒ (3) + 2 = 5

Night Activity Results:
Night 15 - Rest

Diplomacy - Grok - Night 16: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Sharing the good stuff. Trying to sort out Kroop.

Diplomacy - Grok - Night 17: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Sharing the good stuff. Trying to sort out Kroop.

Diplomacy - Grok - Night 18: 1d20 + 5 ⇒ (1) + 5 = 6 - This is why Lee needs his rum!
Sharing the good stuff. Trying to sort out Kroop.

Diplomacy - Grok - Night 19: 1d20 + 5 ⇒ (9) + 5 = 14- Again? No rum!
Sharing the good stuff. Trying to sort out Kroop.

Night 20 - Rest


Forces of Nature Battlemap

Day/Night 15
Adjusting to their rough work schedule, the party keeps things light, with Lee resting at night and Lark working on copying over the pirate's code. Lee's talk with Kroop during the day ends up feeling forced as Lee presses Kroop for some self-insight, and Kroop ends up clamming up rather than letting go.

Threnody approaches Jack and charms her way past his reluctance to talk, as he is too glad to have someone--a nice woman no less--appreciate his work. He whispers quietly to her, "Master Scourge has started to tell folk to stay away from you three. Sayin' no true pirate consorts with seamen of your like. He ain't whipped no one... yet, but an awful lot of us are afeared of'im. But I can't see what you done wrong though."

Day/Night 16
Thren talks to Conchobar in the rigging, but he seems pre-occupied, shutting down as he sees Scourge walk past below to check the ties on the rigging.

Lee finishes organizing the pantry at last, and in a box labeled "rolling pins," he finds a very finely carved wooden leg obviously intended for use as a prosthetic. It has a silver band at the top, where it would attached to the stump. He also finds another stash left by a previous cook's mate, this time of three bottles of magnificent rum (not Shackles rum). At this point he's cleared and reorganized everything and knows where everything is, and figures there's little else to uncover. Grok compliments Lee on his organizational skills and notes the quartermaster he served with aboard the Aurora's Kiss taught him well. As they drink brandy into the night, Grok advises Lee not to try too hard with Kroop -- what the man needs more than anything is hope. "Just having you to talk to has made him better, without you trying to 'analyze' him like some city-dwelling spoonfed lubber. Think--when's the last time he overboiled the stew? Just your good-spirited self helps more'n anything so don't overdo it."

Lark talks pirate morality with Quinn. She shrugs, and says, "The issue with gambling is beyond that sort of thing--" She points at Cog turning bright red with rage-- "Is it induces a person to steal. You gamble, you lose eventually, and you find yourself trying to pick the quartermaster's lock to pay your debts. Harrigan lets folk gamble in part because he likes it himself and in part because it distracts them, and if someone steals it just gives him an excuse to host a keelhauling, so he doesn't care. It's not how I'd want a ship run, but I don't feel... yet... it's time to challenge that.

"Other ships may allow some games of chance to help the crew let off some steam, but rule that the pot must be for coppers only, or prizes that aren't coin. I heard of a crew that was only allowed to play strip poker." She chuckles. "I won't defy the captain's rules outright, for ultimately it's his ship, and indeed, were Harrigan to change his mind, he'd be in a pickle. If you join a crew, and a rule against gambling's already set, you get used to it. If you're used to being allowed to do it, that's where getting the folks to stop is a problem. As for stopping Cog, the problem for him is his temper, not gambling per se. And see now, he's just woken up Patch, so I reckon she'll teach him a lesson he won't forget."

Threnody plays an excellent song, but the chase distracts her usual audience from fully paying attention.

Day/Night 17
Lark focuses on surviving his drudgery, while Thren takes another crack at Conchobar, saying she's glad he survived Cog's assault. "I really didn't cheat! He's just got such an obvious tell, it's impossible not to exploit it..." Talking about one of his favorite subjects, he forgets about fearing Scourge and opens up to her again.

Lee relaxes his approach to Kroop per Grok's advice, and has a much more fruitful conversation. Lee asks Kroop for advice on how to prepare a chicken, Kroop particularly becomes more animated, enjoying feeling useful and being able to teach someone what he knows. He mentions in passing that he used to work for a restaurant... "But that's long in the past now..."

The three of them share a drink in the evening. Kroop complains as he often does at what "poison" Harrigan is, and Grok observes Harrigan has been even more secretive than usual, and worries for the well-being of the ship in the long term.

Thren performs in the evening, and with Rosie fiddling alongside, gets some claps and cheers but no major ovations.

Day/Night 18
Threnody approaches Tibbs, asking for some help tying off a rope, and things start off a little wrong-footedly. "I don't know what to think of you lot, and I'm sure what Scourge and his toadies mutter about you should only be taken as a recommendation... but I also got a sense you could drag us all into a whole load of trouble that I'm not sure I'm ready for... and I don't want the likes of Jack to get hurt."

Tibbs starts to turn away, but Lark overhears the rebuff and intervenes, not just reaffirming his and Thren's good intentions, but promising that if anyone did get hurt, they would have that person's back. Lark's apparent earnestness--perhaps, sadly, easier to take from the angel-faced boy than the lady with the demon horns--sells Tibbs and she seems much more at ease.

Kroop is readily friendlier to Lee the next day and while Lee isn't at his most gregarious, Kroop still chats a bit more openly. He mentions his restaurant again and says he wouldn't go back to it, but he thought serving on a ship like Harrigan's would be better. Later that evening, Grok catches Lee tipping his rum ration and while she doesn't sell him out, she seems put out Lee's not trying to hold his own--especially on a night when everyone is drinking to Besmara. She gets herself plastered in devotion to the goddess, which makes continued conversation difficult.

While Threnody may not be devoted to the pirate goddess, her performance comes off as wildly reverent, her song that night reverberating with the joy of the sea life.

Quinn gives Lark a bit of moonstone as a token of their moon invocation.

Day/Night 19
Giffer Tibbs compliments Threnody on her performance the night before, and they have a more productive conversation than the day before. Giffer seems to have a lot of rough edges, but beneath that is a genuine concern for others that is out of place on a ship like Harrigan's. Giffer asks Thren to keep an eye on Jack, as she's worried life aboard the Wormwood will break the lad. Thren reflects probably her song of sea life helped Tibbs open up to her.

Lee focuses on Grok, who hungoverly reflects that perhaps her encouraging others to drink isn't the best idea after all. There isn't much more to say about Kroop, although she notes he is one of many who ended up in Harrigan's service due to a gambling loss. "Several crew and officers sold their life to the Captain with a bad hand of cards. That silly gnome with the hat's the latest." Lee feeds Grok coffee with a fair dash of willowbark thrown in, and in response to his helpful nature, she seems much more willing to be helpful as well.

((Don't worry, Lee, the DC for Friendly characters is only 10, so you've been doing well. ))

Lark rests after dealing with a lot of hard work.

Day/Night 20
Thren and Tibbs talk about Thren's music, but Tibbs gets distracted at Conchobar's announcement and isn't as responsive as desirable--but nor is she put off by Thren's company.

"Of course, of course, I knew watch gets first pick," Conchobar says to Lark in a tone that suggests he had no idea. "I of course have the pirate's code memorized by heart... but perhaps I will take you up on your offer for a refresher? Indeed, it is heartening to be heading toward a ship with such devoted pirates in tow!" His spirits seem raised considerably.

Lee talks to Kroop, focusing on better prospects for the future, and notices Kroop is pulling on his flask less through the day. He is still far more reliant on the rum to get him through a day than a healthy person would be, but Grok seemed to be right--a listening ear and some urging of hope seem to be the best medicine for the old cook. He goes to bed satisfied his efforts have not been in vain.

Threnody, with Rosie fiddling ably beside her, sings a rousing fight song in preparation for what may come the next day, and puts everyone in good spirits. There's no real "influence" checks tomorrow, but if you see opportunity for a social check to the crew, you get a +2 to that check.

Feel free to tie up any loose ends, or correct me if I misinterpreted anything, and then we'll move to day 21! I’ve added any Gather Info or Performance bonuses to appropriate checks, hence some results seeming better than perhaps you thought. Rosie’s dropping a +2 on your Performance checks, Thren, when it makes a difference, to push it over 20 if possible. Helpful allies in some cases can give you that bonus. Which you know I probably should have mentioned two months ago, but hey.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee takes the magnificent rum to Grok's stores and asks her to stash it with the good brandy (what's left of it) that he has there.

And now? The leg. What do to with a peg leg on a pirate ship? Lee casts a critical eye upon the wooden prosthetic...
Appraise: 1d20 + 1 ⇒ (14) + 1 = 15
And unleashes some arcane might in the form of Detect Magic on it.
...and feels that he has a reasonable idea of what it is worth. Armed with that info, he'll hang onto the thing until he finds a little private time with the ship's Master Gunner.

"Mistress Krine? I know we've not had a lot of contact, except for the boarding exercise earlier this week. Even though it didn't go so well for me, I thought it was a well-run affair and the workout after was fairly done. So when I came across this, I thought of you."

And with that, Lee shows her the peg leg.

"I could either continue to use this to flatten cookie dough (it was identified as a 'rolling pin'), or you could walk around on it. Let me know if you think it's worth anything..." And with that, Lee offers to let her hold and examine it.

Lee is prepared to let this thing go at a massive discount, as he's unwilling to hold onto it until someone loses a leg.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Sense Motive on Kroop - as requested: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17


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 will try and work that bit of moonstone into some jewelry. Maybe an earring or necklace that can be worn while working. He'll ask Jack if it could be fixed into the hilt of a dagger or short sword.

Ready (or not) for day 21!


Forces of Nature Battlemap

Lee, you really got everything on Kroop from the above interactions, but I'll use your roll as a Diplomacy check on Krine instead.

Lee examines the leg, and figures it is worth at least twice what a standard prosthetic costs, 40-45 gp. It is not magical.

Krine eyes Lee suspiciously, but equally the leg greedily, as it would certainly do her better than the stick she treads on now. "What's your angle, Small-Fry?" She sneers, but then continues on. "Let me see that." She takes the prosthetic and gives it a good look.

She then curls her fingers around it, and for a moment, Lee thinks she might be about to walk away without it. But she narrows her eyes at him and asks, "What's your weapon of choice?"


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee thinks back.
What did Thren and Lark fight with?


Forces of Nature Battlemap

While we wait for Lark and Thren to answer that question--which is probably good to know anyway--I want to point out that if you simply answer without qualification, e.g., "a rapier," she might give you a rapier sized for a halfling.


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 has a shortsword in her locker, though she will ideally want a rapier at some point, or some other suitably pokey swashbuckling type of weapon or stabby-slashy type of thing like a saber or cutlass.


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 has been using a dagger since we've been on the Wormwood. You probably know that he also likes to use short swords and rapiers.


Forces of Nature Battlemap

Krine impatiently then cuts off Lee before he can answer. "Tell you what, I'll get something for you when we need to kit the crew for boarding a ship."

She then walks off, prosthetic in hand, with Lee not quite sure whether he's going to get something or not--and no guarantee at that particular moment when the time might come for boarding a ship.

However...


Forces of Nature Battlemap

Now beginning Skull and Shackles: the Wormwood Mutiny, Part 2: The Man’s Promise

The party’s 21st day aboard the Wormwood starts with the bosun’s whistle’s shrill call to order and a stomping, clomping chaos of crew members already moving to action.

When you report on deck, you see that the Wormwood has successfully maintained its pursuit of the once-distant ship, which is now a mere half-mile away or so. You can see it flies the colors of a Rahadoumi merchant vessel, and as Kroop runs up to you, huffing and puffing, to hand you a biscuit, he observes, Man’s Promise if I’m not mistaken. Carts a number of goods, including slaves.” He looks at the three of you, and claps his hand on Lee’s shoulder. ”You’ll be called on to fight. Don’t hold back--show’em what you’re made of.” He adds quietly. ”No matter what you think of the officers--this is a chance to earn respect--and booty, and you ain’t harmin’ no one who don’t deserve a bit’o harm.”

Kroop moves off to attend to his duties, informing Lee he is to stay with his crewmates.

As the Wormwood continues its pursuit, Krine (who, for the record, is still wearing her old peg leg) begins handing out spare weapons to any who needs them, along with barking assignments involving the attack.

(For the boarding action, All three of you may each choose one (1) of the following if you need an extra weapon: a heavy crossbow and 10 bolts, a short spear, a cutlass (though I don’t think any of you are proficient), a boarding axe (same), a short sword, a club, 5 javelins, a gaff hook (exotic weapon).)

Whatever weapons are chosen, Krine also hands Lee a small sack. When he looks inside, he finds three small pellets: smoke bullets. Lee has seen these items before and knows that he merely needs to strike some one with those using his sling--the blow need not be penetrating (i.e., touch attack)--they can send the target into a nasty coughing fit (DC 13 Fortitude save or be nauseated for 2 rounds). One smoke bullet is worth about 10 gp, market rate. "Can you use these?" she asks.

When you're done kitting yourselves out, Krine waves Threnody toward her. ”Horns! You’re to lead a boarding party. Take your two mates here, and one other regular crew of your choice.

”This is an important job, so don’t f%** it up, or I’ll f~+% you up. Got it? Here’s what’s going to happen:

”Soon we’re gonna get close enough to throw the grapples. You stand at the aft of the ship, and help toss. The Rahadoumi are going to be shooting at us, so if you’ve got a ranged weapon, shoot back as well once you’ve got the grapple tied off.

”Once you hear the order to board, you’re to head to the enemy ship’s wheel.” She points to the tiered aft decks of the Man’s Promise. The higher deck has ballistae mounted on them, where sailors in panic try to prepare them. ”The deck with the ballistae is the sterncastle, the wheel is just below the sterncastle.”

”Go the wheel, kill any sailors on the aft decks. You’re to keep everyone away from the wheel AND from their jolly boats. DO NOT MOVE AWAY FROM THE WHEEL until I signal to you to move.

”Oh yeah: as we close in, it’s going to get foggy. Don’t let that distract you. Just stick to the plan.”

”One last time: get to the wheel. Kill any enemies nearby. Stay there. Don’t let anyone escape. Got it?”

The Wormwood closes in rapidly, the winds seeming to aid Harrigan’s ship and hinder the Man’s Promise simultaneously. You see Peppery Longfarthing standing on a poop deck, waving a staff and incanting a number of spells, the first of which cause a number of dangerous, predatory fins to appear in the water and circle around the Man’s Promise.

She then brings a fog cloud upon the enemy’s crow’s nest, causing their lookout to panic. Another fog cloud appears, obscuring the vision of several crossbowmen--while they can’t easily be fired upon, they also can’t fire upon the Wormwood.

Your fellow crew, friend and foe alike, are all readying their best gear and preparing for a fight. Sandara casts a spell and a shimmering, translucent image of armor appears over her torso. Conchobar pulls out a wand, shakes it a couple times, waves it, nothing happens, waves it again, and then suddenly four of him are preparing for combat.

The pulse of impending combat quickens, and on both ships seamen and -women dash back and forth to man defenses and ready weapons. A thunderous cacophony of orders from seemingly a dozen different places issue forth, and you can only focus on the task at hand.

You go recruit whomever it is you wish to have accompany you during your task.

At the signal, you begin throwing your grapples, all the while dodging volleys of crossbow bolts and even ballista fire from the Rahadoumi ship.


Forces of Nature Battlemap

Closing for Boarding
1st, pick any non-officer NPC you wish to accompany you on your mission. If you want more than one, you might try convincing Krine with a Bluff or Diplomacy check.

2nd, Lee and Thren each have time to cast up to two buff spells.

Finally, each of you make 4 rolls (4 rounds will be passing, but we will resolve everything at once). The first of these rolls should be checks to attach a grappling hook, as we did in the boarding exercise the other day---ranged attack vs AC 5, -6 penalty. Once you succeed on attaching a grappling hook, you may shoot back at the Man’s Promise (or do anything else you want to do). (If you fail to get your grapple attached in four checks, that’s okay.)

GM rolls:

Volley round 1: 1d100 ⇒ 8
Volley round 2: 1d100 ⇒ 11
Volley round 3: 1d100 ⇒ 47
Volley round 4: 1d100 ⇒ 87

round 1 hits: 1d4 ⇒ 4
round 2 hits: 1d4 ⇒ 2

Round 1, who gets hit twice?: 1d3 ⇒ 1
Round 2, Hit 1: 1d3 ⇒ 3
Round 2, hit 2: 1d3 ⇒ 1


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 like for Sandara to join us. Can't hurt to have Besmara's blessings on us for this escapade."

Thren buckles on her shortsword and buckler from her locker, taking a heavy crossbow and case of 10 bolts for the fight. She does cast expeditions retreat just before readying her grapple to throw.

grapple attempt: 1d20 + 3 - 6 ⇒ (5) + 3 - 6 = 2
grapple attempt: 1d20 + 3 - 6 ⇒ (15) + 3 - 6 = 12

Her first attempt to connect with the enemy vessel is comical. "Like I said before, I am just getting the range!" And it turns out she's right, as her hook lands and locks into place squarely on her second try. The tiefling ties it off and readies her crossbow, cranking it back and loading a quarrel. When she has a suitable target, she takes a shot.

attack: 1d20 + 3 ⇒ (8) + 3 = 11

I don't know what range she'll be at by that point to modify for range.


Forces of Nature Battlemap

You had a free buff, Thren, so you can take another attack roll if you want.


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 connected with my grapple on round 2, but I have a heavy crossbow, which is a full-round action to load. I assumed I loaded it on round 3 and shot on 4. I had assumed the buff was free. Just trying to be honest.


Forces of Nature Battlemap

Fair enough! I actually forgot about the load time.


Forces of Nature Battlemap

Oh, also!

Lee:
Muffin is sensing all of the excitement and danger. He is very nervous, but also concerned for Lee, and sends an inquiry/desire to help. You may take Muffin with you, or tell him to stay put as you please. If you take him with you you will need to control his combat actions. This will likely expose him as your familiar but I want to be clear you had the option.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Backtracking a bit.

Thinking back to his time away from The Wormwood, Lee tells Krine, "My favored weapon? Easy. It's a couple of rapiers that my friends Thren and Lark can keep close at hand. You know, freely carry around on the ship."

Lee then casts a quick Light cantrip on his palm while holding his hand up and with the back of it toward Krine.
We are going for the 'scary flashlight ghost story' effect.

"Then I can kill things in other ways..." Lee finishes with a smile.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Shoot. I posted Lee's response to Krine before reading on (so as not to change my action based on some future thing occuring).
Now I'd like (and can totally use) those smoke pellets. If we can work it out, Lee'd pay her for them.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Muffin:
Stay on the ship.
Hide.
Make sure the people who stay behind don't do something to harm us.
Contact me if anything bad happens.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

If there are any mundane sling bullets to be had, Lee will use them, otherwise he'll stock up on rocks (even if it means raiding the ship's ballast).

Lee casts Mage Armor on himself and Thren.
Two 1st level spells spent. Two to go.

Lee stations himself at the rail.
Grapple (Round 1): 1d20 + 3 - 6 ⇒ (12) + 3 - 6 = 9
A hit! Lee then switches over to his sling and starts lobbing missiles at the sailors on the target vessel.
Sling (Round 2): 1d20 + 3 ⇒ (17) + 3 = 20
Nice.
Sling (Round 3): 1d20 + 3 ⇒ (20) + 3 = 23
Nice!
Backing up that '20': 1d20 + 3 ⇒ (4) + 3 = 7
Fernt.
Sling (Round 4): 1d20 + 3 ⇒ (4) + 3 = 7
And fernt.


Forces of Nature Battlemap

As I posted in the discussion thread, Krine doesn't have any rapiers available (I thought it was going to be what you would ask for, after Lark and Thren replied, and realized that was going to be a problem). So just presume she replied, "I don't have any pussy Aldori flower-sniffer weapons like that in the armory, and I asked you what YOU used, not Horns and Peachfuzz," and then the conversation and results proceeded as written (raising an eyebrow at the magic use, but then shrugging). She would add when she hands you the bullets that you can use the bullets as backup when you run out of "juice." Sound good? So you have the pellets as payment. Lark and Thren will have access to better weapons very soon.

Nice rolling!

Lee:
Muffin indicates "smelly-but-gives-me-fish* and *long-fang-female* are "guarding the territory" (this is a singular cat-sense, of course). He feels safe. You can piece together that Kroop and Grok are in charge of protecting the Wormwood's lower decks and everyone else must be above decks.


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]

Good choice, Threnody. I also would have asked Quinn to join us.

Lark grabs his sailor's coat, pockets his dagger and reports to deck. From Krine he will ask for a short sword to use as a primary weapon.

As Quinn moves to join us Lark will address Krine, ”Master Gunner, have you ever heard the saying ‘five fingers on a hand, five fighters on a squad?’ Could you spare us one more sailor to help keep that ship from steering away? Cusswell or Cogward would round us out nicely.”

Bluff for an extra npc: 1d20 + 7 ⇒ (19) + 7 = 26

Whatever Krine’s response Lark will step to the rail try to grapple the Man’s Promise.

Grapple, rnd 1: 1d20 + 4 - 6 ⇒ (19) + 4 - 6 = 17

Obviously I should have grabbed some javelins as well. If I may retroactively do so Lark will take a few shots with them.

retro javelins:

Javelin attack, rnd 2: 1d20 + 4 ⇒ (2) + 4 = 6

Javelin attack, rnd 3: 1d20 + 4 ⇒ (2) + 4 = 6

Javelin attack, rnd 4: 1d20 + 4 ⇒ (8) + 4 = 12

Two Javelins remaining from a quiver of five.


Forces of Nature Battlemap

Krine frowns at Lark, but wags her head from side to side as she sees his point. "We need Cusswell for the fight at the fore, but okay..." She points at Cog, and orders him to join the group as well, along with Quinn.

Krine does not allow Lark to get a second take at the weapon supply, however, so he does not have javelins to throw.

When Cog joins you, he pulls out a long, rune covered stick. "Can one of you use this? I won it gambling awhile ago but I can't use it, and no way in hell was I gonna give it to Shortstone. It throws 'magic missles' or something." (Because the GM just saw that the AP gave the ranger/rogue a wand of magic missiles but no UMD skill, and that's f~!$ing stupid. It is an 18-charge wand.)

Lee gives himself and Thren extra armor, and Thren improves her speed.

Sandara also casts a spell on Lee. "No offense, but you move a little slower than we do, and this'll help you get into position faster."

Suddenly, a spurt of water springs from under Lee's feet, and he gets the odd sensation that he is surfing along the deck. It does not make him slip or fall, however, but essentially allows him to "skate" around the deck at a faster speed. His base speed is increased by 10 feet, and he also gets a Swim speed of 20 ft. should he experience the misfortune of falling in.

While the Lark, Thren, and Lee get their grapples into place, Sandara and Cog provide covering fire.

Sandara Crossbow 1: 1d20 + 3 ⇒ (14) + 3 = 17
Cog Shortbow 1: 1d20 + 2 ⇒ (3) + 2 = 5
Sandara Crossbow 2: 1d20 + 3 ⇒ (12) + 3 = 15
Cog Shortbow 2: 1d20 + 2 ⇒ (11) + 2 = 13

Sandara Damage: 1d10 ⇒ 4
Cog damage: 1d6 + 3 ⇒ (4) + 3 = 7

Lee's Sling Damage 1: 1d3 ⇒ 3
Lee's Sling Damage 2: 1d3 ⇒ 3

Then once everything the grapples are hooked, they move to take care of the ropes and push over boarding planks when the Man's Promise is close enough.

Volleys of crossbow bolts fly from the enemy ship meanwhile, and Cog, Lark, and Threnody all get struck.

Damage to Cog: 1d10 ⇒ 7
Damage to Lark: 1d10 ⇒ 3
Damage to Thren: 1d10 ⇒ 8

Before you run across, however, Sandara holds aloft her holy symbol and calls on Besmara, and healing energy pours through you all.

Positive Energy Channel: 2d6 ⇒ (3, 4) = 7

Leaving only Thren slightly wounded for now, but the fight has only just begun! Move on to next post!

GM Reference:

Sandara Quinn
Init +1, Perception +2
AC 17 (with Instant Armor spell), touch 10, FF 17.
CMD 14
HP 20
Fort 3 Ref 2 Will 5
BAB +2, CMB +3
Rapier +4 1d6+1
Crossbow +3 1d10
Combat Reflexes
Channel Positive 5/day (DC 13, 2d6)
SLA: Copycat (1 "mirror image" for 3 rounds, 5/day)
Spells left:
2 - summon monster II
1 - command (DC 13), doom (DC 13), inflict light wounds (DC 13), obscuring mist
0 - bleed (DC 12), create water, purify food and drink, stabilize.
Climb +3, Heal +6, Prof Sailor +8, Swim +4
Notable gear: 2 x scroll of cure light wounds, 1 scroll cure moderate, 20 bolts

Crimson Cogward
Init +1, Perception +4
AC 14 T 11 FF 13
CMD 15
HP 19
Fort 4 Ref 5 Will -1
Cutlass +4, 1d6+3/18-20
Dagger +4, 1d4+3/19-20 plus poison (DC 11, 1d2 Con, 1 save)
Unarmed Strike +4, 1d3+3
Shortbow +2, 1d6+3
Favored Enemy - human +2, sneak attack +1d6
Climb +7, Intimidate +9, Prof Sailor +4, Swim +7
Notable gear: potion of cure moderate, 1 dose black adder venom, 31 arrows, 2 flasks alchemist's fire, tanglefoot bag.

Rahadoumi Sailors:
Init 1, Perc +3
AC 14, T 11, F 13,
CMD 13
HP 11
Fort +3, Ref +1, Will +1
Shortsword +2, 1d6+1
Heavy Crossbow +2, 1d10 - 20 bolts, Rapid Reload Feat
Bab +1
< 6 HP, withdraw to fight ranged, surrenders/retreats at 3 HP.

Rahadoumi Officer
Init +6, Per +6
AC 16, t 12 FF 14
CMD 17
HP 24
Fort +5, Ref +5, Will +1
Boarding Pike of Repelling +6, 1d8+4
Mwk rapier +5, 1d6+2
Heavy Crossbow +5
BAb +3, CMD +5
Favored Enemy Animals +2,
Blind Fight
<5 hp, flee overboard
Climb +6, Intimidate +7, Swim +6


Forces of Nature Battlemap

Boarding Action and Fight!

GM Rolls:

1d100 ⇒ 49
1d100 ⇒ 6
1d4 ⇒ 3

And Initiative!
Cog: 1d20 + 1 ⇒ (8) + 1 = 9
Sandara: 1d20 + 1 ⇒ (3) + 1 = 4
Sailors: 1d20 + 1 ⇒ (11) + 1 = 12
Threnody: 1d20 + 2 ⇒ (9) + 2 = 11
Lark: 1d20 + 7 ⇒ (4) + 7 = 11
Lee: 1d20 + 8 ⇒ (19) + 8 = 27

Once everything is in place, the more agile of you climb the ropes to the ship, while the less experienced climbers run across the boarding planks. With the assistance all of you get across. While Peppery moves fog clouds in strategic places to help minimize the effectiveness with the ranged attacks, she also of course can't move things in a way such that would obscure your own vision, so crossbow bolt fire--as well as bilge water and other improvised objects get tossed at you, much like during your practice.

Threnody, leading the charge as boarding action leader, gets struck once, but fortunately the rest of you are unscathed.

Threnody Damage: 1d10 ⇒ 5

Elsewhere you hear Harrigan order the charge, and clangs and screams echo all around you. Some Rahadoumi sailors fall in to the ocean below and are swarmed by the sharks summoned within.

While much of the action is obscured from your sight by the fog clouds, the noise of the conflagration remind you a much larger battle goes on all around you.

You scramble over the rail, helping you as you go. Volleys from the Wormwood have cleared your path directly in front of you, but 5 Rahadoumi sailors stand on the sterncastle and aft deck, some rapidly reloading their crossbows to shoot you again while two others prepare to keep you from the wheel. You see a sixth sailor already killed by your own opening volley, lying in his blood on the sterncastle.

Only just having struggled to cross over to the ship and clamber over the rails, you are off-balance and distracted. You are all flat-footed this round. The sailors are NOT flat-footed because for them combat started a few rounds ago.

A reminder of your goal: secure the wheel, do not leave it, do not let anyone get to or escape on the boats.

Round 1!
Combat Order
Lee - HP 14/14 AC 18 T 13 FF 15, flat-footed
Sailors - HP ??/?? AC 14 T 11 FF 13
Lark - HP 19/19 AC 15 T 14 FF 10, flat-footed
Threnody - HP 12/18 AC 18 T 14 FF 16, flat-footed
Cog - HP 19/19 AC 14 T 11 FF 13, flat-footed
Sandara - HP 20/20 AC 17 T 10 FF 17, flat-footed

Note: I have tried to add in what buffs I recall, but I have otherwise just copy-pasted your stats from the quick-stat line under your character names. If those quick stat lines are wrong, then so will be my stats here. I also recommend you update those lines with your current status if there are also any changes in such. I will try to do my best but I have a lot to keep track of. :)

The battle map is updated. Note everyone else is also fighting, I'm just not putting all their chits on the map. You may need to zoom in to see better.


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 would give Lee and Thren first shot at the wand, but he does have UMD and will happily accept it if they pass.


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]

FYI, Lark might delay his initiative to see if any flanking opportunities emerge. Those sailors are going to get a free shot at him anyway, so he's in no hurry to rush into their midst without a buddy.


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

No thanks to the wand, thanks anyway.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee gladly accepts the wand from Cog.

"This will be very very handy."

Now that Lee is less concerned about "juice", he will cast Mage Armor on Lark when given the chance.
Maybe during the turn where Sandara heals us all? It would give Lark an extra +4 to his AC. Whenever it happens, that accounts for 3 of today's 5 1st level spells for Lee. Two to go.

Once across the boarding plank, Lee decided to soften up the path from the party to the wheel. Drawing out the wand, he fires at Sailor #2 (the one on the landing between staircases east of Lee).

Wand Damage (to Sailor #2): 1d4 + 1 + 1d4 + 1 + 1d4 + 1 ⇒ (3) + 1 + (1) + 1 + (2) + 1 = 9

Whoa! Three missiles! Lee does a little mental calculation and recalls some of his arcane schooling...
Knowledge (Arcana): 1d20 + 6 ⇒ (7) + 6 = 13
...and realizes that making wands is something only experienced arcanists can do. Experienced arcanist = powerful spell.


Forces of Nature Battlemap

Sorry KeefX, I thought you were aware of this: default wands are crafted at the lowest possible caster level needed to CAST the spell, not CRAFT the item (you can craft an item at lower than your caster level to minimize the cost). (Rule quote: " Table: Wands gives sample prices for wands created at the lowest possible caster level for each spellcasting class.") So even though you can't craft wands until level 5, a standard wand of magic missile has a caster level of 1 (I would specify if it had a higher caster level), which is why a fully charged one only costs 750 gp. A "5th level" wand of magic missle would cost 3,750 gp (and none of you are getting an item worth over 3,000 gp at 2nd level, sorry). Sorry about that. I will use your highest result, so you hit a target for 4 points.


Forces of Nature Battlemap

One of the sailors (#2) on the aft deck gets struck by Lee's magic missile, and he cries out in pain. He stays put at the top of his steps and readies his sword, looking like he is waiting for one of you to charge before he attacks.

The other sailor on the aft deck (#1) also holds his position for now.

Sailor 3 sees the spell fly and locks on Lee as a desirable target.

Attack: 1d20 + 2 ⇒ (1) + 2 = 3

He apparently mis-loads the crossbow, however, and crushes the bolt in the mechanism. He curses and begins Rapidly Reloading his weapon.

Sailor 4 aims at the horned woman leading the charge.
Attack: 1d20 + 2 ⇒ (19) + 2 = 21

Confirm Crit: 1d20 + 2 ⇒ (1) + 2 = 3

Phew!

Solidly nailing her, but just barely missing a major artery.

Damage to Threnody: 1d10 ⇒ 8

Sailor 5 has a better lock on Cogward, and fires.

Attack: 1d20 + 2 ⇒ (19) + 2 = 21

Confirm Crit: 1d20 + 2 ⇒ (13) + 2 = 15
!

Damage: 2d10 ⇒ (7, 8) = 15

The bolt lands solidly in his thigh, blood streaming everyone. Cogward scowls, groaning in pain, but grits his teeth and readies his weapon, apparently ready to charge regardless.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

No problem. I'm happy with how the wand works in it's single missile configuration.
Was Lee able to get Lark covered with a Mage Armor spell?


Forces of Nature Battlemap

Yes, that's fine.


Forces of Nature Battlemap
GMDQ wrote:
blood streaming everyone

Ew. I meant "everywhere."


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

Wow. If Sandara hadn't healed me earlier, I'd be unconscious before even getting to fight. I want these sailors on my side, apparently the dice roller loves them!

Thren is now bleeding badly from another crossbow bolt sticking out of her and quite a bit aggravated. She begins singing a martial song from Galt, all about the chopping off of heads. As she sings, she drops the crossbow and draws her short sword, moving forward to engage the nearest sailor (sailor #2).


Standard action: Inspire courage
Free action: Drop traitorous heavy crossbow
Move action: Move up to sailor #2 and draw weapon (doable as she has a +1 BAB)

"Come on gang, unless we all want to die as practice dummies!"


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]

Move and attack

Lark moves forward after Threnody to engage sailor #2.

Attack sailor 2: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Lark's initiative order is now below Thren's.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

For combat Round #2, Lee will take a 5' step east and use the cover afforded by the lifeboat for, well, cover.
If possible, of course.

Once behind (possible) cover, Lee will open fire on Sailor #2 with the wand.
Magic Missile Damage: 1d4 + 1 ⇒ (3) + 1 = 4

If Lee has enough actions left he will also draw The Cheeseknife so that is in hand.

Edit: I just did some looking and there's nothing mentioned in the rules about 'taking cover' as an action. It seems that either one has cover or one does not. That being said, it seems like Lee's 5' step puts him behind the lifeboat. That leaves a move action to draw his blade.
So that leaves the question as to whether the lifeboat offers cover or not? If it does offer cover, looking at the map, it looks like no cover from Sailor #1. Sailors #4 and #5 look questionable. Sailors #2 and #3 look pretty good. But this is all a judgement call that I leave in GMDQ's hands.


Forces of Nature Battlemap

Sailor 2, who prepared to attack who approached him first, now attacks Lark as he approaches.

Attack, higher ground: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17

This hits his flat-footed AC--the condition of flat-footedness is from having just boarded, so it is not negated by acting. (Specific condition of this particular fight, as written in the adventure. The condition still goes away at the top of the round.)

The sailor strikes true, cutting into Lark.

Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Cogward, while wounded, seems to just get angry and beelines for sailor #1, swinging his cutlass at him.

Attack, Inspire Courage: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13

But off balance from the wound, he just misses.

This is going to be one of THOSE combats, isn't it?

Sailor 1, having also prepared an attack, swings at Cog.

Attack: 1d20 + 2 ⇒ (11) + 2 = 13

Yup.

And just manages to hit...

Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Dealing Cogward enough damage to knock him out.

Sandara rolls her eyes, steps back, prays she doesn't include enemy sailors elsewhere on the ship, and sends another surge of healing through the party.

"Get it together, mates, I can't keep doing this!"

Positive Energy Channel: 2d6 ⇒ (3, 2) = 5

Lee cannot make a quick and easy step downward into the lifeboat hanging on the side of the ship because of course he would have to take considerable time climbing into the swinging, shaky boat. He also judges that trying to maneuver and see what he is firing at in the shaky boat might limit him more than assist him. He instead takes solace in the fact that as a very small man, his compatriots Lark and Thren now provide adequate soft cover for him as long as he stays right behind them (+2 AC bonus) and they continue to do their rightful duty as meat shields. He does take a quick and easy step next to the boat, but remains fully upon the deck.

Lee, you are in the square you moved yourself to, but you are on the deck, not down in the boat.

He then zaps sailor #2, while with his other hand, pulling out the Cheeseknife.FYI since you have a +1 BAB, you can draw a weapon as part of normal movement--you could have even moved your full base speed and still drawn if you wanted.

Sailors 4 and 5 shift their focus on Sandara after seeing her heal the party.

Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d10 ⇒ 1

Attack: 1d20 + 2 ⇒ (12) + 2 = 14

But she is only grazed by one of the shots.

Thinking to take out the one rallying her allies, Sailor #3 tries to shoot at Threnody again, though she has entered the fray and will be harder to hit.

Attack: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5

And harder to hit she is, and the bolt lands harmlessly in the mast nearby.

As he moves and you all get closer to the fray, you notice sailor #6 is also bruised, perhaps wounded by one of Lee's sling bullets from the pre-boarding volley.


Forces of Nature Battlemap

Whoops! I messed up above (and can't edit anymore). Cog has favored enemy (human) so he hit the sailor after all!

Damage, favored enemy, inspire courage: 1d6 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11

And the sailor is about ready to fall over (0 hp, disabled).

Cog, you have retroactively and yet preemptively avenged yourself. The sailor would still take him down as they technically strike each other simultaneously.

Round 2 (so far)
Combat Order (updated due to many readied and delayed actions)

Lee - HP 14/14 AC 18 T 13 FF 15. mage armor, slipstream(Already acted)
Sailor 3 - HP 11/11 AC 14 T 11 FF 13 (Already acted)
Sailor 4 - HP 11/11 AC 14 T 11 FF 13 (Already acted)
Sailor 5 - HP 8/11 AC 14 T 11 FF 13 (already acted)
Threnody - HP 17/18 AC 18 T 14 FF 16 mage armor, expeditious retreat
Lark - HP 18/19 AC 19 T 14 FF 14 mage armor
Sailor 2 - HP 3/11 AC 14 T 11 FF 13
Cog - HP 4/19 AC 14 T 11 FF 13, prone
Sailor 1 - HP 0/11 AC 14 T 11 FF 13, disabled, staggered
Sandara - HP 19/20 AC 17 T 10 FF 17 instant armor

Inspire Courage round 2

Threnody is up, but it is also okay to post out of order. I'll arrange it all.

And if you happened to be online to watch how many times I edited both these posts because I screwed up some kind of bookkeeping, you would weep with laughter.


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

attack vs. sailor 2: 1d20 + 3 ⇒ (20) + 3 = 23
Confirmation roll: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 + 2 + 1d6 + 2 ⇒ (4) + 2 + (1) + 2 = 9

Thren senses that somehow, Sailor 2 was the one that shot at her in the beginning of this fight, and that now is the time for revenge. She sinks her blade savagely into his stomach, twists, then pulls up till she hits his sternum before drawing her weapon free. The spilled blood pools around her feet and she smiles a feral smile as it drips down her blade onto the deck. Her short sword glows crimson as she channels arcane power into it, looking as though magical energy also dripped from the blade. "Oh look, you fed my blade and now it's hungry for more blood!" Thren taunts. Then the bard looks up at sailor 4 and her crossbow. Threnody's eyes narrow. "You're a little too attached to that thing. Maybe I should make sure you never lose it by shoving it down your throat and pulling the trigger." With those words, the bard swiftly scampers up the far stairs to rush into hand-to-hand with sailor 4.

Standard action: gut-stab sailor 2 with a crit
Swift action: Arcane strike for effect, only lasts one round after all
Move action: Moved up to sailor 4 by going straight toward Cog, then up the stairs, avoiding drawing AoO from the downed sailor 2
Free action: Maintain Inspire courage (8 rounds of performance left)
Free action: Mouth off at enemy sailors, asking for more trouble


Forces of Nature Battlemap

For his part, sailor 2 falls down and bleeds profusely.

Lark up!


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

It is Lee's intention to be on the deck, using the lifeboat for cover. Is the lifeboat sitting on the deck? Then cover is obvious. Or is it swinging above? Then maybe it's not such great cover unless he can move under it, shielding him from elevated opponents. Either way, he's not getting into the lifeboat.


Forces of Nature Battlemap

The artwork is misleading. The lifeboat is hanging from a block and tackle system on the side of the boat, next to the rail, so that if you climbed over the rail you would be sitting in the boat. Its sides are no higher than the rail itself and provide no useful cover from where you are standing (the rail would actually be the thing providing you cover and while it would provide cover from attackers in the other ship, it cannot help you with people who are standing--on higher ground no less--in front of you). There is no way to use it to hide or take cover unless you actually climbed into the boat. The boats are positioned so they can be entered and quickly lowered into the water with the pulleys, which you could not do if they were sitting on the deck.

In fact, since this may be something you have to deal with, as you have been ordered to keep other people from escaping into the boats, it's important to be clear on this. Potential escapees will either jump into the boats (a move action from standing next to the rail) and then untie them and then lower them, or untie them first and then jump into the boat, grabbing the ropes to pulley themselves down. In the interests of capturing the ship intact, you don't want to lose the boats, let alone let people escape in them. So you have to keep people from untying the ropes and/or entering the boats.

It's important for YOUR sakes it's not too easy to get into or take cover by the boats because that could make your chances of failing this mission go up much higher.

Right now your current sources of cover are your comrades. You could probably also hide behind the wheel once you get to it.

Also bear in mind that some sources of full cover could block your line of sight for your spellcasting. It can go both ways. (People are soft cover and do not block LOS).

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