RD's Skull & Shackles: Wormwood Mutiny (Inactive)

Game Master Rene Duquesnoy

roll20

Marching order: Jothas/Linark - Talfryn/Johender - Twigg/Lini - Tiger


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Sczarni

Mists of Mwangi

Kroop and the crew push off on the sailboat. A few days pass, but you make good time with the help of the wind. You only see a few other ships off in the distance, and they pass without incident.

You arrive at what you believe to be Bonewrack Isle.

map

each square is 1/4 mile

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

"Whoa, finally here. I would like to get to land as soon as possible, but maybe we could go around the isle and check its size. Also we can get a better vision of the place and might observe something to make our task easier." The paladin's skin looks a bit pallid, but otherwise his posture hasn't changed.
"I've been thinking, if we spend some time at the ship, the grindylows could notice us and come trying to sabotage the boat, then it would be just a matter of killing them. What do you think?"

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender peers over the rail, scanning the island. Anyplace look good to bring us in nice and close, Cap'n? I see what looks like a beach there to the west or maybe that stream up to the nor'west? He looks to his party. Any suggestion's

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

Looking a bit queasy "Anything which gets me on solid ground sooner. I'm not a big fan of this sea travel stuff. "

looking over at the Linnark "You'll have to excuse me if I think you're barmy, but the idea that we want to endanger our ride home to draw out the enemy simply not a good idea. "

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Linark scratches his head, then his chin. He looks really worried about it now.
"Well, our ride home is endangered as soon as we came close to the island, or haven't you thought that it could be attacked while we were on land?" - he says that humbly, more worried with the facts than to show that he's not 'barmy' - "We would not be here to help protect it, if anything happens... Even if they go to some other place and come back later, it could still get attacked."
He suddenly shakes his head and start stretching his arms:
"Whatever, there's no way to predict what is going to happen in any case, so I'll guess we can take any option... So let's get to dry land since we like it better..."

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

"If we're worried about our ride, we send it away and schedule a rendezvous. I don't imagine the critters range all too far from their base, and a moving ship is likely more than they will want to take on."

Grand Lodge

Male Gnome Sorcerer (Sylvan) 8
Stats:
HP 58 | AC 20 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +5 | Will +6| Init +2 | Perc +1

"I'm sure the grindylows would much prefer to eat us, we can be our own bait! I'm a creature of magic remember. sounds, illusions I can do it all. Lets get to land though."

Sczarni

Mists of Mwangi

After some discussions with the crew, Captain Kroop decides that the NE of the island is the safest place to lay anchor. He gets out a dingy for the party and wishes you well. It is almost mid-day.

Kroop mentions a few areas where you could reach the island. On the eastern side, there is a huge granite wall about 50ft high, and it may give you a good vantage point over part of the island. Also, on the north side, there is what looks like an abandoned fishing village.

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

"So, we start climbing the granite wall to get a good view of the surroundings?"

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender grabs his gear and hops down into the dingy. Grabbing a set of oars, he waits for the rest of the party to join.

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

"Yeah, probably best to reconnoiter first, then plan on a camp. " he replies as he lowers himself carefully into the dingy. He will grab the other set of oars.

Dark Archive

Male Aasimar Guntank Gunslinger 1/ Empyreal Sorcerer 1/Eldritch Knight 2

"Climbing the granite wall sounds like a good start." Talfryn agrees, lowering himself onto the dingy.


Sleeping up there was not the best idea. I prefer the forest. Please take me there.....*blurp*
Lini slumps over Droogami and hopes she makes it on shore with her dignity in tact.
Looking to Twigg...
Well fellow magic gnome lets go find some critters to play with. We should follow the pretty man, looking over at Linark.

Knowledge Geography to determine the most logical place to find the cave/den:1d20 + 9 ⇒ (3) + 9 = 12
Knowledge Nature if that works better:1d20 + 11 ⇒ (13) + 11 = 24

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Hey Zedril, why don't you at least use a Lini's picture so we can get a better grip of the roleplay, hun?

Linark makes an awkward face, lifting only one eyebrow, as if no one has called him pretty before. He is indeed handsome, muscles and all, but his behavior and his mean face had probably scared most girls so far.
We just arrived here, we could walk to the wall now and leave the village for later in the evening, and maybe we can rest there.

We're heading closer to the wall, then? Could you please explain it better Utopia? Is it really a wall or kind of a plateau?


Going to the wall will give us some cover if we need it as well.

Grand Lodge

Male Gnome Sorcerer (Sylvan) 8
Stats:
HP 58 | AC 20 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +5 | Will +6| Init +2 | Perc +1

"The captain said I need a boat to be called captain... so, I call being captain of the dingy!"
Twigg stands proud and happy with the self proclaimed decision.

"I'm not really a good climber, maybe I can cling to someone's back like a possum?"

Sczarni

Mists of Mwangi

The dingy, captained by Capt Twigg, approaches the glowering fist of rough granite. There are natural hand holds, which make it fairly easy to climb. (still need to make a climb check though).

Jothas notices a place where you can tie the dingy up.

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Can we take 10?
Climb: 1d20 + 1 ⇒ (12) + 1 = 13

It's easy Twigg, do you want some help or should I throw you a rope once I'm up there?

Sczarni

Mists of Mwangi

I think for this, I'd allow a take 10. Although climbing a 50ft cliff could be dangerous IRL, its not much of part of the story and fun.

Linark makes it to the top. When he does, he can see fields that form a break in the jungle. An old beacon fire sits atop the summit. Lots of trees, branches, and old ships timbers make the beacon.

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Oh crap.
He scans the area for any trouble, and if nothing is found he tosses the rope to help the others climb, if they want it.
Perception: 1d20 - 2 ⇒ (7) - 2 = 5

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender tries to scramble up the cliff after Linnark.

T10 for 11

Grand Lodge

Male Gnome Sorcerer (Sylvan) 8
Stats:
HP 58 | AC 20 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +5 | Will +6| Init +2 | Perc +1

"I'll try the rope, while not as strong as you tall folk I am quite nimble!"

assuming linark can tie the rope somewhere Twigg takes 10 to climb.


Taking 10 would give me an 8 on my climb, so I'll use the rope for assistance.

EDIT: Actually taking 10 with my leopard would give him a 19, so I'll hold on to him.

Dark Archive

Male Aasimar Guntank Gunslinger 1/ Empyreal Sorcerer 1/Eldritch Knight 2

climb: 1d20 - 1 ⇒ (15) - 1 = 14
After Twigg is done with the rope, Talfrn uses the rope to climb us as well.

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

Taking 10 Jothas musters a 14 so he has no trouble shimmying up the stone face.

Once he gets to the top he'll take a careful look over the whole of the island to get a feel for the lay of the land and any obvious threats which might be visible.

perception: 1d20 + 7 ⇒ (15) + 7 = 22

Sczarni

Mists of Mwangi

After the heroes climb the wall and do some searching, a few items of note have been discovered.
* 6 torches
* Pair of tindertwigs.

There isn't much else up here.

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Sometimes we just don't understand the description like we should, right?
Is there anything to see up here? Maybe a part of the map?

"Well, we have made our morning stretching, now we should go look after something important, right?"

Sczarni

Mists of Mwangi

oops. forgot to reveal on roll20. basically, not much is up here besides the beacon. you can see more stuff west.

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

So we do see a trail but not the abandoned village from up here, right? Is it easier to get down by moving west?

Sczarni

Mists of Mwangi

You see the village. There is a crappy path heading west


Let's head along the crappy path

We should try and remain somewhat stealthy, so not to alarm any of the Octo-Goblins

Sczarni

Mists of Mwangi

Can I have the marching order please?

Grand Lodge

Male Gnome Sorcerer (Sylvan) 8
Stats:
HP 58 | AC 20 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +5 | Will +6| Init +2 | Perc +1

"Good idea Lini!" Twigg wiggles his fingers and touches Lini and Linark Twigg casts Message which lasts 20 minutes "Now we can whisper to each other! I'll follow you guys"

Just before Twigg jumps into a bush the party can see a small hedgehog sitting on his shoulder, which no one had seen before.

Stealth 1d20 + 12 - 5 ⇒ (13) + 12 - 5 = 20 Twigg will stealth at full speed and follow the group 15' from the path.

Dark Archive

Male Aasimar Guntank Gunslinger 1/ Empyreal Sorcerer 1/Eldritch Knight 2

Talfryn will stay towards the middle.

"Stealthy? I say let them come, surely we can handle a few octo-goblins." Talfryn says, pistol in one hand and his light wooden shield in the other as he heads along the crappy path.

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

Since Jothas is the most heavily armored, he is likely to be in the front line. I'm not sure if you need a 5' or 10' marching order.

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender falls in line behind Jothas.

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Single Line: Jothas - Linark - Talfryn - Johender - Twigg - Lini -Tiger
Double line: Jothas/Linark - Talfryn/Johender - Twigg/Lini - Tiger
I've put Lini and Droogami on the back line to cover the rear. Does anyone disagree?

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

Works for me.

Sczarni

Mists of Mwangi

Looks good

The party continues down the path. Survival checks please.

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Linark will listen as the more experienced in nature guide the party, trying to add to the knowledge if he sees anything important. Will try to aid someone, if we can choose a survival leader (Lini probably). Otherwise consider it the roll.
Linark: 1d20 - 2 ⇒ (7) - 2 = 5

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Survival Aid: 1d20 + 4 ⇒ (10) + 4 = 14

Dark Archive

Male Aasimar Guntank Gunslinger 1/ Empyreal Sorcerer 1/Eldritch Knight 2

Survival: 1d20 + 2 ⇒ (17) + 2 = 19

Grand Lodge

Male Gnome Sorcerer (Sylvan) 8
Stats:
HP 58 | AC 20 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +5 | Will +6| Init +2 | Perc +1

Twigg is busy looking at all the fascinating plants and animals on the island and telling Lini through the Message spell how cool it is. Which unfortunately for Linark he also hears.


Survival - 1d20 + 11 ⇒ (16) + 11 = 27
I also have Know Direction as a 0lvl spell and I'm a super-fey druid.

I will try to cover our tracks as we go as well. I have Trackless Step also.

Lini will continue conversations with Twigg as if they are talking aloud, oblivious of the fact that Linark can hear as well.
See how the earth is disturbed there. Looks like it might be from a mole or other burrowing animal, maybe a gopher. That plant makes excellent tea. We should pick some for later. I'm g;ad were off of that ship. It was not as exciting as I hoped. I didn't even get to swim with a whale. Maybe on the way back.

Sczarni

Mists of Mwangi

the party notices tracks of animals, plus some humanoid footprints. the humanoid ones look over a few days old. the footprints don't look like grindylow tentacle marks.

After about 15 minutes, you come to an abandoned fishing village. (marker moved).

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

"Way I see it, this might be a good place to set up camp. We at least have some structures to start with which should make it easier. Best if we scout around and make sure it's all safe and clear. "

perception: 1d20 + 6 ⇒ (17) + 6 = 23

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Do you think you can track some of those footprints Lini?


Linark Abbadon wrote:
Do you think you can track some of those footprints Lini?

But of course. Let me take a look at them.....hmmmmmmm

Lini rubs her fingertips into the tracks and raises some dirt to her nose.....*sniff*....she then lays down on her belly and looks across the tracks......
Survival-1d20 + 11 ⇒ (16) + 11 = 27

Sczarni

Mists of Mwangi

Jothas inspects the village, and determines nothing is in it. In fact it looks like no on has lived here for decades.

Lini tracks many footprints all over the place, some head south down a slighly worn path.

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

"Ok, looks like this place is clear. We can use this as our camp. I think we should get on following those tracks though. They've obviously been here and it's best to know if they are a threat or not. "

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