Plunder & Infamy - A Skulls & Shackles PbP Adventure

Game Master DancingShadow


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Shade Psion 18

Well, I was hoping to give Alestone enough time to reply after being gone on Friday, but nothing so far, so I'm gonna continue.

Forgot to put Sandara in and believe me, it saved Sunny. Due to how I handle dice, it went from the Officer crit'ing Sunny for 30 damage, to Sandara crit'ing the sailor behind Sunny for 10 damage. Whew!

Day 21 - 22 Sarenith 4712

Morning - Piracy on the High Seas

Order:

Sunny
Gene
Sailors
Drake
Sandara
Officer
Torque
Alestone
Aoro

Round 11

Sunny slides up the side of the officer as she shouts the last of her orders and attempts to take the woman down with a surprise assault, but the steady-footed sailor simply takes a step back. "You ain't foolin' me, e-!"

Her retort is cut short by the sound of gunfire as Gene takes a shot and hits the woman in the leg. She winces and staggers back from the through-and-through shot, but her footing still seems firm.

The sailors burst into action. One slips in behind Sunny and thrusts with his short sword at her. He doesn't have flanking because the officer is carrying a polearm and doesn't threaten adjacent enemies. Two more charge at Torque, while a third rushes up to Gene, his weapon ready, but unable to get an attack in. Gene's sailor had to double move to get to him. Two miss their attacks, the third's stab slips through Torque's armor and divine protections. Torque takes 5 damage.

Drake rushes over to his crossbow and snatches up the weapon, managing to get the weapon cocked and loaded.

Sandara rushes up behind the sailor that flanked Sunny and stabs the man with her rapier, burying the hilt in the man's back. He screams out in pain and then crumples to the deck.

The rahadoumi officer hops backwards from Sunny, into flanking, and thrusts out with her boarding pike. The hard thrust glances off her collarbone, opening a large gash and jarring the elf painfully. Sunny takes 8 points of damage.

Torque brings his falchion down and a trail of blood follows the weapon. The blow leaves a large gash in the chest of one of the rahadoumi sailors. The man falls to the ground unconscious.

Aoro fires a crossbow bolt at the officer. The bolt sinks into the woman's side, but her mail seems to keep it from penetrating deeply.

Battle may be taking place on the boat, but at this point, the sound of ringing steel, shouting, and cursing drowns out whatever might be occurring below decks.

Round 12 actions, please.

Damage Taken:

Sandara: 5
Officer: 15
Sailor #1: 16, unconscious
Sailor #2: 12, unconscious
Sailor #3: 7
Sailor #4: 4
Pirate #1: ?
Pirate #2: ?
Pirate #3: ?
Cog: ?

Dice:

Forgot to roll initiative for Sandara...
Sandara: 1d20 + 1 ⇒ (7) + 1 = 8

Sailor #1's Attack Roll vs Sunny: 1d20 + 2 ⇒ (4) + 2 = 6 vs AC 14 Miss
Sailor #2's Attack Roll vs Torque: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 vs AC 16 Miss
Sailor #3's Attack Roll vs Torque: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18 vs AC 16 Hit
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Sandara's Attack Roll vs Sailor #1: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 Potential Crit
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Sandara's Confirmation Roll vs Sailor #1: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Confirmed Critical
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Officer's Attack Roll vs Sunny: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 vs AC 14 Hit
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP: 11/16
AC: 14/14/10
Speed: 30
In Hand: Falchion
Destructive Smite 4/6 used
Spells Remaining:
1st - 3/0+1
2nd - Current/Remaining
Effects: All spells ended!

Toque grits his teeth and keeps fighting, knowing that he can't afford to let his concentration slip. If I had a little space I could attempt my last miracle but I am mobbed too much. Strike now and hard! Torque thinks as he lashes out once again.

Falchion: 1d20 + 3 ⇒ (17) + 3 = 202d4 + 3 ⇒ (3, 2) + 3 = 8 +1 extra point from Destructive smite.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

"Owie! Sunny exclaims and looks both not surprisingly hurt and obviously surprised at the woman's attack.

Bluff:1d20 + 3 ⇒ (6) + 3 = 9

And staggers back towards Sandara.

Here! I be tryin' ta help ye!" Sunny calls out to the Rahadoumi sailor. "I want t'be yer friend. All'a these others jus' wan'a make ye int' a trophy!"

Diplomacy:1d20 + 3 ⇒ (20) + 3 = 23

Plus any bonuses for not actually having a weapon out and bein' wearin' skimpy leather outfit an' such.

HP: 7/15
AC: 14(+4)
Speed: 30


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene shacks his head and takes a step back before firing off his gun again. "well I was hoping you lot would lay down your arms as to not have to hurt you but..."
to hit the guy that was next to him
To hit touch: 1d20 + 9 ⇒ (18) + 9 = 27Damage: 1d12 ⇒ 11

HP: 16/16
AC: 18/13/14
Speed: 30
In Hand: Musket (not loaded)
Effects: Bless


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro reloads his crossbow then sends a pair of sliver fish at the officer.

"Well we already have some tied up who surrendered. So not like were without mercy."

Magic Missile vs Officer: 2d4 + 2 ⇒ (1, 2) + 2 = 5

HP: 12/12
AC: 13/11/12
Speed: 30
In Hand: Masterwork Light Crossbow
1st - 3/5
Effects: None


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Inspire Courage +1 Attack/Damage/Saves vs Charm/Fear

Alestone will close ranks with the enemy, positioning himself near Sunny in case she needs an escape route after having been beaten up a bit before shouting.

"Ya worthless sea scum, we a'ready took out the best of ya. Let's make quick work o' these grog 'eads boys."

Stats:
HP: 19/19
AC: 16/F14/T16
Speed: 20
In Hand: Belaying Pin / Pistol

1/2 Stunning Fist (DC 15)
3/5 Rounds of Bardic Performance

Notes:
Deflect Arrows


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Forgot Alestone was Inspiring, add +1 to Torque's attack/damage


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Alestones inspire begins after your turn in the order. Only Aoro would benefit from it this round. Next round everyone gets the bonus. Not that you need it anyways, that guy is knocked out at best. ;)


Stats:

HP: 15/15
AC: 15/12/13
Speed: 30
In Hands: Light crossbow
Attacks:
Melee Sickle +1 (1d6/x2)
Ranged Bomb +4 (1d6+4 Fire/x2)
Light crossbow +3 (1d8/19-20/x2)
---
Special Abilties
Bomb: 1d6+4 (6/day) (DC 15) (Su) - 0/6
Enhance Potion: (4/day) - 0/4
Extend Potion: (4/day) - 0/4
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 0/1
[b]Spontaneous Healing:
(5 HP/day) - 0/5
Accelerated Drinker: You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Hero Points (2)
--
Spells Remaining:
1st - 0/2
--
Spells in book:
Comprehend Languages
Targeted Bomb Admixture
True Strike
Cure Light Wounds
-------------------------------------------
Effects:Inspire Courage +1 Attack/Damage/Saves vs Charm/Fear (next round)
--
Skills
Acrobatics +1, Climb +0,Craft (alchemy) +12, , Disable Device +5, Escape Artist +1, Fly +1, Heal +5, Intimidate +1, Knowledge (nature) +9, Perception +5, Profession (sailor) +6, Profession (scribe) +5, Ride +1, Sleight of Hand +6, Spellcraft +9, Stealth +1, Survival +0 (+2 to avoid becoming lost when using a Mapmaker's Kit as you travel, +2 to avoid becoming lost when using this.), Swim -1, Use Magic Device +5

I am going hold my action for the time being


Shade Psion 18

Day 21 - 22 Sarenith 4712

Morning - Piracy on the High Seas

Order:

Sunny
Gene
Sailors
Drake
Sandara
Officer
Torque
Alestone
Aoro

Round 12

The sailor stops for a moment, earning a glare from his superior officer. "I can't do that, ma'am. Orders is orders."

Gene steps back from the man, reloading his firearm and firing point-blank into the sailor's chest. The man staggers for a moment before collapsing to the deck.

The remaining sailor glances back at the officer. "Ma'am, I don't think we're winnin' this one." He stabs out with his short sword at Torque, landing another wounding blow on the cleric.

Sandara slips in behind the sailor. She thrusts her rapier at him, but even while defending against two opponents, he is somehow able to avoid the rapier's point.

The officer barrels on. "We're not out of this yet!" She pursues Sunny and thrusts with her pike. "Shut your yap, damned pirate!" She stabs Sunny hard in the side to the sound of breaking bone as Sunny collapses. Sunny takes 11 points of damage, goes unconscious, and falls prone.

Torque chops into the man in front of him with his falchion, hacking through armor and into flesh and bone. The sailor grunts and collapses with a surprised look on his face.

Alestone closes with the officer and she stabs out with pike as he approaches. "Back, pirate scum!" The hook on the pike catches Alestone and tears a bloody gash in his shoulder.

Aoro looses a couple of silver dart fish. The bolts slam into her and the look of determination quickly begins to fade from her face.

Actions for Round 13, please.

Damage Taken:

Sandara: 5
Officer: 20
Sailor #1: 16, unconscious
Sailor #2: 12, unconscious
Sailor #3: 16, unconscious
Sailor #4: 15, unconscious
Pirate #1: ?
Pirate #2: ?
Pirate #3: ?
Cog: ?

Dice:

Sailor's Sense Motive Check: 1d20 - 1 ⇒ (2) - 1 = 1

Sailor #3's Attack Roll vs Torque: 1d20 + 2 ⇒ (17) + 2 = 19 vs AC 14 Hit
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Sandara's Attack Roll vs Sailor #3: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 Miss

Officer's Attack Roll vs Sunny: 1d20 + 6 ⇒ (12) + 6 = 18 vs AC 14 Hit
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Officer's Attack of Opportunity vs Alestone: 1d20 + 6 ⇒ (13) + 6 = 19 vs AC 14 Hit
Damage: 1d8 + 4 ⇒ (1) + 4 = 5


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene lodes and levels his gun at the officer again
to hit touch: 1d20 + 9 ⇒ (10) + 9 = 19damage: 1d12 + 1 ⇒ (4) + 1 = 5 inspire courage

HP: 16/16
AC: 18/13/14
Speed: 30
In Hand: Musket (not loaded)
Effects: Inspire Courage +1 Attack/Damage/Saves vs Charm/Fear


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP: 7/16
AC: 14/14/10
Speed: 30
In Hand: Falchion
Destructive Smite 4/6 used
Spells Remaining:
1st - 3/0+1
2nd - Current/Remaining
Effects: Inspire courage

Torque wobbles some as the blood loss gets to him. Staying out of reach of the pike, he casts True StrikePeparing himself for one final devestating blow


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Round 13 actions

ERK!" *Thump*

As Sunny continues to looks surprised and sad, even as the deck comes up and smacks her in'a face. :(

Ooo! Fort Save:1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12

Sunny continues to bleed upon the cold, hard boards.

So...I be at,,um...-4 or so? Not good...:(


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro see's Sunny go down thinking to himself, silly elf there is a time to talk and a time to fight and knowing that time is what makes you more then a lubber. He aims at the Officer and fires.

"Well here's what arrogance gets you on the sea."

Hit vs Officer: 1d20 + 5 ⇒ (20) + 5 = 25
1d8 + 1 ⇒ (1) + 1 = 2
Crit: 1d20 + 5 ⇒ (9) + 5 = 14
1d8 + 1 ⇒ (5) + 1 = 6

HP: 12/12
AC: 13/11/12
Speed: 30
In Hand: Masterwork Light Crossbow
1st - 3/5
Effects: Inspire Courage

Edit for crit, oh whats the point -.-


To hit
1d20 + 3 ⇒ (15) + 3 = 18
Damage
1d8 ⇒ 8
excuse the lack of stat block, I am at work
----
Seeing Sunny Fall I quickly aim my crossbow at the officer who took down Sunny, I fire apon them.hopefully hitting them


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Alestone will continue to inspire courage.
Acrobatics (if necessary) 1d20 + 6 ⇒ (7) + 6 = 13
Disarm 1d20 + 6 ⇒ (19) + 6 = 25

Seeing Torque readying the final blow Alestone will circle around the officer to get out of Torque/the ranged combatants' way (5st if possible, tumble if necessary) before dropping his belaying pin and grabbing the Pike out of the Officer's hands to truly clear the path.

"Ow! Finish 'er off!"

Stats:
HP: 14/19
AC: 16/F14/T16
Speed: 20
In Hand: Belaying Pin / Pistol

1/2 Stunning Fist (DC 15)
4/5 Rounds of Bardic Performance

Notes:
Deflect Arrows
Inspire Courage +1


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Here? Why din' ya do that afore she went an' stabbed me? Jus' sayin....


Shade Psion 18

@Sunny: Is that Fortitude save supposed to be a stabilization check? If so, stabilization checks are Con checks (DC 10) with a penalty on the roll equal to your negative hp total.

Day 21 - 22 Sarenith 4712

Morning - Piracy on the High Seas

Order:

Sunny
Gene
Sailors
Drake
Sandara
Officer
Torque
Alestone
Aoro

Round 13

Sunny lays on the deck, bleeding and unconscious. Assuming that roll is a stabilization check, she fails and drops to -5hp.

Gene takes aim and fires at the officer, hitting her in the stomach. The bullet bores through her armor, sinking into her belly. She drops to the deck, unconscious and bleeding.

Combat over! I'm gonna make some assumptions here. Please let me know if you do anything to alter the course of events. I'll ret-con if I need to.

Sandara looks about for a moment. "Get them tied up so I can heal everyone!" She rushes over to Sunny and pulls a scroll from her bag. Reading the prayer on the scroll, she casts the healing spell contained within on Sunny. Sunny heals 6 hp.

Assuming that the sailors are tied up.

Sandara channels the power of her god and a wave of healing power washes over the end of the deck. Everyone heals 10hp.

Three of the pirates, Giffer, Jack, and Tilly, laying at the end of the deck stir, but the fourth does not. Cog lies on the deck, his wide eyes staring up into the sky, empty. Sandara moves over to check him, but quickly shakes her head. "He's gone." She closes his eyes.

Pirates come up from below, dragging with them sailors and a few officers taken prisoner from the decks below. They grin and talk amongst each other, but a few stop to look at Cog laying on the deck and shake their heads. A couple more scowl, while Narwhal spits on the corpse, grinning in the face of Sandara and the rest of you. Syl muses to herself, "Too bad I didn't do it meself..."

Captain Harrigan bursts from the aft cabin, striding forth with a human heart held in one hand, blood streaming down his arm. He takes a bit from the heart, chews it for a moment and spits it onto the deck. He tosses the heart aside casually and thrusts his sword into the air. "Th' boat's ours, boys! Time ta' celebrate!" He gives a ghastly grin and strides over to the Wormwood.

Mister Plugg steps up, "Get the plunder moved into the Wormwood's hold! Then ya' get to drink and gamble to ya' heart's content!" The crew cheers and spends the next hour moving various bits of cargo and treasure, loading it onto the Wormwood. The surviving sailors are stowed on board the other ship, which you can see is named the Man's Promise.

Dice:

Sandara's Cure Light Wounds Scroll: 1d8 + 1 ⇒ (5) + 1 = 6

Sandara's Channel Energy: 2d6 ⇒ (6, 4) = 10


Shade Psion 18

Day 21 to Day 22 - 22 Sarenith 4712 to 23 Sarenith 4712

The party begins, pirates passing around copious amounts of rum as well as ale and other alcohols pilfered from the Man's Promise. The party carries on through the night, the next day, and well into the next night. Carousing, gambling, singing, storytelling, and various other activities are had while the crew celebrates their first real victory.

The officers are largely absent from the festivities when they first start. Eventually, they emerge from the captain's cabin and the crew's share of the plunder is passed around, deepening the debauchery.

Here's a list of the shares given to the group:

Given to each member:
-250 gp

Given to the group as a whole:
-525 gp
-Three Potions of Cure Moderate Wounds
-Potion of Invisibility
-Amulet of Natural Armor +1
-+1 Musket

During the festivities, you each have time for 5 ship actions.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Dibs on'a amulet! Is pretty! (^_^)

I think I'm going to need a refresher link to 'Ship actions'.

Sorry about that...


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

A good battle everyone. Hmm...I have no use for this gun since I am untrained in its use.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro keeps his control but his normally impish smile is gone and a murderous look falls on both Narwhal and Syl, he does not say a word. Once they are free to do as they wish he speaks to Sandara.

"Would you mind helping me with Cog. Give him last rights and all that."

Regardless of her answer he makes sure Cog's body at least gets a prayer to Nethys and a decent send off, by pirate standards.

Once the party is underway Aoro does not drink a drop. He mostly watches everyone and everything. When the spoils are given out.

"I say give the musket to the only one among us who could make use of it the best. The amulet to the battle priest, what he lacks in healing ability he makes up for in close range combat. None the less healing ability is something that should be protected. While those who cant take a strong blow or are left get the healing potions. The best at sneaking should have the invisibility potion or someone who could make good use of a surprise attack. The extra coin will be an even split, so thats 87 each with 3 spare coins if I figure right. I think thats fair and makes sense. So if no one is opposed I will take a healing potion and my 87 cut, not interested in an extra coin. I leave you with my advice and to claim what you will as you see fit."

Who is left to influence and anything else to do, sense the actions are limited. Not to mention how can I gamble if I dont know who is doing what? ;)
Edit-Does Grok have any Bandoliers?


Shade Psion 18

@Sunny: Ship action information is located on the Campaign Info tab.

@Aoro: There's so much going on that if you want to gamble with specific people, you easily can. Just challenge them to particular stakes. Otherwise, I'll roll randomly to see who's participating at that given time. The crew's current attitude is listed on the sheet on the Campaign Info tab. Grok's full inventory is also listed there.

Day 21 - 22 Sarenith 4712

Morning - Piracy on the High Seas

Sandara nods to Aoro, "It would be th' only proper thing to do." She gives a grim smile and stands over the body. "Let's get a manacle and affix him to something heavy."

The two of you retrieve a broken chain shot stored in the below decks and tie to Cog's ankle. His body is perched on the edge of the deck. Sandara pauses for a moment, gripping her holy symbol.

"Besmara, we commit this man to th' sea. May you deem him worthy to join your crew eternal, so that he might once again fight for th' treasures he desired."

She nods and with the help of others, his body is sent into the ocean. The sharks around the boats disappear into the watery depths after it.


Day 21 - 22 Sarenith 4712

Stats:

HP: 15/15
AC: 15/12/13
Speed: 30
In Hand: Nothing at moment.
--
Attacks:
Melee Sickle +1 (1d6/x2)
Ranged Bomb +4 (1d6+4 Fire/x2)
Light crossbow +3 (1d8/19-20/x2)
---
Special Abilties
Bomb: 1d6+4 (6/day) (DC 15) (Su) - 0/6
Enhance Potion: (4/day) - 0/4
Extend Potion: (4/day) - 0/4
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 0/1
[b]Spontaneous Healing:
(5 HP/day) - 0/5
Accelerated Drinker: You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Hero Points (2)
--
Spells Remaining:
1st - 2/2
--
Spells in book:
Comprehend Languages
Targeted Bomb Admixture
True Strike
Cure Light Wounds
-------------------------------------------
Effects:Nill
--
Skills
Acrobatics +1, Climb +0,Craft (alchemy) +12, , Disable Device +5, Escape Artist +1, Fly +1, Heal +5, Intimidate +1, Knowledge (nature) +9, Perception +5, Profession (sailor) +6, Profession (scribe) +5, Ride +1, Sleight of Hand +6, Spellcraft +9, Stealth +1, Survival +0 (+2 to avoid becoming lost when using a Mapmaker's Kit as you travel, +2 to avoid becoming lost when using this.), Swim -1, Use Magic Device +5

I'd agree with Aoro here, I would also like to state that I would be a good use for any of the potions the invisiblity potion would be good with me, I can make great use of that.
what caster level is that potion GM


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

The split in coin is agreeable to me.

Aoro:
Just what is with that elf woman? Not the nudity but is her brain friend by the sun?

Troque later intimidates(Or tries to) Narwhal and Sly when he can find each apart.

Cease your words against a fellow pirate who fought and died for your fortune or Besmara will make sure you spend eternity chained to the deepest trench and never experiance joy again.

Use Touch of Glory on each for +2 CHA (2/6 used)

Intimidate Narwhal: 1d20 + 7 ⇒ (16) + 7 = 23
Intimidate Syl: 1d20 + 7 ⇒ (8) + 7 = 15


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Day 21 - 22 Sarenith 4712

Sunny joins in helping, watching and the tossing ritual with/over Cog. Though once this is done she wastes no time before scampering around the new, captured ship....looking into and poking at everything she can.

It also doesn't take Sunny long to again lose her armor and clothes in the exploration of said ship. (^_~)

As people begin to unwind and have fun Sunny moves amongst the different crowds forming, looking at what each are doing, before settling in with those who are drinking, singing and dancing.

Entertain with Dancing:1d20 + 6 ⇒ (16) + 6 = 22

and happily partaking of the freely flowing Rum. (^_^)

Though, come the late in the evening, she will go and have a look in on the prisoners. Even take them some Rum to help ease their pains and ills.

Stealth:1d20 + 7 ⇒ (9) + 7 = 16

Diplomacy:1d20 + 2 ⇒ (19) + 2 = 21(Plus what ever the Rum and such might garner)


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Alestone will attend the sending off of Cog and will whisper a prayer to Torag under his breath and pour out a swig of grog overboard for the fallen pirate.

Alestone will take his 337gp share and add it to his savings of: 1gp & 5sp for a total of 338.5gp

*****

Ship Action 1: Shopping
50gp Tanglefoot Bag
25gp Scroll of Mage Armor
25gp Holy Water
2gp Backpack
80gp Climber's Kit
50gp Potion of Cure Light Wounds
1gp Rope
1gp Grappling Hook
--
234gp

338.5-234=101.5gp

*****

Ship Action 2: Gambling
Alestone will get a game of Hog Lob with whomever he can (total bonus +1) and wager 10gp.

*****

Ship Action 3: Gambling
Alestone will attempt to get together a game of Heave to the tune of 25gp stakes. (Fort Save +7)

*****

Ship Actions 4/5: Sleeping off the horrible hangover from Heave.

I am happy to let DM Bound Shade roll all the gambling dice, or I can add my own.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Torque:

"She is one of those wild one types. Does things on a whim and such. The other elf was like that to, got himself and another crewman killed that way. I am just a cook's mate myself so I dont really have a right to order her or nothing. The way I see it she will learn things the hard way or die like the other one. All I know is I wont be dying with her. There is no place on a ship for people like that, but thats just my thinking. As I am just a cook's mate, dont mean much now does it."


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Ship Action 3: Shop

Torque buys the breastplate for 200 gp. This will be useful when we need to fight on land.

As well as a potion of CLW for 50 gp


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Breaking actions down properly

Ship Action 1:

Skip down to the Quarter master's place and

Shop: Buy 2 potions 'Cure light wounds' -100 Gp

Ship Action 2:

After dropping her items back in her sea-chest, Sunny will scamper about exploring the 'new' ship.

Perception:1d20 + 4 ⇒ (7) + 4 = 11

Ship Action 3:

Eventually, Sunny will skip back and join in the fun and firvolity, the drinking and debauchery that's happening amongst the crew.

Entertain(Dance):1d20 + 6 ⇒ (8) + 6 = 14

Ship Action 4:

Eventually... Sunny will grow tired of all the dancing and singing and such and so wander about exploring the Wyrmwood (The 'Old' ship).

Stealth:1d20 + 7 ⇒ (20) + 7 = 27

Perception:1d20 + 4 ⇒ (5) + 4 = 9

Ship Action 5:

In her travels about the Wyrmwood, she'll come across the prisoners and, being the happy cheerful soul she is, engag3e them in conversation and maybe even get them some Rum rations to sooth their ills.

Stealth:1d20 + 6 ⇒ (17) + 6 = 23

Perception:1d20 + 6 ⇒ (11) + 6 = 17

Diplomacy:1d20 + 2 ⇒ (8) + 2 = 10(Plus what ever bonuses for offering Rum and such)

I'd like to be using me original dice rolls where possible. So as not to waste them. *Bows


Shade Psion 18

@Drake: The caster level for potions is the minimum for casting the spell unless otherwise noted. Thus, the caster level for the potion of invisibility is 3rd.

Torque:
You find Narwhal and Syl drinking together later, below decks. You march forth and growl your threat at them, using you size and god-given powers to cower them. Narwhal looks at you with fear in his eyes, "We... we won't say nothin' more, right Syl?" She nods emphatically, "Yeah, he was a swell guy!" They both quickly relocate elsewhere.

I'll post the rest of the reactions to peoples' actions later when I have more time.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque nods and stomps off, satisfied that the sea-slugs are properly cowed.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene nods at Aoro's statement and picks up the musket and his cut of the 525gp (87gp)

Thanks.

337 + 90 = 427 gp total for Gene.
+1 Musket

Questions.
#1 Did we get to keep what we picked up in combat? If yes what quality were the muskets they used?
#2 How many actions would it cost me to upgrade my starting gun and craft more ammo? (All of witch would be less then half the daily maximum for crafting)
.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Thinking it was about time to go to work once more, he finds Jabe the half orc. Drink in hand he walks over with his customary smirk. It had not been seen in far to long.

"So enjoying yourself, mind sharing a drink with me and Fishguts. He can spin a right tale you know."

Sense Motive: 1d20 + 9 ⇒ (10) + 9 = 19
Diplomacy: 1d20 + 15 ⇒ (17) + 15 = 32

Thats one of my ship actions down, 4/5. Can the prisoners be influenced?

Edit-Well he is on our side now, even if I did not use fishguts.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

I be tryin' ta do that. (^_^) Makin' friends be somat Sunny likes doin'. (^_^)


Shade Psion 18

Sorry for the late post.

Day 21 to Day 22 - 22 Sarenith 4712 to 23 Sarenith 4712

Celebratin' th' Haul

@Gene: The guns were taken by the officers, most notably Riaris Krine, unless you make the effort to conceal them. Captain Harrigan has them given to Krine and added to the armory.

Gene:
You can upgrade your gun via the rules found in Ultimate Combat under the Gunsmithing feat. It takes 1 day of work and 300 gp to restore the firearm, upgrading it to a masterwork version of its type. If you do it during the party, it'll take up 3 ship actions.

Aoro:
Jape takes one look at you. "Piss off, lubber. I got no want to spend time wit' ya'. I know yer up ta' sumthin' and it ain't good." He turns back to the group that he's talking to.

A bit of time and some checking quickly reveals that Fipps, Jape, Narwhal, and Syl are completely unwilling to interact with you. You're pretty sure that none of them can be turned to your side at this point.

Checking below, you find that at least one of the pirates that hate you are guarding the bilges at all times. They snort is you get near, telling you to join the party above and to leave them be. Since you cannot find them anywhere else, it's highly likely that the captives are being held in the bilges.

Alestone & Sunny:
Sunny finds the quartermaster in her shop with Alestone, grabbing much of what he has asked for. He mentions the Potion of Cure Light Wounds and she plucks it out of the chest. "Last one, hun." If you want the potion, you'll need to talk it over with him.

Alestone:
Ship Action 2
You compete in a game of Hog Lob with Badger, Syl, and Rosie. Each puts down a bet of 10gp; Badger and Rosie do so with a smile and jokes, but Syl sneers and declares "Ain't gonna let you all pass coin amongst yerselves!"

Badger's Throw: 1d20 - 1 ⇒ (14) - 1 = 13
Syl's Throw: 1d20 - 1 ⇒ (4) - 1 = 3
Rosie's Throw: 1d20 + 1 ⇒ (11) + 1 = 12
Alestone's Throw: 1d20 + 1 ⇒ (3) + 1 = 4

You and Syl barely manage hurl the "hog", the grease causing it to slip from your hands. Rosie manages a good throw and send the "hog" skittering across the deck, but Badger's throw manages just a bit more distance, giving her the 40 gold pot.

Ship Action 3
Badger challenges you to a game of Heave and a way of earning your lost coin back. Tilly, Narwhal, and Shivikah have already accepted Badger's offer. Everyone except Narwhal clanks their cups together and throws the rum back.

Round 1
Badger's Con Fortitude Save: 1d20 + 3 ⇒ (7) + 3 = 10 vs DC 15 Fail
Badger's Fatigue Fortitude Save: 1d20 + 3 ⇒ (3) + 3 = 6 vs DC 10 Fail
Narwhal's Con Fortitude Save: 1d20 + 5 ⇒ (16) + 5 = 21 vs DC 15 Pass
Narwhal's Fatigue Fortitude Save: 1d20 + 5 ⇒ (1) + 5 = 6 vs DC 10 Fail
Shivikah's Con Fortitude Save: 1d20 + 3 ⇒ (14) + 3 = 17 vs DC 15 Pass
Shivikah's Fatigue Fortitude Save: 1d20 + 3 ⇒ (12) + 3 = 15 vs DC 10 Pass
Tilly's Con Fortitude Save: 1d20 + 3 ⇒ (17) + 3 = 20 vs DC 15 Pass
Tilly's Fatigue Fortitude Save: 1d20 + 3 ⇒ (10) + 3 = 13 vs DC 10 Pass
Alestone's Con Fortitude Save: 1d20 + 7 ⇒ (20) + 7 = 27 vs DC 15 Pass

Results:
Badger - 1d3 - 1 ⇒ (1) - 1 = 0 Con damage, Fatigued
Narwhal - Fatigued

Round 2
Badger's Con Fortitude Save: 1d20 + 2 ⇒ (18) + 2 = 20 vs DC 18 Pass
Badger's Fatigue Fortitude Save: 1d20 + 3 ⇒ (5) + 3 = 8 vs DC 13 Fail
Narwhal's Con Fortitude Save: 1d20 + 5 ⇒ (6) + 5 = 11 vs DC 18 Fail
Narwhal's Fatigue Fortitude Save: 1d20 + 5 ⇒ (5) + 5 = 10 vs DC 13 Fail
Shivikah's Con Fortitude Save: 1d20 + 3 ⇒ (19) + 3 = 22 vs DC 18 Pass
Shivikah's Fatigue Fortitude Save: 1d20 + 3 ⇒ (13) + 3 = 16 vs DC 13 Pass
Tilly's Con Fortitude Save: 1d20 + 3 ⇒ (8) + 3 = 11 vs DC 18 Fail
Tilly's Fatigue Fortitude Save: 1d20 + 3 ⇒ (4) + 3 = 7 vs DC 13 Fail
Alestone's Con Fortitude Save: 1d20 + 7 ⇒ (17) + 7 = 24 vs DC 18 Pass

Results:
Badger - Exhausted
Narwhal - 1d3 - 1 ⇒ (1) - 1 = 0 Con damage, Exhausted
Tilly - 1d3 - 1 ⇒ (1) - 1 = 0 Con damage, Fatigued

Round 3
Badger's Con Fortitude Save: 1d20 + 2 ⇒ (4) + 2 = 6 vs DC 21 Fail
Badger's Fatigue Fortitude Save: 1d20 + 3 ⇒ (11) + 3 = 14 vs DC 16 Fail
Narwhal's Con Fortitude Save: 1d20 + 5 ⇒ (11) + 5 = 16 vs DC 21 Fail
Narwhal's Fatigue Fortitude Save: 1d20 + 5 ⇒ (17) + 5 = 22 vs DC 16 Pass
Shivikah's Con Fortitude Save: 1d20 + 3 ⇒ (19) + 3 = 22 vs DC 21 Pass
Shivikah's Fatigue Fortitude Save: 1d20 + 3 ⇒ (1) + 3 = 4 vs DC 16 Fail
Tilly's Con Fortitude Save: 1d20 + 3 ⇒ (2) + 3 = 5 vs DC 21 Fail
Tilly's Fatigue Fortitude Save: 1d20 + 3 ⇒ (2) + 3 = 5 vs DC 16 Fail
Alestone's Con Fortitude Save: 1d20 + 7 ⇒ (8) + 7 = 15 vs DC 21 Fail

Results:
Badger - 1d3 - 1 ⇒ (2) - 1 = 1 Con damage, Unconscious
Narwhal - 1d3 - 1 ⇒ (2) - 1 = 1 Con damage, Exhausted
Shivikah - Fatigued
Tilly - 1d3 - 1 ⇒ (2) - 1 = 1 Con damage, Exhausted
Alestone - 1d3 - 1 ⇒ (1) - 1 = 0 Con damage

Round 4
Narwhal's Con Fortitude Save: 1d20 + 5 ⇒ (3) + 5 = 8 vs DC 24 Fail
Narwhal's Fatigue Fortitude Save: 1d20 + 5 ⇒ (17) + 5 = 22 vs DC 19 Pass
Shivikah's Con Fortitude Save: 1d20 + 3 ⇒ (20) + 3 = 23 vs DC 24 Fail
Shivikah's Fatigue Fortitude Save: 1d20 + 3 ⇒ (4) + 3 = 7 vs DC 19 Fail
Tilly's Con Fortitude Save: 1d20 + 3 ⇒ (8) + 3 = 11 vs DC 24 Fail
Tilly's Fatigue Fortitude Save: 1d20 + 3 ⇒ (14) + 3 = 17 vs DC 19 Fail
Alestone's Con Fortitude Save: 1d20 + 7 ⇒ (15) + 7 = 22 vs DC 24 Fail

Results:
Badger - 1 Con damage, Unconscious
Narwhal - 1d3 - 1 ⇒ (3) - 1 = 2 + 1 = 3 Con damage, Exhausted
Shivikah - 1d3 - 1 ⇒ (3) - 1 = 2 Con damage, Exhausted
Tilly - 1d3 - 1 ⇒ (2) - 1 = 1 + 1 = 3 Con damage, Unconscious
Alestone - 1d3 - 1 ⇒ (2) - 1 = 1 Con damage

Round 5
Narwhal's Con Fortitude Save: 1d20 + 5 ⇒ (1) + 5 = 6 vs DC 27 Fail
Narwhal's Fatigue Fortitude Save: 1d20 + 5 ⇒ (9) + 5 = 14 vs DC 22 Fail
Shivikah's Con Fortitude Save: 1d20 + 3 ⇒ (2) + 3 = 5 vs DC 27 Fail
Shivikah's Fatigue Fortitude Save: 1d20 + 3 ⇒ (8) + 3 = 11 vs DC 22 Fail
Alestone's Con Fortitude Save: 1d20 + 7 ⇒ (5) + 7 = 12 vs DC 27 Fail

Results:
Badger - 1 Con damage, Unconscious
Narwhal - 1d3 - 1 ⇒ (2) - 1 = 1 + 3 = 4 Con damage, Unconscious
Shivikah - 1d3 - 1 ⇒ (2) - 1 = 1 + 2 = 3 Con damage, Unconscious
Tilly - 3 Con damage, Unconscious
Alestone - 1d3 - 1 ⇒ (1) - 1 = 0 + 1 = 1 Con damage

After two and a half pints of Shackles rum, Alestone is the only one left standing, the rest of the pirates napping on the deck. You drunkenly claim a 125 gold purse and wander off to get some sleep. You wake up later as the party is winding down with little to no hangover and the taste of rum in your mouth.

Holy s**%... You sleep off the one point of Con damage. Congrats on the fat purse.

Sunny:

Ship Action 1
Unless you manage to buy the potion instead of Alestone, Grok looks at you and shakes her head, "Sorry, hun, but I've only got one o' them."

Ship Action 2
You scamper about the ship to find the holds empty of everything but the ship's water stores. Perhaps a third of the lower hold is sectioned off behind a locked door. The kitchen is clean and ordered, berths for the crew are set-up in a separate room next to the upper hold, and the officer's cabin is about the same size as the Wormwood's. The captain's cabin is locked tight.

Ship Action 3
The crew seems to be entertained by your antics and they never seem to get used to it. You join in song and dance and spend the time having a great deal of fun with the pirates your group has already befriended. At one point, even Stitchman joins into a song.

Ship Action 4
You manage to break away from the festivities and sneak unnoticed about the ship. However, other than being barred from bilges, which you muse must be where the prisoners are being kept, you find little of interest (other than a drunk Fishguts in the galley, but that's not surprising).

Ship Action 5
You sneak into the lower hold, but see that Jape is standing on the trapdoor leading down into the bilges. Unless you can get him to move, you'll not be able to get down there.

Torque:
You're able to purchase the breastplate from Grok, who's quite drunk at this point. However, she shakes her head at the mention of the potion. "Nope, got'sh no mor' o' tho'sh. Shorry, handshome." She gives you a drunken smile and takes a another drink from her cup.

Any more actions on the ship?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro curses his luck but waits for things to die down. At least he would be in good shape to work. He goes shopping, lementing his lack of funds concerning the crossbow, it served him well. Still he walks away with a flask of holy water, scroll of magic missile, and scroll of scorching ray.

75 gp spent. I got nothing left to do.


I'll have some up today, if we're slow at work.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque is dissapointed but tries for a consolation prize..Grok.

Well that is a dissapointment, but how about we share the last of this rum and swap tales. When I was fighting on the boat you should of seen the way I sliced off the sailor's head..*ramble*

Touch of Glory on self +2 CHA skill

Getting my mack on: 1d20 + 4 ⇒ (7) + 4 = 11

No more ship actions from me...or any other kind of action it seems.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

DM Bound Shade:
Am happy fer Aoro ta have teh potion. (^_^)

1) Stealth:1d20 + 7 ⇒ (7) + 7 = 14 (My shooty! Mine, mine, mine, mine, MINE!)

2) Hmmm....doesn't seem ta be a way ta get to them folks...ah well......Sunny will curl up and examine her trophy/prize. (^_^)


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Alestone is done.

Thanks for all the rolls GM, sorry to create so much work.


Shade Psion 18

@Alestone: No worries. It took a while, but was fun to see what'd happen. :)

Sunny:
Hmm... It's typically a Sleight of Hand to keep something hidden from someone, but we'll say that you quickly stash is on deck underneath some of the line for the rigging and recover it later, should no one find it.

Scourge's Perception Check: 1d20 + 1 ⇒ (8) + 1 = 9

At one point, you see Master Scourge give the main deck a once over, but he doesn't seem to locate the musket you've hidden. You make pains later to retrieve the gun and stash somewhere else on the Man's Promise.

Torque:
You chat a while with Grok, and the talk grows more flirtatious as time goes on. It's obvious that despite your short time on the boat, she's interested. As things take a more passionate turn, she drags you into the shop, slams the door shut and locks it. "No, disss-rupshuns thish way," she slurs.

You have a quite eventful, if somewhat rough, night.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Ohh yeeaaa!

When morning arrives, the door to Grok's store opens and Torque strides out humming an approariate Tune. He winks at Grok and goes up to Krrop's for whatever passes for coffee and then goes topside for a quick dip and rejoins the others.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9
Gene Deathcraft wrote:

Gene nods at Aoro's statement and picks up the musket and his cut of the 525gp (87gp)

Thanks.

337 + 90 = 427 gp total for Gene.
+1 Musket

Questions.
#1 Did we get to keep what we picked up in combat? If yes what quality were the muskets they used?
#2 How many actions would it cost me to upgrade my starting gun and craft more ammo? (All of witch would be less then half the daily maximum for crafting)
.

Gene uses some of the free time given to him to craft his gun up to masterwork quality. (3 actions)

He will then also craft so extra ammo.

that should clear out his available actions.


Shade Psion 18

Day 22 - 23 Sarenith 4712

You all are called up on deck a few hours after the party winds down. As the crew assembles, the rahadoumi prisoners are paraded in front of everyone. Captain Harrigan addresses them first.

"Any of you lot willing to sign on as a pirate and ply the sweet trade in the merchant lanes, rather than rot? If so, step forward and take your place amongst the Wormwood's crew."

Several of the rahadoumi step forward. Master Scourge cuts their bindings with a dagger and they take their place amongst the crew of the Wormwood with the rest of you.

Captain Harrigan turns to address the crew now, "All right, you scurvy tars! You’ve done a right good job by me. We’ve got a second ship now, and she’s quite a prize from the looks of her, but I still have only one crew. So here’s the plan: the Wormwood will sail on to our planned destination with our new shipmates here, while Mr. Plugg will pick a skeleton crew to sail the Man’s Promise to Port Peril, where she’ll be worth a pretty penny as salvage. As for these fine fellows here," Harrigan gestures at the remainder of the captured ship’s crew, "some of them will no doubt be worth a hefty ransom from their families back in Azir." He pauses for a moment and turns to look at the remaining captives, "But for the rest, if the life of a pirate’s not for them, they can spend the rest of their lives at sea!"

Harrigan glances over towards the mast for a moment, before pulling his blade and stalking over to the rahadoumi captives. He selects one of them, seemingly at random, and plunges the blade through her gut before shoving the woman off the blade and the deck. The unforunate sailor screams as she hits the water and quickly sinks beneath the waves.

Sense Motive DC 15:
Harrigan was looking at the ship's clock on the mast, almost as if checking it were in sight.

The rest of the rahadoumi rush to pledge themselves to Harrigan, while the rahadoumi officers are led back below decks, likely to be ransomed off later. Mister Plugg and Master Scourge begin picking through the crew, pulling aside those that they choose to take with them, while Riaris Krine starts to hand out tasks to others.

Master Scourge sneers as her passes down the line with each of you. "You lot are on th' Promise with th' rest o' us. You got ten minutes by th' reckonin' of th' ship's clock ta get your things and be on th' Promise. Any later and I'll beat you bloody!" He cackles and walks off.

By your reckoning, you can see that most of the Wormwood's original crew is going over to the Man's Promise. Other than Plugg and Scourge, Fishguts is the only officer that is leaving the Wormwood.

When you all go below to retrieve your gear, Torque and everyone else are stopped for a moment by Grok, who sniffles a bit and a few tears rolls down her cheeks. "I hate sayin' goodbye ta' friends! 'Specially you, hun!" She throws her arms around Torque for a few moments and then hands him a curled up sheet of paper. "Stay safe!" She heads up to deck with you all.

The sheet of paper is a scroll of cure moderate wounds.

Grok sees you all off as the planks and lines are pulled free and the two ships separate. Mister Plugg gives orders and Master Scourge shouts them to the rest of the crew, applying his whip when he feels someone isn't moving fast enough. After the ships part a reasonable distance, Plugg has everyone gathered together. The only one missing is Owlbear, who's chained up again in the upper hold.

"I'm not as forgiving or nice as Captain Harrigan. We've two weeks of sailing to get back to port in Port Peril, and I expect no slacking off! If your caught, it's the cat for you!" He turns to Master Scourge and nods, "Assign their tasks and get them about to it!" Master Scourge grins, "Of course, captain!" He passes out the day's jobs, saving the worst and most despicable for your group, mainly working in the bilges or manning the mainsail.

Night eventually comes around, but there is no entertainment to be found. Supper and rum are given, but once finished, everyone, save for Fipps, Jape, Narwhal, Syl, and a few of the rahadoumi that were brought on board, are ordered below decks. "No foolin' around! Get ta' sleep and rest up for tomorrow!" Scourge commands.

Conchobhar is pissed. The angry gnome looks around at the rest of you, "I'll be damned if I do nothing but work, sleep, and eat!" He looks around, "Anyone up for a game? Anything?! We'll keep it down here with just a little light. Nice and secret like." A few others grumble about the happenings above and join Conchobhar in a quiet game of cards.


Sandara looks at you all, "This is either goin' to be a very long trip, or a very short one." A grim look crosses her face.


Shade Psion 18

@Gene: Let me know how much ammo you're wanting to craft if you're looking for a time reference.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Sense Motive: 1d20 + 9 ⇒ (7) + 9 = 16
-----------------------------------------------------

Aoro mostly watches for the moment. Agreeing with both Sandara and Conchobhar, yet he wanted to get a feel for things before he spoke.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Urgent! DM Bound Shade:

First round: Ask others for help and get the potion A.S.A.P.!

Second round (Or as soon as potion is available): move across the Wrymwood's deck and thence across the new ships deck to the far side. in a 'hustle' to cover the distance quickly.

Stealth:1d20 + 7 ⇒ (10) + 7 = 17

Third round (As potion ): Kick one end of a rope over the side, the other end still being tied to the ship

Profession Sailor:1d20 + 4 ⇒ (4) + 4 = 8

Then dive in and swim down.

Swim Check:1d20 + 14 ⇒ (8) + 14 = 22(With the bonuses of diving off the ship she should get down to roughly below the boat's keels very quickly.

Fourth Round:

Thence look for the sinking Rhadoumi sailor and swim(Run) under both boats.

(This should take two rounds, possibly three to cover the distance. Sunny's swim speed is only 10' normally. As a 'Run' action she should be able to swim in a straight line and cover 40' a round. This should be more than enough to cross the distance from one side of the boats to the other.

7th round: Get to sinking, bleeding sailor and have them drink the potion. Here's where I am REALLY hoping the wound is not something like a cupoe-de-gras (Or how ever one spells it) and that one piddly little cure light wounds will make a difference!.

Remaining rounds. Get the sailor towards the stern of the Wrymwood and to the surface. Clear some of the ropes from them and thence get them to the other side of the new boat and up the rope and on to deck.

That's the plan. Let me know how I go.

The scene of the sinking sailor

Sense motive:1d20 + 4 ⇒ (18) + 4 = 22

To her friends and crew around her Sunny quickly moves to Aoro,

"Quick! Gimme the potion!" She asks in an urgent whisper. To the others she turns,

"Some one get me chest an' things across to the new boat. Every one else, help cover me!"

Oh, but I do wish I'd kept that potion on m'self now.

I be hoping to be standing on the deck of the new ship with a wet and bedraggled person in tow...


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

On the Man's Promise

Torque grins as Grok gives him the gift and swats her behind. My thanks. When we get back to Port Peril, I'll have something extra special for you.

Torque's happy mood soon sours as Plugg starts being a tyrant.

I'll keep watch for you. He says to the gnome and keeps an ear ready for any footsteps. This Plugg is far too big for his britches, a bully now off the leash. He mutters to the others.

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