On an Evil Sea-Skull and Shackles (Inactive)

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The Wormwood Crew


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"Ah, the vanara speaks well. Trial by combat is an ancient tradition respected from the Hells to the most savage barbarians. Lend me a blade and I will stand against the champion of your choosing. If you win, dispose of me as you will. If I win, leave me here with a waterskin and a weapon. What say you?"


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I thought we were leaving him here already...f*## that shit. Cut off his balls with a spoon and let us be on our way.


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Veltisiel glances over at Ordrax and guesses what he's thinking, "Better idea: we just leave you hear and skip the fight. Here's a waterskin and, Ravenna, do you still have that extra mace? Let's just be done with this."


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

"Alright, Veltisiel. I was just trying to add some flair to the whole affair."


INACTIVE - GAME DIED

Ravenna obligingly tosses the spare mace onto the sand. "Don't spend it all in one place."


I love it. Raush is all ready to play, and everyone else is just, "Screw it, he's not worth the trouble."

The crouches to pick up the mace, somehow keeping his back straight and his upper lip stiff.

You can fairly easily make your way back around the island toward the Man's Promise.


With new hands at the oars, the launch fairly flies around the island. You come around the knob at the end of the crescent shaped island to find that the crew has managed to raise the Man's Promise off of the reef that it was caught on when the tide came in. The ship now rocks gently in the swell, apparently waiting your return. You can see that they are keeping a small watch, but most of the crew seems to be below decks. The sun is setting by the time you arrive.

What's the plan, Stan?


This is a tricky point. You have a ship full of friends and foes, and you need that ship to really launch the campaign. I'm sorry it has taken so long to get to this point. How should we play this mutiny?


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

As far as I know... we have allies here with us and we know who is on our side that is still on the boat. So we know who is our enemies. Tonight we should pay a visit to those that are not with us...deal with them one way or another. Then take out scourge..


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Sounds like a plan. Onboard we can get Sandara, possibly the quartermaster, maybe Owlbear, and whoever they trust.


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Sounds good to me. Hopefully we can get this really underway here soon.


You beach the ship for a few hours rest before nightfall. The sun sets into clouds stretched across the horizon. The night is dark, the moon a sliver and the stars covered by racing clouds. The dwarves and half-orcs among the crew will be able to see short distances, but most of them will be nearly blind to your approach.

You settle yourselves into the dingy, the spicy fetid smell of the ghoul joining you in the close quarters.

As you round the small point, you see the ship sitting in the water, at anchor, with lanterns bow and stern, leaving the midships shrouded in shadow.

How do you want to play this? Stealth attack or "Welcome home" and knife in the back.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I am up for the stealthy approach but then again I think Raush and I are the only really stealthy ones here. I am up for the stab in the back if people think that will work better for us.


INACTIVE - GAME DIED

If you wanna get complicated we could have the non-sneaky ones come back, say you guys died, then "stab in the back" when you show up via stealth.


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Let's keep things simple. The more complicated it gets, the more time this will take and the more ways it could go wrong. Do we have the ghouls from the island somewhere?


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

I agree, especially since I've got my spells back (I'll choose which ones to prepare soon). "Oh hello Cap'n, so we found MY FIST IN YOUR FACE!"


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

So we want to start a fight right there with all of his allies right away. No taking out as many as we can before hand. We are going to the boss fight with the boss fully loaded with his friends...is this correct?


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Well, not all his friends. But I figure we may as well come out swinging. We have the Chelish crew, after all, and there'll likely be a fair amount of the crew that switch sides when the fighting breaks out.
Also, I need to pick my spells as well.


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

I'm ready. I'll drink my Dex mutagen just before we board. Will give me 20 minutes.


You row your way back to the Man's Promise, making no efforts to conceal your approach. There is only a small night watch on deck. They are Giffer Tibbs (Female Gnome Swab), Narwhal Tate (Male Dwarf Rigger), and Crimson Cogward (Male Human Swab).

Narwhal takes the lead hoisting your overloaded launch onto the ship.

You have the one ghoul, Tullis. The others are dead.

"So, the prodigal explorers finally return. While we've done the hard work of dragging the hull off of the coral, you've been vacationing on a tropical isle. And look here, you've brought us more mouths to feed. What is this shark bait you've brought us?"


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Thank you captain obvious.
I told them we would not be able to get anything past you. Yes more mouths to feed also means more people to do your work for you.
Ordrax laugh slightly...
I did find this spoon and I am looking forward to using it soon.
Pulling forth a spoon from his pocket, the Kobold holds it up with a rather wicked look to his eyes.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Are you going to carve his heart out?

"We're running with a skeleton crew, Tate, we've no time to be doing the job of three people. Just be glad we found some more-or-less willing deckhands."
"Y'others can hold the deck a moment? I've to talk to Sandara."


Battle map is basically updated with the current characters involved, but if you want to rearrange yourselves I'm ok with that. Sandara is asleep in a hammock below.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Spoon: Shiny metal justice!


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Not entirely sure why I'm downstairs? Also, why is Ordrax off the ship?


You guys should all be next to B 5 on the main deck. Maybe that isn't showing up correctly? I looked at it and it looks ok to me.

"Well, come dawn we'll see if they are of any use. Did you find anything else on the island, or should we sail out of here come morning?"

Raush swings across the deck and descends to the bunks, finding Sandara well asleep.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Raush gently shakes Sandara to wake her up. "Rise and shine, Bright Eyes, for plunder is close. We confirmed that Plugg's sleeping the long sleep, and found some stranded souls to join our motley crew. We're trying, Besmara willing, to get this ship from that inept Scourge. Are you with us?"


Sandara awakes instantly, jolting upward, causing her hammock to swing. "Taking the ship from Scourge, I'm in." She rolls quietly out of the hammock and onto the deck. She grabs her belt from a hook, fastening it and checking her rapier and dagger.

"So what's the plan?"


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

"The plan is, we go upstairs and beat Scourge with a big stick until he keels over. As elegant as it's simple. D'you think Owlbear would help us? The big lug didn't seem too keen on our whip-wielding captain."


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

Grak scans the deck of the ship, then looks back to Narwhal. "The island? Ah, there was a farm on the far side that we might want to check out for some supplies. Based on the posts with heads on the top, it seemed the farmer wasn't interested in visitors so we didn't stop," he replies.

"Glad to see the ship's off the reef. Any damage?" he asks.


"Owlbear appreciates our kindness. I think he will stand with us. I think we can count on Shivika, Owlbear, Concobar, and Barefoot Samms given her fondness for Velt. Shall we wake them? Or let everyone awaken to the noise? Do we call Scourge out and do this in front of them all, or do we move with stealth and take control before they know what has happened? The Pirate Queen favors the bold, but does not always reward folly."

------------------------
Up on deck:

"Some cracks in the burden boards, but nothing serious. The pumps will handle it until we can get to Rickety Squibs and get her refitted. Now that yerve brought us a crew, we can be on our way and get to business."

Narwhal seems only slightly suspicious of your intentions.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Raush scratches his head. "The deck is currently quite empty, good circumstances for stealth. A careful heist should be in Her favor as much as a daring robbery, and work wonders for our survival. But maybe we should at least warn those four, to run interference when things go south. Then, once the snake's head is cut off, hopefully there won't be too many loyalists."


Sandara Stealth: 1d20 + 5 ⇒ (8) + 5 = 13
Raush Stealth: 1d20 + 10 ⇒ (18) + 10 = 28

Raush and Sandara make their way carefully to appropriate hammocks, quietly awakening their allies and leaving their opponents unaware. Shivika, Conchobar, and Barefoot Samms are easy, but Owlbear will be a more challenging task, as he is still chained to the mast belowdecks.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

"I'll see if Ordrax wants to come pick the lock."

Raush sneaks back upstairs. "Ah, glad to see we've still got friends on board. Ordrax, there's someone back there who's burdened by the chains of his responsibilities, maybe you can help relieve him. Otherwise, it should be all we needed to do."
The big monkey leans against the railing, playing with his quarterstaff and enjoying the tension.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Well let us see what we can do to remedy that situation...shall we.
Perception: 1d20 + 7 + 1 + 2 ⇒ (6) + 7 + 1 + 2 = 16
Disable Device: 1d20 + 12 ⇒ (6) + 12 = 18

If those do not make it then I will take 10 and try again.


Ordrax's first attempt at the locks on Owlbear's chains fail. A few of the other pirates stir in their hammocks, but none of them wake. After calming himself and regaining his focus, he is able to open the locks. Owlbear wakes loudly, moaning as he comes to consciousness. He loudly declares,

"Raush, Or-drax, you are back. Scourge say you would never be back, that the island might eat you. But I am glad that you are back."

Owlbear lacks any sense of discretion. He is certainly waking up the other sleeping sailors.


Ordrax Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Raush Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Veltisiel Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Grak Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Ravenna Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Opposition Pirates: 1d20 + 2 ⇒ (2) + 2 = 4

So you guys beat all of the opponents. Ordrax and Raush are below decks. Everyone else is on deck.


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

OK, I guess this is a go! How much time has past since we boarded? I stated earlier I was going to drink my Dex mutagen right before.

Status:
Dex Mutagen: +4 Dex, +2 AC, -2 Wis (20-? minutes left)

Grak grins nervously in response to the noise below. He keeps an eye on Narwhal, ready to step forward and throw a bomb at him if he makes any aggressive moves.

Readied Bomb (touch): 1d20 + 6 + 2 - 2 ⇒ (16) + 6 + 2 - 2 = 22 Bonus from Mutagen offset by range penalty
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

I'll take a 5' step towards stairs. Aggressive moves = shout warning, draw weapon, cast spell. Is that too general?


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

"Come then, big guy. We're taking this ship for ourselves, and you'll never be chained again."

As subtlety is dropped, Raush smacks his quarterstaff on the ground. "Reaver Queen, I take your blessing for myself! Freedom!" is his call to Besmara as he heads upstairs.

Divine Favor on myself, then moving towards the stairs.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Ready when you are


INACTIVE - GAME DIED

Ravenna draws her blade and prepares for the conflict that has been brewing this whole time!

I don't see a bunch of enemies on the map so I'm not sure where to go...


At the moment, the only three opponents on deck are Crimson Cogward, Giffer Tibbs, and Narwhal Tate. All of those folks are unfriendly or hostile. Of course, you could also go after Scourge, who is in the captain's cabin. No one is currently expecting your attack, so you guys can make the first move with a surprise action from where you are. There are, of course, also folks in their bunks below decks, so the people below decks could attack or even possibly coup them.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Options? I could take out a enemy while the sleep but it most likely will be one as that will wake people up quickly. I could lock them in and then we sort them out after we take the ship. thoughts?


Really, you guys are in pretty good shape here. No need for analysis paralysis to slow you down. There aren't that many opponents to stand against you.


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

I think we can essentially just charge. Kill a bunch, accept surrender.

Veltisiel raises his hand and summons arcane energy, "You have two seconds to surrender, then I blast you."

He doesn't even give them that long, though, and shoots off a blast of force at Narwhal.

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2


Veltisiel's force blast slams into the dwarf, but moves him only slightly.

Agreed.


INACTIVE - GAME DIED

Ravenna advances on the dwarf, following on the heels of Veltsiel's magical blast, and then at the last moment double-steps quickly forward and stabs with her rapier.

Rapier attack: 1d20 + 6 ⇒ (19) + 6 = 25
Rapier confirm crit: 1d20 + 6 ⇒ (16) + 6 = 22

Rapier damage: 1d6 ⇒ 3
Rapier crit damage: 1d6 ⇒ 1


I'll wait until Tuesday night for Ordrax to post, then post a round for the opposition.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Ordrax moves to the top of the steps but just shy of coming out. Drawing forth his mace, he waits.
Perception: 1d20 + 16 ⇒ (8) + 16 = 24


Surprised by your sudden backbone, Narwhal unleashes his most potent offensive magics. He slides away from Ravenna's assault and unleashes his own magical assault.

5 foot step and cast fireball. DC 17 reflex save.

Fireball damage: 5d6 ⇒ (1, 2, 5, 4, 1) = 13

The dwarf calls out, "Scourge, we have trouble on deck...!"

Crimson Cogward moves to attack Ravenna while Ratline move to attack Veltisiel, both of them swinging wildly, surprised by the sudden attack.

Cogward attack: 1d20 + 3 ⇒ (1) + 3 = 4

Ratline attack: 1d20 + 4 ⇒ (7) + 4 = 11

Back to our mutineers...

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