Ironperenti's Skull and Shackles

Game Master Ironperenti

Character Treasure Tracker

S&S on roll20

Disrepute 3 Infamy 3

Crew Perilous Pearl 28 of 20 (Guillaume, Orslaw, Beket) Goblin's Prize 28 of 20 (Bessie, Bleepos, Nasifi)


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DM / GM / The man behind the curtain

The clarity of the water at this time of day is amazing and the crew can watch their captain approach the ship. Down below, the surge of water and Guillaume's encroaching presence combine to draw out the eel. It lunges out of its hiding spot stirring up silt and and bites Guillaume and doesn't let go. Above they see a large cloud of silt thrown into the air with a sudden movement from the ship. As it begins to settle, they can see a giant eel has latched onto Guillaume.

round up

1d20 + 11 ⇒ (18) + 11 = 292d6 + 9 ⇒ (1, 2) + 9 = 12

Grab: 1d20 + 16 ⇒ (16) + 16 = 32

Eel 100%

Guillaume


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Besmara's beasts guard her treasures well. Bessie readies an action to dive in if it looks like anyone gets severely hurt or the group needs strength of arms. Otherwise she orders the lookouts to keep watch on the horizon, not the sea below.

I hope Nasifi thinks to grab that eel if they kill it. I heard they eat well.


M Human Fighter (Corsair) 5 | HP 31/49 | AC 20 TO 13 FF 17 | F +6 R +3 W +2 | CMB +9 (11 Overrun) CMD 21 | Init +2 | Perc +1

Seeing things go sour quickly with the eel, Orslaw goes ahead and dives into the water, starting down towards the fight with his spear in hand. He aims to get in a couple of good stabs before having to come up for air.
Swim: 1d20 + 11 ⇒ (13) + 11 = 24
1st round holding breath


DM / GM / The man behind the curtain

Initiative
Guillaume
Nasifi
Eel
Orslaw
Bessie


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

Nasifi maneuvers to find the best shot she can with her crossbow. With the eel on Guillaume, she figures the crossbow is not the best option, but it's in hand and loaded so she might as well open with it and hope she gets lucky.

Attack: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

Damage: 1d8 + 1d6 + 1 ⇒ (4) + (2) + 1 = 7

Nasifi is using her alchemical weapon ability to add an acid flask to the bolt. She has both point blank and precise shot. There are probably some modifiers for this situation but since I'm not sure what exactly they are, I'll let you add them Ironperenti.


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

Attack: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27
Damage: 2d6 + 9 ⇒ (6, 3) + 9 = 18 Half for 9

Crit?
Attack: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Damage: 2d6 + 9 ⇒ (2, 1) + 9 = 12 Half for 6

Wrestling with the eel, Guillaume uses his free hand to blast the eel with a high-pressure jet of summoned water.


DM / GM / The man behind the curtain

My greatest apologies. Distractions. I have created a map of the situation on roll20

Nasifi and Guillaume's attacks injure the eel but its blood is up. Then Orslaw swims down next to the beast ready to give aid. The eel, for its part, gnaws on Guillaume inflicting tremendous pain.

Round 2
Guillaume done
Nasifi done
Eel done
Orslaw
Bessie

Grapple check: 1d20 + 16 ⇒ (7) + 16 = 232d6 + 9 ⇒ (6, 1) + 9 = 16


M Human Fighter (Corsair) 5 | HP 31/49 | AC 20 TO 13 FF 17 | F +6 R +3 W +2 | CMB +9 (11 Overrun) CMD 21 | Init +2 | Perc +1

Grasping the spear with two hands, Oslaw stabs the wriggling eel with all his might.
Shortspear: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 + 12 ⇒ (5) + 12 = 17


DM / GM / The man behind the curtain

Orslaw's spear drives home true and the eel seems about to bolt. Of a secondary concern is all of the blood in the water from the struggle.

Bessie

Round 3
Guillaume
Nasifi
Eel
Orslaw
Bessie


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Blood shall call out to my beasts as an offering, and from the depths they shall come to bring you to my service. Bessie recites the lines from Besmara's Code.

Bessie calls to trusted members in the rigging Blood in the water - keep an eye for sharks, I am going to go help!

Holding her tattoo up she calls on the power of Besmara and blue symbols swirl upwards around her head. Casts Air Bubble. She then jumps from the ship into the water to join her Peril Crew comrades.


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

Growing somewhat concerned now, Guillaume fires another blast of summoned water at the cantankerous fish.

Attack: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Damage: 2d6 + 9 ⇒ (4, 6) + 9 = 19 Half for 9


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

Nasifi draws her dagger and loops a prepared acid flask around the blade as she moves in on the eel. She finds her mark and strikes true

Attack: 1d20 + 6 ⇒ (19) + 6 = 25

Damage: 1d4 + 1d6 ⇒ (1) + (1) = 2

Crit?: 1d20 + 6 ⇒ (19) + 6 = 25

Damage: 1d4 + 1d6 ⇒ (4) + (3) = 7

I'm not sure the damage from the acid flask carries over to the crit damage. It might need to be subtracted. Also, how many rounds have we been underwater now? Nasifi has a swim speed from the potion, but not water breathing.


DM / GM / The man behind the curtain

The horribly wounded eel lets go of its prey and with a might flick of its tail it bursts away.

Orslaw and Nasifi may make an attack of opportunity if they so desire but it is fleeing.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

Nasifi takes one last shot at the eel. Because that's a lot of food.

Attack: 1d20 + 6 ⇒ (9) + 6 = 15

Damage: 1d4 ⇒ 1


M Human Fighter (Corsair) 5 | HP 31/49 | AC 20 TO 13 FF 17 | F +6 R +3 W +2 | CMB +9 (11 Overrun) CMD 21 | Init +2 | Perc +1

Orslaw attempts to pin the eel on his spear, with thoughts of salted eel on the menu for a few nights...
Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d6 + 12 ⇒ (1) + 12 = 13

He then begins swimming back to the surface to get another breath.


DM / GM / The man behind the curtain

Nasifi scratches the swift moving creature but Orslaw misses and it disappears into the depths. Nasifi and Guillaume are then left to head back topside. Assuming shark activity they do so.

Up top, Rattsberger calls out. "I see a shark moving in! Where there's one, there will be more!"

Sure enough a small school of sharks form. They move around the area for a while, testing one another and seeking the injured animal. After an hour they go off looking for other prey. The water is clear again having been cleansed by the currents. The designated diving team heads back down to see what they can find.

four perception checks please


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

Four each, or one from each of four of us?

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Perception: 1d20 + 5 ⇒ (12) + 5 = 17


M Human Fighter (Corsair) 5 | HP 31/49 | AC 20 TO 13 FF 17 | F +6 R +3 W +2 | CMB +9 (11 Overrun) CMD 21 | Init +2 | Perc +1

Orslaw stares down into the water, looking for signs of shark or the eel.
Perception: 1d20 + 1 ⇒ (13) + 1 = 14


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

Perception: 1d20 + 8 ⇒ (14) + 8 = 22


DM / GM / The man behind the curtain

four from anyone in the water. As it is I will split it up. Your search of the wreck over the next two hours reveal a pair of chopsticks made from manticore spikes (15gp), three bottles of chellish perfume (15gp ea), and a rusty cannon. The cannon appears to be salvageable but it will need a new carriage. Another hour later you come across the ships iron box, the pay for the sailors. Once you bring it back up you break it open to find it is filled with 800gp.

Small cannon:

Damage: 4d8
Range Increment: 200 ft.
Typical Crew 5
A ship’s cannon is a smaller version of a cannon, usually on a sailing ship. It requires only 2 full-round actions to clean and load, but still requires 2 full-round actions to prepare the ammunition.

A single cannon load costs 10 gp.

A ship’s cannon takes up a space 5 feet across.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Is craft carpentry sufficient to create a new carriage? Bessie has a +8. If so do we have the wood/supplies required?


DM / GM / The man behind the curtain

@bessie: it is and you do.


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

When they return to the ship, Guillaume smiles to the crew. "Now this has been a good day!" he says, as the salvage is hauled back onto the deck. He also finishes seeing to his own wounds.

Honestly, I'd have probably done the healing earlier, after we ran from the sharks. My Kinetic healer talent I can heal anyone who needs it (just me atm, I think) of 2d6+9, but you'll take 1 Burn (non-lethal damage equal to your hit die, that can only be removed with rest). Still a good deal.


DM / GM / The man behind the curtain

Definitely some good healing. How are you splitting with the crew? 1 part to the officers 1 part to the crew?


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Bessie would have healed Guillaume when she first went down - that was why she cast air bubble and the only reason she went in - but we kinda skipped ahead...I can retcon some healing rolls and cross off the spells used.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

The haul from the sunken ship is a pretty good one in Nasifi's opinion. But the thing that really brings a gleam to her eye is the cannon.

"This is a very good start. If the we can find some more on the island it will reall help us get some more people on board."

"And the cannon." Nasifi runs her hands over the iron tube. In fact she can barely keep her hands off it. "This changes the game for us. Once we have it back in working order we'll really be something to reckon with"

Nasifi helps (or at least she tries) Bessie build the gun carriage, and gets the metal polished up and ready for use.

Carpenter (Aid): 1d20 + 1 ⇒ (8) + 1 = 9

Is it possible to take 10 on an aid attempt?


DM / GM / The man behind the curtain

As long as you are not in a hurry.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Carpentry: 1d20 + 8 ⇒ (12) + 8 = 20
When she has a chance to build.


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

That evening, at the officer's mess...

Guillaume looks around at the other officers as they finish dinner. "This was an excellent find today. Good work, everyone. We still need to find that fishman, though. I don't suppose anyone has any ideas?"


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

We could check the island while we are here. We did not explore much as we rushed through the ghouls to fight the goblin-squids. Perhaps there is additional salvage. Otherwise we need someplace with news about fishman activity.

Bessie tries to recall any place known for sahuagin activity.
Knowledge Geography: 1d20 + 3 ⇒ (16) + 3 = 19


DM / GM / The man behind the curtain

@Bessie: she does not know of a Sahuagin active location but she does know that Goatshead is the closest town to the crew's current location. Perhaps they could seek for rumors of sahuagin there.


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

Guillaume tries to think about where Sahuagin might be found.

Knowledge(Nature): 1d20 + 5 ⇒ (7) + 5 = 12


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

When we are done here, we could go make port in Goatshead, maybe get a few more crew and listen for any good talk. Hate to go ashore again so quick, but might be time. Still say we scavenge the island.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

"Yeah, while we're hear we should give the island another look."

K Geography: 1d20 + 5 ⇒ (8) + 5 = 13


DM / GM / The man behind the curtain

How do you intend to explore the isle?


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Bessie would suggest or agree with a suggestion that a minimal group (party) row ashore to avoid the reefs, leaving the main crew to guard against goblin squids. Taking time to prepare spells and selecting weapons for fighting ghouls. Perhaps retrace our steps up to the tree fort, then finishing a sweep of the island.. maybe there is enough corn for harvesting.

Do we also want to try to raid the goblin-squid warrens... If we rowed in as the tide was going out, we could use boats and be better prepared to fight and get past traps. We only grabbed our people and left first visit, if we prepared for the traps, we might be able to raid their lair as well?


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

Sounds good to me Bessie. I figure since we're here we should try to take everything there is for taking. We need the money and the notoriety so we can get extra crew aboard so we can actually go on the offensive.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

"Maybe we should go back to the makeshift fort with the corn planted below first. As I remember it, there's a good view of the island from up there. This time we'll able to take a good look around. We might spot things we didn't before."


DM / GM / The man behind the curtain

So, about two thirds go ashore, one third stays on board? You can see the corn field from the beach so do you have one group go to the corn and one to the fort before you go down to search the water caves?


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

Works for me. Who wants to do what?


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

I agree with Nasifi, 'at fort did serve as a pretty nice crow's nest. Be nice to take some time and look around, rather than rushing. An' considerin there were ghouls on this isle before; and we really don't know that we completely eliminated them, lets 'ave the landin party stick together - even if it means bein slower.

Rule #1 - NEVER split up the party


DM / GM / The man behind the curtain

Rule #1: always split the party

Rule #2: make them think they are safe.


M Human Fighter (Corsair) 5 | HP 31/49 | AC 20 TO 13 FF 17 | F +6 R +3 W +2 | CMB +9 (11 Overrun) CMD 21 | Init +2 | Perc +1

Orslaw thoughtlessly strokes the metal torque around his neck, "The fort's a good a place to start as any. I'm a fan of being thorough, but let's not forget that the ghouls 'ere are nasty and so are the flies. I'd rather spend less time on the island and more in the caves, personally. But definitely stick together."


DM / GM / The man behind the curtain

So, the crew throws together a boarding party consisting of the Captain and his officers as well as a half dozen other sailors. Krupp remains behind as the sole officer to ensure others don't decide to run off with the newly found treasure and leave the Captain stranded on the island.

They land on the sandy beach and head to the fort via the path to the east of the cornfield. Taking the path instead of fighting their way through the jungle makes the going much easier. In short order they find themselves facing the fort.

Perception or Survival Check DC 20:
You note several clouds of flies in and about the corn field

Bleepos:
Since they have decided to check the island again, let us say that Captain Harrigan was trying to find where Mr Plugg had disappeared too. As such, he had one of his crew do a divining spell that brought him to Bonewrack Isle. Bleepos finally got on his nerves and he left the goblin stranded there. I would assume you have moved into the fort and that is where they will find you. You quickly discovered that the cornfield is infested with nasty biting flies. Luckily your system fought off any disease they may have carried. You have subsisted for the last week on crabs caught on the beach, a few birds, and a lemon or two from a small natural grove on the north side of the island. Bleepos has been hiding unsure of the people who landed. Now that they are at the fort he recognizes Guillaume, Bessie, and Nasifi.


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

GM:
Can I gesture to them? Is there a path I could point to them to get to the fort avoiding the flies?


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

perception: 1d20 + 5 ⇒ (16) + 5 = 21

Bessie surveys the isle, looking at the cornfields hoping for a tasty treat, she sees the insects swarming.

Bugs-never a good sign. Bessie calls out to the others. Reciting the holy text of the Code to herself as a reminder.
From those that are not given their rest beneath the waves shall crawl swarms...


DM / GM / The man behind the curtain

Bleepos:
They are at the top and have avoided the flies for now. You can warn them when you breach the subject. You see them coming up the trail toward the fort when you recognize them. In the bottom left of the player map on roll20 you will see a map labeled Castaways Stockade. You are near the pool of water marked "a" when you can identify them.


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

"Bugs? Where? I don't see anything." Guillaume replies, looking around curiously.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

When Nasifi sees the flies she hands each of her allies a flask of alchemist's fire.

"Alright, as before the flies aren't hard to handle with fire. The trick is to get rid of them before they get on us and start biting. We'll to find a way through that lets us clear a cloud of them without attracting the other ones as well."

Unsure whether the flies relay mostly on sight, smell, sound, or something else to find prey, she tries to remember something about he subject. She also checks wind speed and direction because it could be important to avoiding more than one swarm at a time.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Survival: 1d20 + 8 ⇒ (12) + 8 = 20

Survival for fly and wind info. Nasifi has been making alchemists fire and acid on and off for a while now so there should be plenty to hand out. I'm afraid I neglected to track the amount exactly. :(

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