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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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

Let's just say any arcane caster can use it. It's a useful enough spell to keep.


Forces of Nature Battlemap

Doc Imogene bursts into a grin. "Would I? I've been yearning to hear the Tide's bones creak, see what she needs! I've been grateful for all that you all have given me and the rest of us who turned away from Varossa, but I admit this was starting to feel samey. And what's this I hear about a wheel needs installing?"

As for Quinn, she straightens, startled by the offer. "Well, as the First Mate's job is usually to clean up the Captain's mess, and that's what I generally do anyway, would be my honor. I'll still plan to stand by for magical healing, but Imogene I'm guessing is better set to be Ship's Doctor in terms of practical knowledge."

About a day after Kahuranga had his chat with Caulky, she approaches him and says, "I want to stay on the crew. Someone's gotta keep an eye on Owlbear and those two dumb orc brawlers ain't a good influence on him."

Lark holds a brief ceremony to officially hand over the captaincy of the Fearsome Tide to Threnody, and a fair amount of grog and food follows. More questionable but certainly strong moonshine is also shared by Rotgut the alchemist. An impromptu band forms of Conchobar singing, Rosie on her fiddle, and Melissiel and Randiel both on elven flutes, and many take to drunken dancing.

Apart from partaking in any revelry, anything else?


Forces of Nature Battlemap

Doc Imogene bursts into a grin. "Would I? I've been yearning to hear the Tide's bones creak, see what she needs! I've been grateful for all that you all have given me and the rest of us who turned away from Varossa, but I admit this was starting to feel samey. And what's this I hear about a wheel needs installing?"

As for Quinn, she straightens, startled by the offer. "Well, as the First Mate's job is usually to clean up the Captain's mess, and that's what I generally do anyway, would be my honor. I'll still plan to stand by for magical healing, but Imogene I'm guessing is better set to be Ship's Doctor in terms of practical knowledge."

About a day after Kahuranga had his chat with Caulky, she approaches him and says, "I want to stay on the crew. Someone's gotta keep an eye on Owlbear and those two dumb orc brawlers ain't a good influence on him." No one has particularly observed a bad streak created by Larry and Barry but Caulky perhaps needs to create a reason.

Lark holds a brief ceremony to officially hand over the captaincy of the Fearsome Tide to Threnody, and a fair amount of grog and food follows. More questionable but certainly strong moonshine is also shared by Rotgut the alchemist. An impromptu band forms of Conchobar singing, Rosie on her fiddle, and Melissiel and Randiel both on elven flutes, and many take to drunken dancing.

Apart from partaking in any revelry, anything else?


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, with her typical lack of decorum, will enjoy the revelry. She won't drink much-that won't change. But she'll dance with whomever suits her whims that night. She won't sing unless asked, letting all the others enjoy themselves.

She will, however, attempt a speech.

"Lark is my captain. That will not change. Handing me the Fearsome Tide is an act I can't repay. And I won't, because you didn't ask for payment first Lark," she jokes. "Like many of you, I bled for this ship. I bled for this island. But now...the seas are opening up, strange things are afoot. and I aim to go out to meet them! Some of you will remain here with Lark, and I respect you for it. Some will join me as we set back out to sea. Here then, raise you mugs. Raise them high, and maybe Besmara find us worthy to be pirates of the Shackles!"

The next day, Thren will get the building team rolling with directions for her quarters, as well as discuss watchtowers along the beach and the state of the lighthouse. Then she'll start getting ready to set sail.


Forces of Nature Battlemap

Just for fun, Thren, give me a Diplomacy or Performance Oratory speech


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

Spending a hero point to add +8 to the roll. Because I know I am tempting fate!

Diplomacy: 1d20 + 3 + 8 ⇒ (7) + 3 + 8 = 18


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 delighted to hear it, Caulky. Wind at your back. You will chart your own path. Metaphorically, of course. For now, we will all follow Captain Threnody's orders."

I think I'm good to go whenever.


Forces of Nature Battlemap

Next question: where to? Beachcomber to report back to Slick, or Drenchport to follow a lead you were given by the temple of Calistria, or somewhere else?


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

Our new captain assembles her officers, such as they are, to plot out their next move. "I'm in favor of going to Beachcomber to report what we found. I want to end our business with those Norgorberites. But I'm open to the insights of others."


Forces of Nature Battlemap

Also, at some point you may wish to head back to Port Peril to pick up Ravenna. I would suggest before or after Drenchport.

"Beachcomber sounds good to me," says Quinn. "Hopefully it won't take us long. But we don't want to lose track of our leads either."


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

"Beachcomber seems like best course. They have a question, we have the answer. How often do we have the benefit of such a lack of ambiguity."


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 wonder, are we going to surrender the wheel to them? We agreed to give them the secret, not the means to implement the secret. Still, I don't want to be on their bad side..."


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 want to keep our options open. I would love to install it aboard my ship, but if it's lucrative enough selling it is a good idea. But it sounds like we're off to Beachcomber. I'd say Port Peril after to pick up our new hire."


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

"It may be worth investing in us. The short term gain from selling it wouldn't compare to how it will improve our capacities. But we shall see. We may need the leverage, and ultimately Fairwind's favor may be worth more than the wheel."


Forces of Nature Battlemap

Agreed upon a destination, the crew of the Fearsome Tide sets a course and sets sail.

This trip will take a couple weeks. Both of you please roll: two duty checks (one for each week) and two d100s. Please also describe anything you are doing in particular--working on any projects, working on continuing to influence the crew, etc.


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

Duty calls! Hopefully a nice merchant vessel will come along :-)

Profession (sailor): 1d20 + 11 ⇒ (8) + 11 = 19
Profession (sailor): 1d20 + 11 ⇒ (17) + 11 = 28
percentile: 1d100 ⇒ 19
percentile: 1d100 ⇒ 94

Thren spends the beginning of her maiden voyage as the captain with Doc Imogene, going over the ship to see what maintenance the Fearsome Tide needs as she's been out to sea for a bit. "We're pirates. That doesn't mean we have to sail in a wreck. This is a fine old ship, and if we take care of her, she'll be a fine old ship for us for long as we want."

Our tiefling will also finally try to answer a question plaguing her for months. At some point when it's quiet, Thren will wait till Yamtisy has her notebook out. Then the tiefling will wait a bit before asking the bosun the question: "What're you drawing Yamtisy? I've seen you drawing in your free time before. Mind letting me see? It's not an order, I've been curious for a while." The captain puts on her most polite, respectful smile when she asks.

Diplomacy, influence attempt: 1d20 + 3 ⇒ (19) + 3 = 22


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

Profession (sailor): 1d20 + 10 ⇒ (3) + 10 = 13
Profession (sailor): 1d20 + 10 ⇒ (3) + 10 = 13

1d100 ⇒ 64
1d100 ⇒ 97

Kahuranga notices that the new recruit, Dariel Deadeye, hasn't made too many connections with the crew, though he has settled into his work. Chakam recruited him, and now Chakam has stayed behind at Ghoral Rey. He will take the time to pay attention to the new gunner's mate.

Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22


Forces of Nature Battlemap

Yamtisy in the past has seemed a little reluctant to share her drawings, but she has served with you long enough, and Threnody's approach is with a light enough touch, that with a bit of a sheepish look. You see a drawing of a serpent-like creature with flaming wings. It is very good, and the drawing on the previous page seems very similar. You had gotten her some inks not long ago and so the recent pictures use color.

"I want to get a tattoo," she admits. "I know everyone on the seas gets a tattoo, but if I'm going to get marked up, I want it to mean something. I saw a creature like this in my home town growing up. We thought it was going to kill us all, but it ended up saving us from a pack of wyverns hunting in from the jungle. I... if I'm going to do this, I want to get it right." She does a quick flip through the pages and indeed she has tried different angles and colors for the image. "Trying to get the right balance of fearsome and hopeful."

Dariel is working with Cog on oiling the mechanical parts of the ballistae--Cog on the fore, Dariel on the aft end of the ship. He seems almost startled to be approached, but is glad someone has approached him. He doesn't have a lot to say, but is curious about Taniwha. He traveled down from the north, his human mother Varisian like Cog's is, so they had chatted with each other some on that, but he is still getting used to the Shackles. "I thought Varisia was rowdy! But I here the Chelis try to get their dirty boots all over here too. I am happy to help send them home."

I think that pushes Yamtisy to the next level of Loyalty, and is one half of the way there for Dariel

Your travel goes reasonably smooth the first week, with decent weather for the most part, although an unexpected downpour mid week makes things a little tricky.

The first week you also spot a ship sailing Absalom colors. It is likely a cargo ship full of wealth. You can opt to pursue to pirate it or let it be. It appears to be heading toward the Smoker.


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

"Well Captain, it seems we have a decision to make. Are we pirates, or are we spies? Sandara, do you think Besmara smiles on us this day?"


Male? Tidewater Dragon Familiar HP: 24| AC/T/FF 19/13/18| F 5 R 7 W 7 CMD 13| Per 9

As for Dariel, Taniwha, in his tiny piratical hat and polished scales, is more than happy to charm the newcomer.

"Here in the Shackles, we are the best at being rowdy, as you say." the cat-sized dragon starts a silly chant. "Let's...get...a little bit rowdy..."

Taniwha Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18


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

"You've got quite a few good pieces here. When you want that tattoo, it'll be a hard choice to make. But a good one. You'll wear it with pride, knowing it's yours." Thren tells her bosun with an encouraging smile. "Next time we're in a suitable port, why don't you get it done?"

When the ship is spotted sailing towards the Smoker,the tiefling grins in reply to the sea witch.

"We're pirates, of course. So unless that ship reveals its full of marines, I say we chase it down while we're here. It's flying Absalom colors. So to me, that's fair game." Thren grins. "Unless we're now honest businessmen and someone forgot to tell me, we're supposed to chase down ships for sport. Change course. I want that ship's hold in our hands as fast as we can manage!"


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

Let's do something piratical, then. Spells Memorized: (CL 8th; concentration +14)
4th—dimension door, summon monster IV, vermin shape II[UM]
3rd—haste, lightning bolt (2, DC 18), rain of frogs[UM]
2nd—hold person (2, DC 17), molten orb[ACG] (2)
1st—frostbite[UM], mage armor, nauseating dart[ACG] (3, DC 16), obscuring mist
0 (at will)—detect magic, read magic, stabilize, touch of fatigue (DC 15)

I swapped some things out to make myself a little more blastery and to make Taniwha a viable combatant. Also have Summon Monster and Rain of Frogs just to give them something else to fight.


Forces of Nature Battlemap

Thren, from your speech before departure, you or the crew gets a +1 bonus to one of the rolls made during this pursuit or ship-to-ship combat that ensues, if you catch up with the ship.

I'm going to wing pursuit, going for chase rules instead of vehicle rules, and ship to ship combat a little, as the rules are complex. But if you want to reference them they are in the AP's player's guide. During the pursuit, either Thren or Kahuranga (only one or the other per turn) can attempt a roll yourself (you add your Skill/etc. bonus), or have a crew member roll. One crew member can roll only once (so if you use Belina for one check, you cannot use her again). The crew members are likely to have a lower bonus, but it leaves you free on that turn to perform your own action such as casting a spell, engaging in a bardic performance, etc. Now is also a good time to remind you that Helpful crew members like Sandara can also give you a +2 to any one Ship-related action check during the scene.

Conchobhar begins chanting a song of pursuit, casting ghost sound to add the sound of war drums for some extra drama. The crew cheers and man their stations to be ready to do some piracy.

The ship is well ahead (we'll call it two "steps"), but not so far that you can't catch up. It is not yet aware of you, but if you take a direct approach it surely will be soon. If the ship gets more than four "steps" away from you it flees successfully

You can attempt to
1) Go full speed and chase full on. It will notice you and be more likely to put up defensive maneuvers, but it will be easier to catch up. DC 10 Profession Sailor Check, advance 1 step, ship will become aware of you.

2) Skirt around a nearby atoll and approach from another direction. This will be harder--risking getting further behind.
DC 22 Stealth check, advance 1 step, ship will not yet be aware of you; failure means you remain 2 steps behind; failure by 5 or more means you lag another step behind (3 steps).

Notable crew stats: Belina (Helm): +8 Profession (Sailor), +6 Knowledge (Geography); Yamtisy or Cog: +9 Intimidate; Conchobar +10 Stealth; Imogene +12 Craft Ships; all former Wormwood crew who use generic stats: +6 Prof Sailor (except Samms, whose bonus is to Profession Fisher).

If you come up with an alternative, propose it and roll it


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 vote we go the Stealthy route. Thren can probably crush that check, and very little chance to lose ground. Plus it just seems more like us to be sneaky.


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

The captain looks up at Conchobar and grins as the war drums sound. "Let's see about taking them by surprise. Aim us towards that atoll, let's get nice and close before they even know we're here." She directs.

Stealth: 1d20 + 16 ⇒ (11) + 16 = 27


Forces of Nature Battlemap

Profession Sailor: 1d20 + 7 ⇒ (18) + 7 = 25

As the riggers manipulate the sails excellently under Threnody's guidance, Belina navigates expertly around the atoll. The target ship, though moving steadily ahead, has no idea you are there just yet. This round of the chase, you begin 1 step away from the ship.

Unfortunately the most direct route to pursue is past a reef that one wrong move could cause you to run aground right quick. You can try to plow through it at a DC 30 Profession Sailor check. Failure means you end up having to slow down and lose the way you've gained (putting you 2 steps away). Failure by 10 or more means you have run aground and the chase ENDS. Success has you nearly catch up to the ship. The check above is for when that happens, and I'll explain if needed when the time comes.

You can skirt the reef, alternatively, where you will most likely lose the advantage you just gained. Succeeding on a DC 20 Profession Sailor check, you will end up again 2 "steps" away but will be more likely to be able to keep going. Failure by 10 or more puts you 3 steps away--you skirted too cautiously.

Either way at this point the ship will be aware of you and will be making maneuvers to evade.

Mood music


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

Get ready with some Aid Another rolls team, I want to go for the big payoff!

"We're almost on top of them! Man the weapons and go straight through!" Thren directs, point straight at the reef. "We've got a strong keel, let's put it to good use! We'll be on top of them before they know what hit them!"

Profession (sailor) DC 30: 1d20 + 11 ⇒ (20) + 11 = 31

Great music! And I will roll no higher than a 5 in combat when we engage!


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

If I can aid on Profession (sailor): 1d20 + 10 ⇒ (14) + 10 = 24

"Hold on, it's going to be a bumpy ride."


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

Taniwha flies up to the crow's nest to get the best view he can of the opposition.

Perception whenever we are close enough to matter.: 1d20 + 9 ⇒ (17) + 9 = 26


Forces of Nature Battlemap

With remarkable maneuvering, The Fearsome Tide closes in swiftly, and you can tell from the movement from the other ship that they have now realized you are there--but they are unlikely to be able to escape you. The question is can you close to boarding, or how else will the fight unfold?

You are about 180 feet away from each other. Both of you are facing the same direction, ahead (one chasing the other). To board you will need to be 30 feet and, ideally, parallel to one another (although you can be facing the same direction or opposite).

Initiative The Dowager: 1d20 + 1 ⇒ (11) + 1 = 12
Initiative Fearsome Tide: 1d20 + 5 ⇒ (16) + 5 = 21

The Fearsome Tide goes first, but before acting, you will need to see who has the upper hand. Your Pilot, which by default is Belina, needs to attempt a Profession (Sailor) check versus the other ship's check, which was the result of 25 above. You can assign someone else to the helm (such as yourselves) but after determining who the pilot is now, it will take a full round action to change who is at the wheel for both the current pilot and the one you want to take over.

Every round the ship that has the upper hand gets a free 30 foot move OR can change the ship's heading 90 degrees.

Every round the two of you, the pilot, and another officer can take an action. One of you can do one of these ONCE per round (i.e., if one person chooses this, another cannot): move the ship 30 feet, change the ship's heading by 90 degrees, help load a siege weapon, fire a loaded siege weapon, cast a spell, use any other appropriate feat or class ability, spend some of your 25 points of disrepute to purchase and use a Disgraceful or Despicable imposition, or help repair damage should that be necessary. You can also do things like ram the other ship if your heading is appropriate (you are perpendicular to the other ship). All of these require the usual skill checks, etc. depending on what you choose.


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 vote for either Thren taking the wheel (because she is better than me) or Belina keeps it. For options, I can dimension door myself and two others over. A Haste before that would let Taniwha swim over on his own at a speed of 90. Then we could wreak enough havoc that the crew could catch up.

Or we could try to catch them the old fashioned way. Odds aren't great this round to make progress, but they won't get so far in a round that they are out of range of Dimension Door.


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 say we should let our crew do their thing, Belina at the helm. I have a better modifier on Prof (sailor), but that means I'm stuck at the wheel for a full round change out. If we can aid Belina, then we'll be in a position where we can board with our crew. Assuming the crew can help with Aid Another on this check. I will invoke that +1 bonus for one check on this though, so she can maintain the upper hand.


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 stands by Belina as she steers the ship after their quarry. "Let's use a little magic to make a good pirate better," Thren says with a vicious smile.

Thren casts heroism on Belina. For 80 minutes she gets a +2 morale bonus on skill checks, attack rolls, and saves.


Forces of Nature Battlemap

You can aid another, but that will be your action for the round. If you want to aid Upper Hand checks, it will be for the following round, because it's a beginning of the round check and I can't explain it but that's what makes sense to me.

Belina is at the helm!
Prof Sailor Who Has the Upper Hand?: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20

While Belina steers very well, the other ship is used to sailing in Shackles waters and seems to be taking the best advantage of the wind and currents. The Dowager has the upper hand this round. Their free action is to steer the ship away from you by 90 degrees. So their stern is facing the side of your ship.

Now you are up

BTW I'm thinking if you guys get to boarding, once the ships grapple each other, I'm not really wanting to run a full blown combat. Thinking maybe just opposed rolls between captains? You guys will otherwise have the level and power advantage. THAT SAID if Kahuranga goes with his plan to dimension door over that I'd have to try to run as a combat since it is just a few people versus a whole crew.


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

Opposed rolls suits me fine when we get to that.

"Hey, Kahuranga! You got anything that can slow them down?" Thren calls.

Question: If we invoke a fog cloud imposition, can we reach the wherever their helmsman is? Should be range of 180 feet.


Forces of Nature Battlemap

Let's say yes, especially since the fog cloud is an area effect


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

"Never mind Kahuranga. I have an idea."

Thren stands on the deck of the Fearsome Tide and feels the mystical energies around her. Of a ship known over the decades for its legendary acts. She draws on that power. And the power of the reputation of the crew around her. This she twists into shape and forms in her mind a fog bank. Then she places it right where she can make out the wheel of the Andoran vessel lies, hoping to obscure their vision.

Thren uses an imposition to cast fog cloud on the other vessel, location of the helm.


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

Damn, I could have just barely reached the helmsman with Hold Person, I think, but can't see them with the fog cloud. Should have posted faster.

I think what I will do is cast fly on myself and then Haste on all of us. Then I can get up there and summon some things to cause trouble. That should slow them down if we can stick with them for the next few rounds.


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 don't suppose you can summon something like an air elemental with a decent fly speed? That would do well for harassment I think.


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

Ooh, that a good idea. I'll summon fiendish dire bats and then Haste them.

Kahuranga draws a nub of a black and white candle from a pouch at his belt, lighting the black end. Then he draws a small pouch filled the slivers of body parts from a wide variety of creatures. He chants over the candle, opening a tiny aperture into a hellish realm and calling to the creatures who live there.

Full round action to cast Summon Monster 4 to summon 1d3 Fiendish Dire Bats.

1d3 ⇒ 3


Forces of Nature Battlemap

Kahuranga summons giant bats as Thren calls upon the ancient majesty of the ship and the seas it sails to enshroud the helmsman in a fog cloud.

You can see several crew maneuvering on the upper aft deck of the Absalom vessel, the Dowager (as spotted through someone's spyglass), and in a moment, there is a whistling sound as a huge, steaming bullet is hurling toward the air toward you.

Attack, Catapult: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Confirm Crit: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11

Die roller, while I don't mind this, you should know that Dottie knows where you live and she is coming for you.

Cold Damage: 4d6 ⇒ (2, 4, 3, 1) = 10

The bullet strikes your mainmast square on, and explodes into myriad ice particles. Threnody and Barefoot Samms, standing on the mainmast, get the brunt of it. No save versus the damage, although of course Thren eats 5 points due to resistance

Threnody Reflex Save DC 20 vs entanglement: 1d20 + 10 ⇒ (17) + 10 = 27

Threnody's natural athleticism and trained seamanship is no match for a bit of ice on the mast.

Barefoot Samms, being barefoot, stumbles from the cold and grasps onto the yardarm to keep herself from falling. She is entangled

Nearly everyone else on the crew is also showered with the slivers of ice. For the time being, I'm not rolling saves for the crew. Only Cog and Tilly, moving toward the catapult, escape the damage.

Kahuranga Reflex Save DC 20 to take Half Damage: 1d20 + 7 ⇒ (17) + 7 = 24
Taniwha Reflex Save DC 20 to take Half Damage: 1d20 + 7 ⇒ (4) + 7 = 11

The ice also embeds itself in the sails, and while it has barely done enough damage to sails designed to withstand tropical storms, the sails and rigging will be very hard to manipulate temporarily. +5 to the DCs of any checks involving movement or maneuvering for 1 round

Piloting Check for Upper Hand, pilot can't see: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
Belina Check for Upper Hand: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16

Shocked by the unexpected, if brief, snowstorm, Belina can only keep her grip on the wheel. The other pilot cannot see but is a seasoned enough salt apparently to know the feel of the wheel and the water to keep a steady hand on the rudder. The Dowager begins to move away from the Fearsome Tide moving straight ahead. The free action is to move 30 feet forward. Their heading is still perpendicular to you, with their aft section facing the side of your ship.

The Fearsome Tide is up! Don't forget to give your crew orders as well as take your actions--e.g., do you have Belina pursue? Have Cog aim the catapult? You are running your ship, your crew needs its captain and officers to guide them! Two other officers per round can take an action. Everybody else is automated to be adjusting the rigging, performing repairs, and passing out arms, preparing to board. You can presume they are also loading the siege engines, but without any further actions/guidance, the loading sequence will happen once per round, e.g., it takes 3 rounds of actions to load the catapult; in one round the catapult gets 1 round used to load it. If you do nothing active to load it, it will take 3 rounds to load the catapult. If you spend your turn to help load it it can be loaded faster. Mind this may not be the best use of your time, I'm just trying to think of all the moving parts involved in this.


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

"Beware all, they've got some magic on their side too! Belina, continue the pursuit. Cog, load the catapult. Tilly, Barry help Cog!" Thren orders. "I'm of no mind to lose a race to some soft Andoran merchant today! Run that ship down!"

Thren breaks out the One Reason to Live and blows a mighty blast up on it before moving on to an epic shanty. The bard's focus is on Belina specifically.

Starting up inspire competence with the horn. Belina now gets an additional +4 competence bonus on Profession (sailor) checks as long as I continue performing.


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Sandara spends her round helping to get everyone armed and ready for when we manage to get close enough to board.


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

Concentration check vs damage DC 15: 1d20 + 14 ⇒ (14) + 14 = 28

Kahuranga barely responds as the cold blast hammers him, his focus impeccable. From the tiny hellish aperture, three smoky forms resolve into very real bats with dagger-like fangs and 10 foot wingspans.

Kahuranga points to the Dowager and says [b]"Attack that ship and its crew as you wish."[b]

Then he casts Haste encompassing himself, Taniwha, Sandara, Thren, and the three bats.

The hell-bats leap gleefully to cause destruction on their target.

With haste, they should have a 70 foot fly speed. Since they have wings, they can run 280 feet, so I think they close the distance but can't attack.

Bat 1 HP 22/22 | AC 12 (Running) T 9 FF 12 | CMD 19 | F+5 R+6 W +3 | Fire and Cold Resist 5| SR 7

Bat 2 HP 22/22 | AC 12 (Running) T 9 FF 12 | CMD 19 | F+5 R+6 W +3 | Fire and Cold Resist 5| SR 7

Bat 3 HP 22/22 | AC 12 (Running) T 9 FF 12 | CMD 19 | F+5 R+6 W +3 | Fire and Cold Resist 5| SR 7

I'm fine if you want to not run combat with the bats but just make some sort of general bat-chaos check.


Forces of Nature Battlemap

Just repeating: Every round the two of you, the pilot, and another officer can take an action. One of you can do one of these ONCE per round (i.e., if one person chooses this, another cannot)[...]

"The two of you" includes of course also Quinn and Taniwha. I do need you to give the orders additionally to the Pilot (Belina) and One Other Officer each round. You have, for this round, given an instruction for Cog to load the catapult. The catapult will get 2 rounds of load, 1 from Cog and 1 from an automated crew action. You have not given your Pilot an order (which would be such things as change heading, move 30 feet, etc.). Please let me know if you instruct your Pilot to do anything this round (the upper hand check does not count). From hereon, if in each round you do not order Belina to do anything, I will presume your order is stay the course and your position in the water will remain unchanged. Please roll Belina's checks for piloting (and any other officer's checks for anything; if you need a skill check not listed here let me know).

If any of this is unclear, please ask. I have in my head all that I am envisioning happening but I am not sure I am expressing/explaining it well at all.

With the Dowager's free 30 ft move, it is currently 210 feet away from you. You need to be within 30 feet to board.


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 was taking the order to Cog and "run that ship down" as an order to Belina. We need to roll for Belina.

Belina Pilot check: 1d20 + 8 + 2 + 4 ⇒ (15) + 8 + 2 + 4 = 29 -5 penalty might apply?

Could Imogene or anyone else take some action to fix the sails? Crack the ice off of them or something? Otherwise probably best to aid Belina.


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

Ok, I think I got it now. Weird subsystem!


Forces of Nature Battlemap

I find the real ship to ship combat rules difficult to follow, so I am applying a simplified version that I am pulling out of my ass as we go along. The upper hand thing is part of the actual rules, but everything else is just trying to keep things as simple as I can while simulating this kind of encounter. Any weirdness and nonsensicality is entirely my fault. I need you to control your crew simply because I need to focus on what's going on with the other ship. If you have any suggestions as to how to improve things I am happy to receive them.

Do you want Belina to turn the ship or move 30 feet toward the Absalom vessel

I left my laptop at home so I can't access the stuff I need to do the other ship actions so please bear with me and I'll update when I get home tomorrow


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

Move toward the vessel is my vote.


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

Belina is to move toward the other vessel.

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