GMDQ's Skull and Shackles (Inactive)

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


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Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Muffin, seeing the clouds dispersing somewhat and seeing Lee head downstairs decides to do the same...
Stealth: 1d20 + 16 ⇒ (3) + 16 = 19
...and get down to business...
Dex (Ratting): 1d20 + 4 ⇒ (15) + 4 = 19
...and settles down to enjoy the results of his efforts.


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 action - Shop

Profession (Cook): 1d20 + 1 + 1 + 2 - 2 ⇒ (19) + 1 + 1 + 2 - 2 = 21
The cooking goes fine. Lee is dry and warm. He'll offer Kroop a nip or two of brandy (the good stuff) to try to calm the shakes. In addition to helping cook, Lee will try to regulate Kroop's intake of alcohol down to medicinal levels.

Con vs Exhaustion: 1d20 + 1 ⇒ (11) + 1 = 12
Staying on his feet, being alert, making food happen; all those things are trying. Piling them all together on top of FATIGUE is too much for Lee. He is now EXHAUSTED and unashamedly looks it.

Fort vs Passing Out: 1d20 + 2 ⇒ (15) + 2 = 17
It is impossible to have people tell you to go to bed if you pass out. Lee's having none of that. He'll continue to parade his exhausted state around the galley until he's had enough of it.

The easiest things to cook are one-pot meals and that's what the crew is getting. Lee will consult the cookbook and find every way to make stew more and more substantial. They'll mix meat, even using the leftover coldcuts Lee made an eternity (two days) ago. They will tear up bread and put it in the stew. Rice? In. Root veg? In. The goal is to make a spoon stand in the bowl of stew when it gets served. Spices? Very mild. This stuff should settle on the stomach and send the diners straight to their hammocks.

Once things are stable in the galley, Lee will leave Kroop comfortably propped and go to Grok's office, thinking that he needs something to make this sailoring easier.

He knocks and awaits an answer.


Forces of Nature Battlemap

Threnody manages to haul the mainsail with the rest of the rigging crew but the activity is tiring on a normal day let alone after working in a storm all night, and she finds herself quickly cold and sore.

As soon as the battened hatches are opened and released, Muffin darts in and, once dry and comfortable, manages to catch a sizable rat who thought it was safe to run about the cargo hold in Muffin's absence.

Lee helps Kroop to the best of his ability, his trial-by-fire in cooking lessons going very well, but already having one of the more difficult ordeals of the night, he struggles to remain standing--but succeeds. The brandy doesn't do a great deal for Kroop, though he seems at least mildly less shaky and more at ease.

Lee looks for Grok, seeing her go back and forth between the cargo hold and the store as she checks on damage for supplies. She looks weary, but steadfastly unties barrels, taking note of things that have snapped or broken, and attends to the shaken chickens in their cages. Sadly many of the eggs were lost, but the chickens survived.

She nods to Lee when he finds her and keeps conversation short, given her own tiredness. "What do you need?"


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]

Fort vs Addiction: 1d20 + 1 ⇒ (15) + 1 = 16

Through the haze of weariness Lark doesn't even notice the skipped serving of rum.

Day Action, Work Diligently

Prof, Sailor: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20
CON vs exhaustion: 1d20 + 1 ⇒ (4) + 1 = 5

Too weary for anything except the task in front of him Lark focuses on his work. The single-mindedness serves him well and the repairs are successful. They leave Lark exhausted but still standing.

Fort vs collapse: 1d20 + 2 ⇒ (20) + 2 = 22


Forces of Nature Battlemap

Is anyone going to do anything tonight other than Rest Fully? (For Lee and Lark, you will need to to go from Exhausted to healed fully, or the next day you will still be fatigued. There are no event plans.


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

[ooc]No plans for me. At most, I'd want to go to the bilges to get a few of the coins stashed there to give to Jack, but that was something to do another night. Rest fully was my plan.[ooc]


Forces of Nature Battlemap

I think Lee has the coins from the bilges at this point--which I'm sure Thren is aware of.


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)]

While the group has no formal accounting going on, Lee would have mentioned the coins and the money on account with Grok. If Thren needs cash, to ask is to receive.


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's night action is to rest fully.


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)]

When Grok asks Lee what he wants, Lee can see how exhausted she is and decides to not delay what she's doing with shopping.

"Once you are finished here, feel free to join Kroop and me in the galley. I'm opening a bottle of the good stuff to celebrate our continued existence."

Lee forfeits his "shop" action for the day.


Forces of Nature Battlemap

NIGHT 9
- Shackles Rum: DC 5 Fort save or be addicted; +2 alchemical bonus to Charisma-based checks, -2 penalty to Wisdom-based checks. Tonight you can also skip the rum ration as no one is watching.
Events: Sleep, blessed sleep

Lee opens a bottle of brandy and shares it with Grok--grateful for the treat--and Kroop, also appreciative of the fine liquor, although he complains mildly that it's "not very strong."

At long last, the shift chime rings, and all day shift pirates are released to go to bed. Kroop and Lee pass out stew with extra fish and more cheese, while Grok wheels out the keg of rum. However, she simply leaves the cups by the keg for the pirates to take as much as they wish. Scourge, normally diligent about watching over the rum ration if only in hopes of lashing someone for failing to take their ration, himself disappears into his quarters---so while many pirates take extra shares of rum, it is also possible to skip it entirely should one wish. Once dinner is dished out, Grok drags Kroop to their berths so they both can get some sleep, with thanks to Lee for his help today.

The majority of the crew heads straight for their hammocks, although a few stay up to chat quietly in an exhausted form of celebration. Fipps looks into his locker to seek something to aid their celebrating and looks disgruntled when he apparently can't find what he is looking for.

Lark, Lee, and Threnody, each worn down by the storm, climb into their hammocks.

Still, as tired as they are, a sense of accomplishment settles into their minds as they drift off to sleep. They survived one of the worst things a person of the sea has to deal with---and saved a man's life to boot. The last week (not to mention their life prior) has been extraordinarily difficult, and while they may be weary, they are a step closer to becoming true heroes--or anti-heroes--of the sea. When morning comes, they will awaken refreshed. They feel stronger.

You have gained a level! And recovered or gained a hero point! :) Summarize your level advancements in the discussion thread please.


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

Before nodding off, Thren does stop Lee. "In a few days, I'll need a couple of coins from that stash we have. I asked Jack to make a scrimshaw knife for me for five gold. When he's done, he'll let me know."

With that, Thren gets some necessary sleep.


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)]

Fort vs Addiction: 1d20 + 2 ⇒ (6) + 2 = 8
Lee elects to enjoy a helping of Shackles rum, as much for its anesthetic effect as for a sense of continuity. Consistency is comforting, even if it is terrible.

If questioned about continuing to do something about which he complains bitterly, Lee will answer, "No sense going all 'soft' on myself now..."

And with a wave he's off to bed.


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 Action, Rest Fully

Lark realizes he's had a close call with the rum and he'll gladly take the chance to skip a serving. With a mumbled "G'night." he falls into his hammock.


Forces of Nature Battlemap

DAY 10
Weather: Clear and warm
Events: None
If you have things you would like to do that involve day actions, make a work check, with penalties if such apply: DC 10 Profession (Sailor) for Thren and Lark or (Cook) for Lee.
If there are no day actions and/or you just have freeform RP to accomplish, presume your work is a success and summarize/post what your character does.

When you get up in the morning and go about your business, you overhear Fipps and Maheem grumbling to some of your fellow crewmates about how Lark and Lee were failing to pull their weight during the second shift during the storm. "Scourge is right," Fipps said, "Those so-called privateers are useless. Can't do a real pirate's work."

Still they part and quickly head up to deck when they see you coming. And/or possibly when they see Rosie coming behind you, looking pissed at them.

While those who've made their friendship clear to you, such as Quinn, Rosie, and now Cog, continue to remain amicable, some of the crew do look at you questioningly---not with hostility, per se, but are watching you to see if you do indeed pull your weight.

The day is otherwise eventless and beneath a lovely blue sky interspersed with white fluffy clouds: a welcome sight.


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

Day action: Influence Barefoot Samms
Profession (sailor): 1d20 + 5 ⇒ (8) + 5 = 13

Without a storm to keep her busy (and drenched), Threnody resumes her normal work as a rigger. When she gets a chance, she tries to open up and chat with Samms. The tiefling woman waits until they're working in close proximity to try to talk to her, keeping things innocuous, asking about how she can manage to climb through the rigging all day barefoot and whatnot.


Forces of Nature Battlemap

Thren, can I please have a Bluff, Diplomacy, or Intimidate check?


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

Diplomacy: 1d20 + 2 ⇒ (6) + 2 = 8


Forces of Nature Battlemap

Samms raises an eyebrow at Thren when she approaches her, "Gee, no one's ever asked me that before," she says with bitter sarcasm, but adds, "But I guess I ask for it by doing it. Long time ago, when I still served on a trawler, I fell in the water, and my waterlogged shoes nearly dragged me down to my death. Decided I preferred callouses to drowning."

Unfortunately, she does not appear to be in the mood for much more conversation than that. Perhaps the subject or the timing was not right.


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]

Day Action, Work Diligently
Profession, Sailor: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20

Lark is stung by the comments about his skill as a sailor. He has no respect for Fipps, but Grok and Quarne also saw his failures. He feels the urge to redeem himself in their eyes.

I know I can’t double-dip with diligence and influence. Lark just wants to demonstrate that he’s a capable sailor.

In the clear weather Lark is able to ‘sail’ through his work; every knot is tight and every leak is plugged.


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)]

Day Action = Influence Kroop
Profession (Cook): 1d20 + 2 + 2 + 1 ⇒ (10) + 2 + 2 + 1 = 15

Lee sets himself to finishing the galley re-organization task (storm cleanup) along with the cooking. But he has, as well, started trying to draw Kroop out. Nothing obvious or heavy handed. He will try to find out what Kroop likes. Lee will (gently) challenge Kroop to do more and better things. Better food. Better company. Maybe a little less rum and a little more sun. If things go well, Lee will try to be there to extend the experience. If things go poorly, Lee will soften the impact and redirect Kroop toward solutions instead of drunkenness. If there's anything Lee can do to help Kroop eat right and get a little exercise he'll do that, too.
Lee is playing a bit longer game due to the problems Kroop has. This won't be a 1-day turnaround.
Diplomacy (Influence Kroop): 1d20 + 5 ⇒ (19) + 5 = 24

Specific goals for the day include avoiding Peppery at all costs (and admonishing Muffin to do the same) and asking Quinn about Owlbear. His blindside needs to get fixed. Even if that makes him a better weapon, the guy is a sitting duck with half a field of vision. If a brief word with Rosie about sunny weather were likely to occur, Lee would not avoid it.

Finding Thren during a brief downtime, he says, "I have those coins for you. Given the bag of coin plus the axe we found in the bilges, we've got a total of 158gp. 153, after you spend that. 138 is on account with Grok and the other 15 is liquid (I lost a gp in a card game.) We need to think about what to buy. I'd hate this ship to sink while I still have credit on my account..."


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Muffin has a daily agenda:
Ratting: 1d20 + 4 ⇒ (11) + 4 = 15

Avoiding Peppery:
Stealth: 1d20 + 16 ⇒ (2) + 16 = 18

Most of his hiding will involve being unseen and asleep in or around the galley.


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

"Thanks Lee. I'll pay Jack tonight for the knife. It'll make him happy to see a little income for his work, and it'll earn a little =Srespect from Tilly too." Thren will take the coins and hide them on her person till she sees Jack tonight.

Sleight of Hand: 1d20 + 7 ⇒ (17) + 7 = 24


Forces of Nature Battlemap

Lark, if you're just working, you can now just presume success--but I appreciate and acknowledge the character's intent to do very well--such descriptions are useful.

Quarne does indeed acknowledge Lark's attentiveness to ship repairs with a "My, you've done so much today!" remark, which coming from the somewhat reticent man is high praise.

====

Lee focuses on working with Kroop and cleaning up spilled food stores from the storm. He notes someone will need to fish again soon to help bolster the food supply.

Kroop sighs sadly at Lee as they talk and he says, "You know, Lee, besides Grok, you're one of few folks that have tried to be kind to me. An' it makes me worry for you, lad. Kindness don't survive well on this ship. I tried for awhile to live a better life--came aboard when Harrigan was just makin' a name for himself, thought I might get back some fame I'd lost..." he pauses and sighs. "This ship is poison, so it is. All's I can do is make sure the crew don't starve... though it could be a mercy if I did, but I can't bring myself to that. If all I can do is feed a soul, that's something..."

He brightens, as something comes to him and he abruptly changes the subject. "You know, you've learned a lot in a week or so. I've heard many halflings are good with food--although I've met some who're only good for eatin' it, same as any other fellow--but you've got quite a knack. Let me show ye a better way ta hold that knife, though..."

Showing Lee some of the tricks of his craft seems to get his mind off things for awhile. While at the end of the day, Grok calls him for their usual drink'n'gab session and he goes quite eagerly, he seems in slightly better spirits than when he started.

As Lee gets ready to serve up dinner and then go to mess himself, Grok reminds him, "Wasn't there something you wanted to buy? I appreciate you giving me a break yesterday, but I can open the store for you tonight if you want."

And with that I'll move us to evening...


Forces of Nature Battlemap

NIGHT 10
Rum Ration: +2 alchemical bonus to Cha-based checks, -2 penalty to Wis-based checks, DC 5 Fortitude save to avoid addiction ---- or Stealth or Sleight of Hand to skip.
Post any actions or intentions as you like, and/or let me know when you are ready to move forward.
Lee, you may "shop" as one of your action options if you like.

Lee hands over some gold to Thren, who makes it disappear with a mere flick of the wrist. He then goes over to Quinn to chat with him about Owlbear.

"I didn't even realize," she says. "Poor guy. Plugg bought him from some fighting ring, he must have been thrown out for the disability." She shrugs. "I don't have gifts powerful enough to restore him, but if we manage to loot a ship or find a buried treasure or two, maybe we'll luck upon a scroll or something. We'd also have to find a way to do it without pissing off Plugg. He probably likes that his 'dog' is maimed. "


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 Action, Steal
Fort vs Addiction: 1d20 + 2 ⇒ (12) + 2 = 14

Let’s try this again…

As the crew settles into their evening routine Lark finishes his rum and then asks Threnody for a favor. ”Do you mind putting on another distraction for me tonight? I’ve got a little skullduggery I need to finish and it would help if most folks were looking the other way. Not to mention I always work better listening to your lovely voice.”

Lark will try this even if Thren isn’t available…
Lark casually visits his own locker to retrieve Fipps’ empty bottle and the two flasks of holy water. He sneaks to Syl’s locker and goes to work on opening it.

Stealth: 1d20 + 8 ⇒ (20) + 8 = 28

Disable Device - open locker: 1d20 + 9 ⇒ (19) + 9 = 28

Apparently in ninja mode.
Lark moves unseen and opens the locker as if he had the key. He takes quick stock of contents of Syl’s locker before planting all the evidence and closing it back up.


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

Night action: Entertain

"I'll do what I can, Lark. Maybe Rosie and I can team up." With that, the bard downs her rum and approaches her fellow musician. "After yesterday, I think we could all use a wee bit of fun. Care to join me?" Thren asks Rosie.

Perform: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Fort save vs rum: 1d20 + 2 ⇒ (13) + 2 = 15


Forces of Nature Battlemap

Rosie grins at Thren, happy to help her make some music. It's not their top performance but pleasant enough.

Some of the team more vocally against the PCs scowl and continue to mutter nasty things, when Cog overhears them and shouts, "Shut up! They saved my life. Who's got your back?" Some bickering emerges.

But this all creates ample distraction for Lark, who expertly slips into the shadows and plants the stolen goods in Syl's locker.


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]

Just before bunking down Lark approaches Threnody and Lee and explains what he did. "Thanks for the song, that was perfect cover. Maybe I can arrange for Fipps to be nearby next time Syl's locker is opened, or maybe I'll just wait and see how it plays out."

"I'd love to try something in the same vein on the officers, but getting caught probably means getting killed. Let me know if you have any bright ideas along those lines. I know I can get into Grok's store, but Lee's got such a good rapport with her that's probably more valuable than anything I might get."

That's all for Lark for Night 10.


Forces of Nature Battlemap

Waiting a little longer on Lee. If I don't hear from him soon, I am moving on to Day 11


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)]

Oops

Fort vs Addiction (Shackles Rum): 1d20 + 2 ⇒ (1) + 2 = 3
"Hey! I think this stuff is starting to grow on me!"

Night Action = Shop

Instead of actually going down to the stores and rummaging around, Lee will spend the evening hanging around the rum service area with Kroop and Grok. He'll chat with them about what Grok is offering and what will be most useful for him and his friends aboard The Wormwood.

After hearing what Lark has been up to, Lee responds to Lark (out of hearing range of everyone but Thren), "I've been thinking about a way to sow some discord within the ranks of our less-well-intentioned crewmates and wondered what would happen if they were caught dumping their rum ration? We're onboard ship. Noting is steady, anyway. But what if we alter the bottom of a few tankards? Making them extra tippy? I help dish out the rum so I can make sure of who drinks out of what. If a few toadies get whipped through no fault of their own, we may be facing a less unified front. And a split between officers and crew is tough to mend..."

After all that it is off to bed. No 2nd action.


Forces of Nature Battlemap

What is it you would like to buy, Lee? Grok has a large selection of common, mundane gear that would each be worth 10 gp or less (things like lanterns, rope, crowbars, etc.); you noticed she has some acid flasks and probably has some other common alchemical items as well; and while her store is not the armory (that is Riaris Krine's responsibility), she also has some weapons and armor. Grok is not going to list the complete contents of the store, but if you name the kind of thing you are looking for, she can see if she has it--and probably does, especially if it's a common item or something that would make sense to be on a ship or part of a pirate's horde.


Forces of Nature Battlemap

I should add, she also has some minor magical items (potions and scrolls)--again common things you would expect, e.g., CLW.


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)]

I would suspect that Lee's not self-aware enough to feel that he's got a problem with the rum, but I suspect that realization is coming soon.
But he has seen Lark have issues.
Is there anything in the stores for beating the negative side effects of the rum?
If not (& if nobody has a suggestion/request) Lee will probably convert it into gems or something. Looking for something portable and easy to liquidate if needed.


Forces of Nature Battlemap

There is nothing specific for overcoming addiction - and part of that is probably Harrigan's wanting the crew to become reliant upon it, and thus, in a sense, him. Technically, meta-wise, addiction is a disease, so items like antiplague would help give you a bonus to your saving throw to fight it -- but given the DC is 5, it's probably a waste of money. You could also convince Quarne to treat you.

Addiction's onset happens a day later, so you're not going to receive the -2 Con penalty and impulse to drink more until Night 11 -- and thus probably aren't aware -- while you are shipping -- there is an issue.

Lee explains to Grok that he wants to un-liquidate the bulk of his assets for the time being, so he can carry things around that are not in the form of bulky coinage. She explains she doesn't keep a lot of gems and jewelry as the officers normally claim those kind of things for their personal shares of plunder.

She suggests he take useful items, but says she will pay the whole market price if he decides to sell them back to her, rather than half, so he won't lose money.

She suggests/offers the following: a potion of cure light wounds (50 gp), a tanglefoot bag (50 gp), and two potions of holy water (25 gp each).

If he wanted to take a different tack, she offers a magnifying glass worth 100 gp, which he could take instead of 100 gp worth of the other items she suggested.

Will move us on soon


Forces of Nature Battlemap

DAY 11
Weather: Sunny
Events: Trouble in the Sun
The event replaces any other work tasks or day actions.

Lee, just let me know what you decide to do on the shopping trip

After shopping is resolved, shenanigans are shenanned, and songs sung, you go to your beds with mischief managed.

In the morning, you notice Fipps arguing with Syl, which de-escalates into a shoving match quickly.

You report to the main deck for your assignments. The sky is beautifully blue, sun peeking past the occasional cloud, as if the storm from a few nights ago was just a faint memory. Fipps and Syl report late for duty, and are assigned to the bilges.

You notice that, relatively speaking, you are sailing in a narrow bit of ocean, reefs and, beyond them, land rising up in eye sight on either side of the ship at any given moment.

Plugg approaches the three of you, calling Rosie Cusswell to your side as well. He holds, by thin ropes attached to them, four small cage-like objects you may recognize as crab pots. "We're headed toward the Slippery Coast, and this part of the sea's full of narrows and reefs. While that means careful sailing for us--it also means there's a lot of good eating to be found." He sighs, as if he's not exactly excited about this himself, but is giving you this assignment because he has to. "The captain is of a mind to have crab for dinner tonight--and he hates to be disappointed when he's got a certain hankering. So, you lubbers will show us how seaworthy you are, and swim over to a reef and catch us some crabs."

He starts to hand out the crab pots, along with a nasty-smelling basket that contains bait. "We can't sail any closer on account of the reefs themselves--too much risk of running aground--so we'll lower you down in the trawling net, and then all you have to do is swim to that reef you see starboard of here," he points to an area about a hundred feet out from the ship, "Fill these crab pots, and come back." He hands Lark a signal whistle on a string. "Blow that when you're ready to be pulled back up."

"The boat will be slow moving to navigate these reefs, so it'll be easy enough for to rendezvous with us as long as you get the job done right. Of course, if you fail to come back by... say, about an hour before sundown, we'll presume you've drowned or abandoned ship and head on without you." He smiles faintly at this last thought, as if it gives him some comfort.

Then his face contorts into his usual scowl. "Now get going!"

Barefoot Samms stands by the crank that controls the trawling net. Rosie looks at you, shrugs, takes off her boots, and climbs into the net.

Samms says to you, "Crab pottin's easy... just find a good place on the reef to put the pot and then wait without rustling up the water. They'll crawl right in." She sighs ruefully. "Wish I could go..."

Presuming you do indeed climb into the net and are lowered down, I'll need a DC 10 Swim check from each of you.

Rosie Swim: 1d20 + 7 ⇒ (8) + 7 = 15


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

Swim: 1d20 + 6 ⇒ (20) + 6 = 26
Seconds later Thren joins Rosie in the trawling net, boots on the deck. She beams a grin at Samms. "Guess we'll just have to catch one for you then Samms!"

When the net is lowered, everyone learns an important lesson: Thren's a tiefling with a tail. She propels herself through the water not just with arms and legs, but with that splendid appendage. Perhaps her fiendish heritage came from an aquatic demon? With her horns just breaking the water, the bard seems like some strange playful shark. The swim puts her in a mood as sunny as the day. The bard emerges onto the reef like some storybook mermaid, only with better *ahem* curves.

"I just hope catching dinner is as easy as getting here!"


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]

As Rosie gets into the net Lark quickly scans the nearby deck. If he spots any easy to carry improvised weapons (belaying pin, gaff hook, etc.) he’ll grab one to bring along.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

As Lark doffs his boots and climbs into the net he addresses Samms. ”Thanks for the advice, Samms. Anything we should we should be wary of out there? How about any suggestions for occupying ourselves once the pots are set?”

Swim, follow that bard: 1d20 + 5 ⇒ (5) + 5 = 10

After a tough swim Lark trudges out of the water and then steps up with a smile to applaud Threnody. ”Bravo, milady! A superb performance an’ I’m sure this rocky stage has ne’er seen finer!”


Forces of Nature Battlemap

Lark easily finds his choice of a belaying pin and/or gaff hook nearby.

Samms shrugs. "Not sure. Just stay alert. I'm sure you know a lot of things on the sea'd soon as eat you as you it. As for the other: just patience." She gives Lark a half-smile. "That's the true test of a fisher!"


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 notices Lark grabbing a weapon, but since he has his cheeseknife tucked into his belt, he'll do without any extras. He shucks off his shoes and gets into the net as well.

Once he hits the water...
Swim: 1d20 ⇒ 16
...he is able to follow the rest with easy, energy-saving strokes.

"I used to hear fisherman joking, saying that a bad day spent fishing was better than a good day spent working. I wonder if that holds true for us?"


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

"After all the trouble of the past few days, a bad day spent fishing will probably still get us rope-bashed. But be worth it!" Thren replies easily. "But to be honest, I'm not a fisherwoman. Or crabber. Or whatever it is you call someone who catches crabs. So I hope we can get back with a full catch and avoid more unpleasantness. I wouldn't be surprised if Syl or someone else is making trouble for us while we're gone." The bard frowns, but then smiles again. "But till that happens, let's enjoy the day!" She flips her tail in the water playfully as she says this. Even the smell of the bait doesn't seem to bother her.


Forces of Nature Battlemap

The four swim easily toward the reef, enjoying the chance to get away from the ship and enjoy the tropical waters. Threnody makes moves spectacular enough for water ballet, and they safely reach the reef with little issue. In the distance, they see the Wormwood inch forward on low sail, carefully maneuvering to avoid crashing into these coral-ridden waters, and you expect you should be able to get back to the ship as easily once you're finished.

Rosie replies to Lee and Thren, "Agreed. Don't mind bilge-mucking or rope bash just to get f*#&ing well away from that sodding ship for a bit. Wish the coast were closer and I might swim for it, but it ain't. It is a glory-ful day anyways, and I reckon the water's a lot warmer than it was last time you took a dip, eh, Lee?"

The golden coral reef is largely submerged, and there are only about three spots where all of you (halfling or biggun) can stand on what can be called the surface. This section of reef has about three "fingers" where the water is shallowest and the upper parts of the reef most easily reached, as well as a little "island" that about one human-sized could stand on top of in waist-to-chest deep water.

Some of the water around the reef is quite shallow, and Lark and Threnody can stand in those areas about chest deep, but the water goes over Lee and Rosie's heads. The reef while slippery in parts has enough texture that you can get a firm footing. The water elsewhere goes from about 10-20 feet deep to too deep to easily fathom. The waters remain fairly calm and easy to maneuver about in (Swim DCs remain at 10).

The waters are largely clear, although it is hard to see past certain points because of seaweed and other ocean flora blocking the view, but you see fish swim past, small squid, and, indeed, colorful crabs slightly larger than a man's hand crawling about on the reef. Trying to sense where they enjoy feeding, you all look for places to lower your crab pots, aiming to settle them at about a 10 foot depth on the reef. The crab pots have lines and bobs designed to jiggle when a creature has disturbed the pot. Fortunately they are fairly simple traps that do not require a great deal of expertise to set up, although finding the right spot to put them and then staying still may be the bigger challenge.

Please describe loosely where you might aim to plant yourself, and make Wisdom, Survival, or Profession (Fisher) checks to determine your placing of the pots. I am gauging less chance of failure here and more degree of success.

Please also make Perception checks.

Rosie Survival: 1d20 + 1 ⇒ (15) + 1 = 16
Rosie Perception: 1d20 + 1 ⇒ (14) + 1 = 15

I also goofed Rosie's swim modifier, confusing it for Cog's; hers is +3, which fortunately still gives her a success.


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)]

Oops

Lee will take most of Grok's advice and buy the following:
a potion of cure light wounds (50 gp)
a tanglefoot bag (50 gp)
a potion of holy water (25 gp)
3 belt pouches (1 gp each)
10 gp in the largest denomination coins she has

That leaves 26 gp in hand.
Lee will put 9 gp into two belt pouches and 8 gp into the other.
Thren and Lark each get a pouch with 9 gp in it.

He'll carry the potion and stow the holy water and tanglefoot bag in his locker.


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)]

Survival: 1d20 + 1 ⇒ (14) + 1 = 15
Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Lee eases around the coral, gets his crab trap set then leaves it alone.

I'm waiting for others to get set before starting conversation


Forces of Nature Battlemap

Lee, that's fine for the shopping expedition. You have the potion with you. She gives you a platinum piece for your spare 10 gp.


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 spread out so we don't disturb each other's traps," Thren suggests. She looks for a spot where the water is particularly calm but still the right depth for the placement of her trap.

Wisdom check: 1d20 ⇒ 4

Unfortunately for Thren, her reasoning is not reinforced with survival skills. Nor is she a fisherwoman, as she's noted previously. She should stick with re-enacting The Little Mermaid.


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]
GMDQ wrote:
...as well as a little "island" that about one human-sized could stand on top of in waist-to-chest deep water.

Lark eases over to the little island area and hunts about for a spot to place his trap.

Survival: 1d20 + 1 ⇒ (12) + 1 = 13
Perception: 1d20 + 6 ⇒ (7) + 6 = 13


Forces of Nature Battlemap

Threnody Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Forces of Nature Battlemap

You spread out a ways looking for places to put your traps, Lark heading toward the one little jut, while Thren moving over to a farther away spot. Rosie plants her pot near a heavily seaweeded area and, standing in one of the shallows, Lee finds another good spot easy for both him and crabs to get to.

Just as you get your traps set and exhale, ready to wait, something bursts out of the water by Threnody, lunging for her waving tail.

Surprise Round
Reefclaw attack vs flat-footed Thren: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d4 ⇒ 4
Grab attempt: 1d20 + 8 ⇒ (18) + 8 = 26

Threnody, I need you to attempt a DC 13 Fortitude save or take Strength damage: 1d2 ⇒ 2 (you take this damage for the next four rounds upon failure)

A creature about three feet in length, with a lobster-like body in the front and propelled by an eel-like tail, latches onto Threnody's tail and yanks hard, pulling itself upward as it pulls Threnody down. It coils its long tail around her and begins to squeeze. Fortunately Thren was standing in the shallows and her face is not yet thrust into the water, so she can breathe.

Reefclaw attack vs flat-footed Rosie: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 ⇒ 2
Grab attempt: 1d20 + 8 ⇒ (9) + 8 = 17

Rosie Fortitude save: 1d20 + 4 ⇒ (10) + 4 = 14

Likewise, a similar creature launches from underneath the seaweed near Rosie and snags her leg, and Rosie yells out, "Reefclaws!" along with several words not fit to print in any language. Likewise, the creature drags her down and beginning to constrict her with its tail. Unlike Thren, she is dragged into the water and is at risk of drowning eventually.

A third creature appears between Lark and Thren, but as it came up from deeper waters, it is not yet close enough to attack.


Forces of Nature Battlemap

GM rolls and stuff!:

Rosie initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Reefclaw Init: 1d20 + 5 ⇒ (3) + 5 = 8
Thren: 1d20 + 2 ⇒ (13) + 2 = 15
Lee: 1d20 + 8 ⇒ (12) + 8 = 20
Lark: 1d20 + 7 ⇒ (2) + 7 = 9

Rosie stats for easy reference:
Init +6, AC 15 (t13 FF13) CMD 16 HP 17 Fort +4 spd 25 ft handaxe +7 1d4+3x/sling +5 PA CMB +4

ROUND 1
Combat Order
Rosie: hp 15/17, AC 13 (normally 15), grappled, grapplee, rounds of breath left: 18
Lee: hp 14/14, AC 13
Threnody: hp 14/18, AC 10 (Normal 12), grappled, grapplee
Lark: hp 19/19, AC 14
Reefclaw 1: hp ??/?? AC 12 (Normal AC 14/T12/FF13), grappled, grappler
Reefclaw 2: hp ??/?? AC 12 (Normal AC 14/T12/FF13), grappled, grappler
Reefclaw 3: hp ??/?? AC 12 (Normal AC 14/T12/FF13), grappled, grappler

Please take note of the water movement notes on the tactical map. When swimming to move, remember you move a quarter your base speed as a move action, or half your base speed as a full action

While shocked by the sudden appearance of the awful reefclaws, the party is quick to respond. Rosie immediately begins to struggle and with one hand manages to yank the handaxe from her belt, all while holding her breath.

Lee up! But you all go before the reefclaws, so you can post whenever

For easy reference: Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

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