Plunder & Infamy - A Skulls & Shackles PbP Adventure

Game Master DancingShadow


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

Sunny continues to help her friend 'Barefoot',

Acrobatics Check:1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 (Sorry, I've been forgetting her 'fatigued' condition. Though the adrenalin of the encounter might be alleviating some of that.)

Swim Check: 'Take Ten' = 20 (Plus any bonuses for 'Acrobatics' and others to aid Barefoot.


Shade Psion 18

Day 8

Nighttime

Barefoot's Swim Check: 1d20 + 7 + 3 + 3 + 2 + 2 ⇒ (19) + 7 + 3 + 3 + 2 + 2 = 36 vs DC 20 Success

With a great deal more effort, Barefoot and Sunny manage to reach the side of the boat. The second rope is lowered and more crew come over to help. As they're both pulled back onto the boat, Captain Harrigan walks back to the poop deck and relieves Mister Plugg at the helm.

There is much elation among the friends that you've made of the crew in the past 8 days, but it is short lived. Mister Plugg comes stalking back up, "Get back to work you sots. We're not out of the storm yet, or are you all daft!" The crew scatters back to their stations in the rigging.

The storm rolls on for the rest of the night and as it begins to abate, the sky begins to lighten a bit. It's almost as if the light of the new day is chasing away the fury and terror of the day before. Before long, the storm has calmed somewhat, but the winds still blow and the rain still pours.

The ship's clock sounds again for the morning shift. Mister Plugg calls out, "Time for the next shift. The storm's clear for now, but that doesn't give you sorry lot an excuse to slack! Get down on deck for the morning biscuit and your duty assignments!"

Everyone needs to give me a Fortitude save (DC 14) at this point.

Day 9

Daytime

Master Scourge and Mister Plugg hand out duty assignments for the day. The work in the rigging is harder than usual due to the high winds and rain, but otherwise the storm seems to be winding down.

DM's Secret Rolls:

Sunny: 1d6 ⇒ 5
Kroop's State: 1d100 ⇒ 100
Aoro: 1d6 ⇒ 1
Herbert: 1d6 ⇒ 3
Lanliss: 1d6 ⇒ 4
Duo: 1d6 ⇒ 4
Alestone: 1d6 ⇒ 2

Sunny is told to get up to the crow's nest and be a Lookout for the day. She is at a -2 penalty, in addition to any other penalties, on these checks to the wind and visibility. Kroop is amazingly not drunk after yesterday's storm, and is already working on the day's meal. Aoro is told to assist Kroop while he's Cooking. Scourge thinks it'll be hilarious to watch a dwarf be a Rat Catcher so he assigns Alestone to help Tilly and Aretta out. Herbert is told to Swab the Decks along with Sandara. Due to their difficulties with trying to pull sailors on deck, Scourge decides that Duo and Lanliss need to practice their rope skills with some Hauling and Knot Work.

You all need to give me another Fortitude save (DC 18) during the day.

After assigning the jobs, Master Scourge looks at Aoro, Duo, Lanliss, and Sunny, smiling that ugly golden smile. "Remember, I'll be seein' you all at the mast on the bloody hour tonight."

Duo, Lanliss, and Sunny all have 3 lashes from yesterday's failed checks. Aoro has 6 lashes.


Shade Psion 18

Posting rolls and actions for Herbert in his absence:

Day 8

Fortitude Save: 1d20 ⇒ 13 vs DC 14 Fail

As the storm winds down, Herbert is found asleep at his post by Master Scourge after he fails to execute a command.

He is awoken rather suddenly by Scourge yelling in his ear, "Lubber! Is this nap time?! Get back to work! It'll be six more lashes for you tomorrow!"

Day 9

Daytime

Ship Action: Work Diligently
Strength Check: 1d20 + 2 - 3 + 4 ⇒ (20) + 2 - 3 + 4 = 23 vs DC 10 Success
Constitution Check: 1d20 ⇒ 2 vs DC 10 Fail
Fortitude Save: 1d20 ⇒ 4 vs DC 18 Fail

Awesome...

Although Herbert is able to get his work done, he is caught sleeping on the job two more times during the day, much to Master Scourge's continued fury. The first time, he adds six more lashes to Herbert's total for the evening "entertainment," but on the second instance, he is spitting mad and screams that it'll be twelve with the cat rather than the lash.


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

Day 9

After great bouncy hugs with her friends to show her elation at every one being safe after the ordeal in the water Sunny does bounce to attention at the orders bellowed out at her

Fort Save:1d20 + 2 ⇒ (17) + 2 = 19

Though tired and maybe with a few aches and pains, she's not too over come by the stresses of having to keep working through the storm and come the next day again gives Master Plugg a cheery grin and a jaunty wave as she screams at her to get up into the crows nest.

Sunny seems more elated than anything else and (After snagging a spare rain hat) quickly and enthusiastically scampers up to the very highest pint of the ship.

Acrobatics:1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25(+4 for being careful Since the opes are wet and the day is raging)

Climb Check:1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4(+4 for being careful and maybe a +2 from her acrobatics check)

Hmmm...the ropes be rilly treacherous

Eventually, with more effort than seeming normal, Sunny takes her place in the crow's nest, yelling a warning to whom ever she's taking over form about how bad it is coming up or down.

Perception:1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20

So, with nothing more than a rain hat, Sunny spends the day doing her best to stare out into the storm. (^_^)


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Day 9:
profession:sailor check
1d20 + 5 ⇒ (9) + 5 = 14
Con check
1d20 + 1 ⇒ (14) + 1 = 15
Fortitude check
1d20 + 2 ⇒ (17) + 2 = 19
Fortitude check. #2
1d20 + 2 ⇒ (14) + 2 = 16 any npc help for fortitude checks?
---------------------------------
So while working on the ropes with Duo I recount the tail from last night to him while working and point out Sandra a couple of times as she walks by to him
Duo, do you see Sandra over there? She's looking at you again

influence: badger, asking for help from Sandra and Tilly
1d20 + 5 ⇒ (8) + 5 = 13
Badger, that was a heck of a storm last night hu? Hopefully we did not go too far off course.


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

Day 9
Work Dilligently on catching rats (+4 Wis/+2 At Sea/+4 Work Dilligently)
1d20 + 10 ⇒ (7) + 10 = 17

Alestone will work hard at catching rats, but his methods may seem a bit strange to Tilly and Aretta. Instead of leaving traps about or chasing after vermin with sticks Alestone finds a good place to wait, remains as still as possible and then grabs one whenever it gets close enough.


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

Day 8

Fort Save 1d20 + 1 ⇒ (11) + 1 = 12 vs DC 14

Day 9

Fort Save 1d20 + 1 ⇒ (10) + 1 = 11 vs DC 18
Diplomacy 1d20 + 14 ⇒ (11) + 14 = 25 vs Cog

Aoro is dead on his feet but still manages to talk to Cog when he gets a chance. While tossing some stuff from the kitchen overboard on deck.

"Is it just me or does this feel like a ship of the dead right about now. I got a story for that too but should save that for later."

He gets back to the kitchen taking Fishguts spot when he is drunk. To take a breather.

"I am just tired I assure you. That storm wore me out."


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

rolls:

day job: 1d20 ⇒ 11
influence Badger Medlar: 1d20 + 8 ⇒ (20) + 8 = 28
con check: 1d20 ⇒ 7
fort save: 1d20 ⇒ 14
fort save: 1d20 ⇒ 15

Duo spends his day working hard and doing hes best not to fall asleep. As he already in for lashings as it is. To help stay awake from time to time will speak with swabs next to him in hopes to stay active. He asks such questions as good stories of home, favorite pastime, neutral topics that anyone could respond to and engage in.


Shade Psion 18

Day 9

Daytime

@Lanliss: Nope, no help from NPCs on Fortitude saves.

@Sunny: I need a second Fort save from you.

With the exception of Herbert, no one has exceptional difficulty with the tasks they are assigned for the day. However, the incredible amount of time spent awake, working furiously is starting to wear on some of you, including the rest of the crew.

Badger, Tilly, Jack, Conchobhar, Syl, and Shivikah are all caught asleep at their stations and are slated to be punished with six lashes.

Lanliss and Duo are Fatigued and Aoro is Exhausted come nightfall.

Nighttime

The bloody hour comes and each pirate slated to be punished is called up the mast to receive their punishment. Master Scourge seems particularly delighted by the number of the people he gets to whip tonight.

Duo
Lash 1: 1d3 ⇒ 2
Lash 2: 1d3 ⇒ 3
Lash 3: 1d3 ⇒ 1
Final Damage = 6 non-lethal

Lanliss
Lash 1: 1d3 ⇒ 3
Lash 2: 1d3 ⇒ 1
Lash 3: 1d3 ⇒ 2
Final Damage = 6 non-lethal

Sunny
Lash 1: 1d3 ⇒ 1
Lash 2: 1d3 ⇒ 2
Lash 3: 1d3 ⇒ 3
Final Damage = 6 non-lethal

Aoro
Lash 1: 1d3 ⇒ 3
Lash 2: 1d3 ⇒ 3
Lash 3: 1d3 ⇒ 2
Sandara's Healing: 1d8 + 3 ⇒ (8) + 3 = 11
Lash 4: 1d3 ⇒ 3
Lash 5: 1d3 ⇒ 1
Lash 6: 1d3 ⇒ 2
Final Damage = 6 non-lethal

When it is Herbert's turn, Master Scourge is passed the cat by Plugg. "I'm really goin' ta' be enjoyin' this!"

Herbert
Cat 1: 1d4 + 2 ⇒ (4) + 2 = 6
Cat 2: 1d4 + 2 ⇒ (2) + 2 = 4
Cat 3: 1d4 + 2 ⇒ (1) + 2 = 3
Sandara's Healing: 1d8 + 3 ⇒ (6) + 3 = 9
Cat 4: 1d4 + 2 ⇒ (4) + 2 = 6
Cat 5: 1d4 + 2 ⇒ (3) + 2 = 5
Cat 6: 1d4 + 2 ⇒ (1) + 2 = 3
Sandara's Healing: 1d8 + 3 ⇒ (4) + 3 = 7
Cat 7: 1d4 + 2 ⇒ (2) + 2 = 4
Cat 8: 1d4 + 2 ⇒ (3) + 2 = 5
Cat 9: 1d4 + 2 ⇒ (3) + 2 = 5
Sandara's Healing: 1d8 + 3 ⇒ (5) + 3 = 8
Cat 10: 1d4 + 2 ⇒ (4) + 2 = 6
Cat 11: 1d4 + 2 ⇒ (4) + 2 = 6
Sandara's Healing: 2d8 + 3 ⇒ (7, 6) + 3 = 16
Cat 12: 1d4 + 2 ⇒ (4) + 2 = 6
Final Damage = 6 non-lethal

Herbert is beaten to a pulp and pulled back to consciousness again and again as Scourge works him over. Sandara is kept nearby to heal him back, only to have him beaten again. By the end, Scourge is breathing hard, with a wild-eyed look of elation, covered in Herbert's blood. Sandara has a hard look on her face, also covered in Herbert's blood and helps to untie him, with a glare at Scourge, to which he grins like a madman.

Perception DC 15:
The look on Captain Harrigan's face is grim. He seems to not be taking pleasure in this.

After he is dragged back to the group, Sandara calls on Besmara's blessings to heal the group.

Channel Energy: 2d6 ⇒ (6, 2) = 8

She then retreats quickly below deck.

Alright, give me rum actions and evening ship actions.


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

Day 9 Evening

Perception 1d20 + 5 ⇒ (1) + 5 = 6 vs DC 15
Diplomacy 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33 vs Shivikah
Rum Ration 1d20 + 1 ⇒ (8) + 1 = 9 vs Sip DC 10

Aoro walks away thinking that he no longer wanted to simply kill those rats. He was going to make it long and painful. None the less he had a bit of work to do before he blacked out for the night, giving him all the more reason to get in good with others. This time he invited a mwangi exslaver woman to drink with him and fishguts.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

After dinner, Duo is slightly pissed at getting lashed and does his best to toss the rum. As the evening passes Duo finds himself talking with Aretta Bansion. Having not really talked to this women he's very careful in how he acts with her. Trying to be respectful and considerate or her body language as to hopefully avoid insulting her.

GM:

stealth: 1d20 ⇒ 12
diplomacy Aretta Bansion: 1d20 + 8 ⇒ (16) + 8 = 24
Did I get Badger Medlar to Indifferent?


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

(2nd Fort Save:1d20 + 2 ⇒ (5) + 2 = 7 (Sorry about that DM)

Night (Day) 9:

Sunny's actions:
Sunny clambers down from the rigging, though very tired and wrung out she slouches in line with the others as Master Plugg has his 'fun'.

As Herbert is finally dragged away from the mast and Sandara heals every one. Sunny moves over to 'Barefoot' Samms Toppin and spends the early part of the evening getting dry and sharing watered down Rum (Grog)

Diplomacy Check:1d20 + 2 ⇒ (9) + 2 = 11

And looking to just snuggle up in the closest hammock for the end of this couple of days adventures.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Day 9: Night
Rum action: Dispose
stealth check
1d20 + 1 ⇒ (12) + 1 = 13
influence: Aretta
1d20 + 5 ⇒ (16) + 5 = 21
------------------------------------------

So Aretta, what do you like to so for fun?

After I get done talking to Aretta I go find Sunny's hammock and lay in it with her


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

Night 9
Rum #1 1d20 + 6 ⇒ (10) + 6 = 16
Rum #2 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Con Damage 1d3 - 1 ⇒ (2) - 1 = 1

Alestone, feeling sorry for Herbert will attempt to switch mugs with Herbert and drink both their shares of Rum so that Herbert can get some well needed rest before leading Herbert to bed before turning in himself.


Shade Psion 18

Day 9

Evening

Herbert's Stealth to Pass Rum to Alestone: 1d20 + 7 ⇒ (13) + 7 = 20
Herbert, exhausted form the day, surreptitiously passes his rum to Alestone and makes his way below decks to rest.

Aoro:
Shivikah seems suspicious of you for a bit, but decides to follow anyways and you, her, Fishguts, and Grok spend time below decks in the galley drinking and sharing stories. By the end of it all, you're all quite drunk, but the ex-slaver seems to have warmed up to you.

Shivikah is now Friendly.

Duo:
You got Badger to Unfriendly.

Duo speaks at length with Aretta, but she remains cold and stand offish to his attempts to speak with her.

Sunny:
Sunny shares the evening with Barefoot and a couple of other friendly pirates, Tilly and Jack, swapping stories and generally enjoying the evening.

Lanliss:
"Not bother with little piss-ants like you. Scram, lubber. At least yer friend managed to keep his mouth shut." She turns away, clearly uninterested in anything more you have to say.

Day 10

Daytime

The ship's clock awakens the crew and everyone makes their way up onto deck for the day's assignments. There is the faint sign of shore to the port side, barely able to be made out, and the water appears to be fairly shallow here.

Profession(sailor) or Knowledge(geography) DC 15:
The shoreline must be the Slithering Coast. The storm must've blown you further south and east.

Jobs are being passed out, but you notice that the ship's sails have been pulled tight.

Mister Plugg addresses all of you, including Sandara. "Well, just before you sorry lot made it onto deck, a nearby reef was discovered." He points to a dark coloration in the otherwise crystal clear waters. "Th' captain's in the mood for crab, so you'll be gatherin' it from the reef." He gestures over to a set of crab pots near the side of the pot, Fishguts setting down a fifth one. "S'all dun, sir." He heads back tot he galley below decks, giving a worried glance back to Aoro.

"Get yer gear, take those pots, 'n fill 'em with crab. I don't wanna see you all back 'ere before those pots're filled." He throws his hands up. "Now, GO!"

Post your actions. You haven't had time to make a Ship Action yet, nor have any of you been assigned jobs, other than getting crabs.


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

Sunny lets out a huge 'SQUEE!' of joy at Master Plugg's orders, even giving whom ever is standing beside her an exuberant hug before racing off down stairs to Miss Grok's emporium.

"Hey-ya-there! I-be-after-a-harpoon-or-spear-or-somat-t'-go-poke-an'-things-with!" She exclaims all in a rush, leaning around Grok and peering with bright interest into the Half-Orc's 'store'.

Perception:1d20 + 4 ⇒ (11) + 4 = 15

"Oh! I see ye got's me chest and me sword! Great! So, how's about that spear? Or harpoon? We's gon'a have lots o' yummy stuff t' eat tonight!" She continues to bounce up and own upon her toes as she waits for Grok to hand over either of the said implements she's asked for. (^_^)

Diplomacy:1d20 + 2 ⇒ (5) + 2 = 7

Once handed the weapon of choice by Grok (And anything else Grok might want to say/stake a claim in) Sunny races back upstairs and presents herself to Master Plugg.

"All ready t' go git somat yummy fer th' pot, SIR!" She jumps to attention.

"Permission t' have one a th' ships small boats lowered, th' better t' be haulin' all'a th' juicy plunder in from yon larder, SIR?!" She requests with a jaunty salute. (^_^)

Diplomacy:1d20 + 2 ⇒ (1) + 2 = 3

Sunny is nekkid. Sunny is well rested and Sunny gets to go swimming. You could keel haul her and she'd be giggling with glee all the time at the moment. (^_^)

No, really W.T.F. is it with all my diplomacy rolls being lower than a snail's @rse! (>_<)


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Day 10: Crabs

I go down to the hold and look thru my Formula book really quick and mix up 2 doses of Touch of Sea.

Touch of the Sea wrote:
You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.

Then I go grab my longspear from Grok, and then make another choice

Grok, Do you happen to have a Trident on board that I might be able to barrow for a little bit while I am out hunting crab for the capt's dinner tonight? if not I am sure that my longspear here will do

After Retriving either item, I go back up to the deck and wait to see what to do.

Sunny are we getting a boat or are we just diving right in?


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

Day 10

Aoro did not like being out on a reef with everyone those rats had an eye out for. He looks out to scan the area they were expected to work in. Then turns to Mister Plugg.

"Well to make sure the Captain is happy I think we may need just a bit more help, these pots are heavy and their not even full. Maybe an extra pair of hands or two would make sure none of our catch escapes. I think Sandra and Rosie would do well. After all we would not want the Captain to go without because of lack of man power, more so after that storm. His mood is in need of a good pick me up and another disappointment well I doubt he would take that well. So you see its best not to leave anything to chance concerning such matters dont you think. Who knows a bit of good judgement on your part may even be a point of interest come dinner time."

Perception 1d20 + 5 ⇒ (8) + 5 = 13
Diplomacy 1d20 + 14 ⇒ (9) + 14 = 23

Oh come on these dice are being mean.


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

Sunny grins brightly at Lanliss and Aoro.

"Hey! T'is simple. We load all'a our gear in'a boat. Then just tow said dingy over to tha' reef." She explains.

"Then we's can drop its anchor an' use it as some where t' maybe rest an' put stuff, ye ken?" She explains chirpily (^_^)

Also DM Bound Shade, can we maybe have a list of who exactly is being told to go on this little jaunt?

Every one clear on Sunny's intent? She's not going to be in the boat. Just use it as something which floats and hence can be used by the poorer swimmers as something to hang onto. Also as a place/hang any full pots while they wait. Sound good? (^_^)


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

Alestone will shake his head at some of his companions suggestions.

"Oy, ya land lubbers, ys don't poke the crabs, ya just grab 'um from behind or maybe if you're fancy and not too fast a net. But skewerin' 'um ain't gonna make nobobody happy. The meat'll rot too fast and we'll just be feedin' it to the sharks"


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Duo watches all that happens around him not much of it sinking in.
Crabs and a reef this can only end well for a deaf healer like himself.

Considering Duo doesn't have a choice he starts getting his gear ready. So that when they go out he will not be left behind.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

After getting my gear I explain to duo what is going on


Shade Psion 18

Day 10

Daytime

Grok raises an eyebrow at Sunny as she comes in and begins speak. "Whoa, there lass! Here, I'll give ya' yer gear back, but if yer lookin' fer a harpoon, head into the Galley and get one off the wall. Ambrose always keeps a few for huntin' turtles." She'll look to Lanliss, "Nope, I haven't nary a trident, but if yer wantin' somethin', Galley's got harpoons like I said ta' the excited one."

Up on deck, Mister Plugg looks at Aoro with an annoyed grimace, "Ya' ain't gettin' anythin' else! The sea witch's already comin' with ya', so swim out there an' get those crabs! Damn pots float anyways!"

Sandara just shrugs and retreats below for a few moments, before returning to the deck with a rapier belted at her hip.

Sandara Quinn and the six of you are the ones being told to go crab fishing. The reef is 200 feet to the north of the ship currently. The water is calm as is the weather, so Swim checks are at a DC 10.


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

Aoro gives a slight smirk, not letting a chance to play mind games with the rat pass by.

"I'll be sure to note your lack of concern for the Captain's request."

Turning to the others and seeing the gathered weapons.

"Um crabs are about the size of your head for good sized ones. Like Alestone said those harpoons are useless, they will only destroy what we are trying to harvest. Your hands are all you need, a net wont be much use in the reef. The best swimmers will have to look and dive for them. Sadly thats not my strong suit, is it anyone's?"


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Day 10: Crabs

Swim Check

Spirit of the Waters wrote:
Spirit of the Waters +4 Swim, may always take 10 on Swim checks

10 +3 =13

perception check
1d20 + 7 ⇒ (6) + 7 = 13
Survival check
1d20 + 5 ⇒ (6) + 5 = 11
Knowledge Nature
1d20 + 8 ⇒ (17) + 8 = 25
----------------------------

As I jump in the water I start swimming away from the ship and then think
Damn, what would happen if I left right now and just swam and swam towards shore?
As others jump in with me I make small talk with them till we get to the reef

Sandra, so what is your Goddess like? Is she a vengeful goddess or she is a nice one?

Looking over at Duo as he jumps in Can you swim buddy? I do not think that I have ever asked you at all.
Aoro, I have a little mixture that might help out here for me if things get rough, I can swim, pretty good but my 'little friend' makes me swim a heck of a lot better


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

Day 10: Preparing to go swimming

Sunny thanks Grok and races off to see Ambrose in the galley where she gushes forth again about what she seeks. Once armed with a harpoon she races back to her chest. Unlocking her wares with a key, produced from somewhere, and gets out her fishing net which she deftly coils and wraps about her lithe, nekkid, brown body before racing back above deck.

At being told the group will not be getting the use of a dingy she sighs,

"Aye, well, let it not be said I din't try an' bring every thing back from yon larder!" She gripes out loud. Sunny giggles as she skips up to Sandara,

"Here! Let me help ye git yer clobber off!" Sunny playfully tugs at Sandara's breeches. (^_~)

Assuming Sandara waves Sunny away the blond haired Elf laughs, skips over to the side of the ship and checks every one's progress in preparation for their little swim. Offering advice on how nekkid people should really be getting (As in dressing down to). (^_~)

Edit: Exactly how many crab pots are available? Master DM. Depending on the number Sunny might fight harder to get that dingy.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Day 10

Sandara's magic kept Herbert alive during the beating, but it did nothing for the stiff soreness that infected his entire being. A swim could be just the right amount of light exercise to get him back to normal...and it is nearly impossible to fall asleep in the water. All he needs to do is catch a crab or two and he should avoid another beating.

Herbert enters the water at the same time as his companions and sets off north toward the reef. The sun to his right sends dancing colors cascading off of the water.

DMBS, can we use the crab pots as a swimming aid? They do float. If so please add the appropriate modifier. I am giving you plenty of swim checks. If you don't want them, please ignore.

Swim:
1d20 + 7 ⇒ (6) + 7 = 13
1d20 + 7 ⇒ (13) + 7 = 20
1d20 + 7 ⇒ (7) + 7 = 14
1d20 + 7 ⇒ (12) + 7 = 19
1d20 + 7 ⇒ (7) + 7 = 14
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (2) + 7 = 9
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 7 ⇒ (15) + 7 = 22
1d20 + 7 ⇒ (18) + 7 = 25
1d20 + 7 ⇒ (19) + 7 = 26
1d20 + 7 ⇒ (18) + 7 = 25
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (15) + 7 = 22
1d20 + 7 ⇒ (7) + 7 = 14
1d20 + 7 ⇒ (18) + 7 = 25
1d20 + 7 ⇒ (4) + 7 = 11


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

Take 10 on Swimming: 14

Alestone will strip down to his skivvies and set off at a leisurely pace.

" Oy 'erbert, ope' yer feelin' a bit be'er t'day mate. Was quite a beatin' ya took."


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Day 10

Regardless of Lanless
s explanation Duo still doesn't get what makes crab fish so special but, he fallows the group out to sea swimming at a steady pace to the reef.

taking to gives Duo a 10. Here are some rolls though if that is not good enough.

Swiming:

1d20 ⇒ 17
1d20 ⇒ 8
1d20 ⇒ 11
1d20 ⇒ 17
1d20 ⇒ 20
1d20 ⇒ 20
1d20 ⇒ 17
1d20 ⇒ 7
1d20 ⇒ 14
1d20 ⇒ 14
1d20 ⇒ 12
1d20 ⇒ 11
1d20 ⇒ 19
1d20 ⇒ 18
1d20 ⇒ 5
1d20 ⇒ 4
1d20 ⇒ 18
1d20 ⇒ 14
1d20 ⇒ 7
1d20 ⇒ 16
1d20 ⇒ 6


Shade Psion 18

Day 10

Daytime

Sandara waves off Sunny. "Easy there! I'm quite fine swimming in just this!"

Herbert, yes, they do float. They can be used as floatation devices, giving a +2 bonus to Swim checks to stay afloat or move about on the surface. Sunny, there are 5 pots.

Everyone with the ability to take 10 on a Swim check makes it out to the reef without incident. The water is pristine, clear, and still.

You can fish up crabs once you get to the reef. It's a DC 10 Perception or Survival check to find a crab and a DC 10 Swim check to catch the crab. Each crab caught is assumed to be stuffed into a pot automatically and each pot can hold 4 crabs. Give me 1 round's worth of actions.


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

Day 10

Aoro stays with a pair of pots keeping an eye out for anything that may make a meal out of them. As well as any crabs to point one of his comrades too.

Take 10 on Perception and Swim checks, if not use the rolls below.
Perception 1d20 + 5 ⇒ (17) + 5 = 22 vs Lookout
Swim 1d20 + 2 ⇒ (3) + 2 = 5 vs Float
Aid Another 1d20 ⇒ 6


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Day 10: Crabing
taking 10 on swim = 13
perception check
1d20 + 7 ⇒ (8) + 7 = 15
taking 10 on swim = 13
------------------------------------------------

see Aoro this is easy just swim and grab them.

Sunny, how you doing over there?


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

Take 10 on Perception: 18 (20 for underwater treasure)
Take 10 on Swim: 14

Alestone will hunt for crabs and dive down when he finds one.


Day 10

Daytime - Crab Bait

"Well, time to give this a shot." Sandara hunts for a crab and spotting one, dives down to grab it. She snags the crab easily and returns to the surface, stuffing it in the pot.

Take 10 on Perception: 10 + 3 = 13
Take 10 on Swim: 10 + 5 = 15


Shade Psion 18

Day 10

Daytime - Crab Bait

Alestone, Aoro, Lanliss, and Sandara have each recovered one crab, filling one of the five pots.


Pot 1: 4/4 crabs
Pot 2: 0/4 crabs
Pot 3: 0/4 crabs
Pot 4: 0/4 crabs
Pot 5: 0/4 crabs


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

Okay, Sunny races back and gathers another five harpoons (Assuming there are that many to be had) She then, wrapped in her net like a toga, dives into the waters with said bunch of harpoons clutched tight in one fist.

Swim Check:'Take ten' = 24

Deftly she quickly catches up with the others and begins to weave her idea with the pots, the harpoons and her net. (^_^)

As she bobs amongst the waves she grins and giggles, explaining her idea.

"Y'see, with th' harpoons actin' as a way o' keepin' th' pots separate an' threadin' th' net along them, thence we can make ourselfs a naffy place to float inside of." She deftly goes about her work..

Rope Use/Sailor check:'Take Ten' = 13 (To thread/lace harpoons and drape netting)

So, once Sunny has a 'refuge' all set up, she'll be joining in the swimmin' and the gathering of crabs. (^_^)


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Once the group got to the reef Duo helps get the critters in hopes to fill the buckets faster. As he doesn't want to be out here to long for what ever plugg's ans scourge may have conjured up.

taking 10 gives me a 10 in swimming and perception unless it to hear them.
sound perception: 1d20 - 4 ⇒ (15) - 4 = 11 them being stealthy


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Day 10: Crabing
taking 10 on swim = 13
perception check
1d20 + 7 ⇒ (12) + 7 = 19
taking 10 on swim = 13
------------------------------------------------

This is a nice day for swimming out here today don't you think?


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Crabs

Swim1d20 + 7 ⇒ (14) + 7 = 21

Perception1d20 + 4 ⇒ (11) + 4 = 15

Swim1d20 + 7 ⇒ (3) + 7 = 10


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

Continue to take 10

Ale stone will enjoy the freedom of being away from the ship an will swim around a bit for fun rather than grabbing crabs like he's supposed to.


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

Take 10, Swim 10 and Perception 15

Aoro was still keeping his eyes open for anything, the shackles had more then pirates to deal with.


Shade Psion 18

Day 10

Daytime - Crab Bait

I was waiting for the last three before something happened. Sunny, Herbert, and Duo each manage to grab another crab, partially filling another pot in the nest that Sunny's created.

Pot 1: Filled, Pot 2: 3/4 crabs, Pot 3, 4, 5: Empty

As people are diving below the surface and grabbing a crabs, a couple of eel-like figures emerge from the depths of the reef. These creatures are about the size of a dog and sport the upper body of a lobster with an eel tail. Blood-red spines run down the length of their bodies.

The creatures begin to swim furiously at the group. A third emerges from the reef with a crab in it's claws. It cracks open the unfortunate creature and slurps out it's insides, before looking around for another.

The map's gonna be pretty open in terms of terrain, so I'll let everyone generally describe their positions when the creatures appear. I don't think I'll bother with a map on this one.

The one down below is consuming crabs, so there might be a shortage of the crustaceans soon!

Total Crabs in reef: Unknown

Initiative

Creatures' Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Aoro's Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Alestone's Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Duo's Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Herbert's Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Lanliss' Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Sunny's Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Sandara's Initiative: 1d20 + 1 ⇒ (10) + 1 = 11

Final Order:
Alestone
Duo
Aoro
Herbert
Sandara
Sunny
Creatures
Lanliss

Declare actions!


Day 10

Daytime - Crab Bait

Free Action: Speak
Move Action: Draw Weapon
Standard Action: Cast a Spell

"And here I was thinkin' it'd be a relatively peaceful day..." She shakes her head and pulls her rapier. Sandara casts a spell, "Besmara, I ask for the grace of water!"

Spellcraft DC 17:
She cast slipstream.


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

Survival Check:1d20 + 3 ⇒ (18) + 3 = 21

I hope I am not being too forward in Sunny knowing what these things are.

Taking one look at the approaching creatures Sunny cries out "Reef Claws!" before unhooking a harpoon and diving to engage.

Acrobatics:1d20 + 7 ⇒ (14) + 7 = 21 (To 'tumble' in the water and hence make herself a more difficult target)

Swim check: 'Take Ten' = 24 (To swim out 'wide' and maybe either get them to split up or get a flanking attack.

Att Roll:1d20 + 1 ⇒ (16) + 1 = 17

Dam Roll:1d8 ⇒ 4


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Duo notices the creatures below the water eating the crabs and casts bless on the group. best to kill the creatures quick and what better way to do it but helping people hit.

Duo will try to stay close to the group. Does channel positive energy work through water?


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Day 10: Crabs
Take 10 on swim
Perception check
1d20 + 7 ⇒ (3) + 7 = 10
knowledge Nature check
1d20 + 8 ⇒ (8) + 8 = 16
To Hit
1d20 + 5 ⇒ (16) + 5 = 21
Damage if hit
1d8 + 1 ⇒ (2) + 1 = 3
---------------------------
Knowledge Nature is to check to see what they are and if sunny is correct on this
Perception check is to see the these things
I am going to take my Longspear and swim down and attack the same one that the naked Sunny is attacking hoping to get on the otherside of it where we can flank.

since I am last if this one get's killed before I get a chance to attack I will attack the one that is eatting the crabs if this one get's killed, Also Forgot the Bless so add +1 to hit and damage please if it worked


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

Day 10, Crabs

Move Action: Move
Standard Action: Magic Missile
1d4 + 1 ⇒ (4) + 1 = 5

Aoro puts as much distance between himself and the creatures. Putting his spells reach to his advantage.

I target the nearest one, hopefully the one everyone is attacking.


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

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Swim 1d20 + 4 ⇒ (2) + 4 = 6

Alestone shouts to his companions:
"Keep them critters 'way from our crabs"

Alestone will then try and get himself between a monster and the crabs but in his efforts to make sure his head remains above water so his companions can hear him he fails to make any progress in the water.


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

So, also be addin' a +1 to all of Sunny's going's on! (^_^)

Awaiting Round 2


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

In case anyone is unclear bless gives a +1 to atk and vs fear effects. It does not give +1 to dmg.

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