Seadogs and Scallywags

Game Master Grymp

Man's Promise * Rickety Hake * Tidewater Rock

Plunder: 4
Rules

Gresham's Treasure Spreadsheet

No combat!:

BEAT TO QUARTERS, COMBAT BE AFOOT!

Round 7

Spleen: Attacked and grappled
Wreckers: One is grappled by spleen. Another disappeared.
Sandara: UP!!
Chaenath: UP!!
Doc: UP!!
G'Lub: UP!!
Vakarla:


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Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Spider Hit: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Diego's roll should have had a +3 bonus... to bring it up to a -2 roll. That's crucial ;)


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Yeah, but Nat 1... That's my speciality!


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Yeah, I don't think anyone but Shaeda will be allowed to even look at those spider things again.


Diego and Shaeda take careful aim at the looming shape of the ship, and in quick succession Shaeda, then Diego squeeze the trigger mechanism and the small boat is, once again, enveloped in a cloud of white smoke accompanied by two loud bangs. As the smoke clears in the slight breeze, it is clear that something has gone wrong with Diego's weapon. The projectile catches in the barrel and, rather than sending the spider flying towards The Wormwood all of the devices' force is flung back against him, sending him rocking back, and over the side of the jollyboat into the water, "spider" still in hand. Shaeda's shot, however, flies easily through the air towards the ship, trailing its strand of thin white rope behind it. As it nears the ship, the strange bundle of metal strips unfolds revealing four jointed legs. The spider-shaped object lands on the deck next to Doc and, almost immediately scuttles to the rail, which it wraps it's legs around in a tight embrace. Once attached, the device sends out a wailing whir as it draws the white strand attaching it to Shaeda's device tight.

Shooting Diego a dark look, Riaris turns to Shaeda. "F$@+ing well done. At least one of you s*!&s are good enough to hit a f*#*ing barn door! Now, see the f$&!ing hook there on the prow? Right, just attach the f#*!ing gun to it and then you're ready to climb over. F*&+ing clever hey? Now as fer you yer f%%*er" she shouts at Diego as he splutteringly climbs back into the small boat. "Yer on f+!~ing bilge duty from now till the f&%%ing end of f#~#ing time! That spider you're holding better still f!&+ing work or Peppery'll be f&*#ing furious!

Once Diego is back aboard, he is directed to row the boat back to The Wormwood where he is greeted with a hail of laughter from the assembled crew.

Everyone can make rum and evening actions when ready.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Shaeda will drink normally, and try chatting it up with Tibbs.

Diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Rogar drinks normal portion, and will try to influence Badger.

Diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8
Amiable Blunder: 1d20 + 6 ⇒ (8) + 6 = 14


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Are the NPC attitudes all up to date? Seem to remember that Plugg and Scourge were turning people against us, but it looks like almost everyone is helpful/friendly - with a few exceptions...


The attitudes are up to date - until tonight,... :)


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra will drink normally and act friendly to Conchobar. "What a mess with those spider guns, hey? I s'pose someone as well traveled as you would have no problems with those sorts of things... "

Bluff: 1d20 + 6 ⇒ (9) + 6 = 15 dice not rolling high for me, are they?


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Diego tries to lay low a bit this evening, rather than make a big scene. He figures it's not really the best time to broadcast his presence. Instead, he seeks out "Barefoot" Toppin.

He's liberal in the self-depreciation, mocking his own ineptitude with the spider, but eager to show that this imperfection is what makes him endearing... no one wants to spend time with anyone who's too perfect.

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22


As the crew go about their various entertainments, you approach some of them, trying your best to befriend a few more. Whilst Diego seems to get along well with Barefoot (Now Helpful), Doc doesn't get anywhere with Badger, and Shaeda positively angers Tibbs, who rewards her interest by spitting in her face and telling her to "F#$% off" (Remains Hopstile). After Doc, disappointingly leaves Badger's company, however, Plugg approaches her, whispering something in her ear which makes her face glow red. After the vile man leaves her, she approaches Doc and leans down to whisper "Why that s~*+! He can't tell me who's me friends and who's me enemies! I'm on yer side and f~$+ whatever Plugg thinks he can do to me! (Now Helpful). As all this is going on, Scourge is having words with Conchobar. Although it is difficult to figure out what effect these have on the dapper gnome, when Alessandra approaches him to talk, he seems a little standoffish. As the half-orc chats with him, however, he seems to rally. When the two part company he kisses her hand goodbye with a flourish... (Now indifferent)

Perception DC 13:

As Alessandra walks away from Conchobar, the small Gnome watches her shapely,... back, twirling his moustache thoughtfully.

DAY 12: Light winds and sunny skies

Attitudes have hardened and the crew are seeming more and more divided - two camps who eye each other uneasily throughout the working day and who quickly separate at meal time and in their entertainment (those "helpful" to you vs. those "hostile"). You can no longer influence crew, other than Conchobar who remains (mostly) indifferent.

NPC attitudes:

On Your side: (9)

Sandra Quinn A pretty human woman wearing a tricorn hat. She helped Rogar when he fell on the first day. (helpful)
Tilly Brackett: A pretty human woman with a ruddy, freckled complexion. Occasionally she cracks off-colour jokes about bodily functions. Loves a drink. (helpful)
Rosie Cusswell A well-muscled halfling lass with a filthy mouth. (helpful)
Jack Scrimshaw: A young human lad with a wide smile. (helpful)
“Badger” Medlar An older woman with white streaks in her black hair. (helpful)
Crimson “Cog” Cogward: A human male with a stadoffish, unfriendly attitude wearing a blue scarf around his head. (helpful)
Aretta Bansion: A bad-tempered and scantily-dressed human woman with big ears and a bad attitude. (helpful)
“Barefoot” Sams Toppin A tallish but otherwise nondescript woman who never wears shoes. (helpful)
“Ratline” Ratsberger A rat-faced halfling with long arms and 3 missing fingers. (helpful)

On the other side: (7)

Giffer Tibbs: A bedraggled looking male gnome with a rough leather eyepatch and orange hair. (hostile)
Shivikah A very tall Mwangi with a broad grin but a bad attitude. (hostile)
Fipps Chumlett: A fat human male with a shaved head. (hostile)
Jaundiced Jape: A nasty-looking half-orc with brass rings in his long ears. Slightly yellowish skin and mute. (hostile)
Maheem: A Rahdoumi man with a permanent scowl. (hostile)
Slippery Sly Lonegan: An oily looking man with several missing teeth. (hostile)
Tam “Narwhal” Tate: An ugly dwarf with a prominent nose (hostile)

Wavering: (1)

Conchobar Turlach Shortstone: A handsome gnome wearing a foppish purple hat, an eye patch, and a white silk shirt. He carries a dandyish cane. (indifferent)

PROPOSAL: Rather than play through the next week or so of game time, I would like to speed things up a little. If you are all amenable, I will summarise the next week of game time so that we can move the story along. What does everyone think? Do you want to have the opportunity to search the ship and interact with NPCs a bit more, or is it time to move on?

GM Notes:

Shaeda: vs. Tibbs - Fail; remains Hostile[i]
Doc: vs. Badger - Fail; remains [i]Friendly[i]
Alessandra vs. Conchobar - Pass, now [i]Friendly[i]
Diego vs. Barefoot - Pass, Now [i]Helpful[i]

Scourge vs. Conchobar: 1d20 + 8 ⇒ (12) + 8 = 20 - Pass, now [i]Indifferent
Plugg vs. Badger: 1d20 + 10 ⇒ (3) + 10 = 13 - Fail, by lots, now Helpful


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Sure, in principle: most of the ship isn't searchable anyway, apart from the bilges (hi Diego!) and the galley. I suggest that we make sure we've got everything from the galley first. There's also the NPC's - IIRC, we were having luck with Fishguts and Grok, as well as Conchobar. If we can do that as some sort of cutscene, let's do it and move this game on to the next round!


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

I'm definitely good with it. Keep your distance Diego!


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Yeah, I'm gonna be gross for a while. Splendid. I would, however, still very much like to get Rosie her fiddle back. I wish to hear her music! That is the one remaining item on my "to do list". We would need to pool some money together to buy it back however, and Diego was planning to start trading tattoos to any of the crew that would be willing to pitch in.

With that said, I'm all for a cut-scene/montage.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Agreed! Let's speed up


Days 13 – 23

The following day The Wormwood is repaired and, early on your 14th day aboard, the sails are, once-again, raised and the ship makes for the open sea. As the following days pass it becomes clearer and clearer that the crew are becoming ever more polarised and the mood aboard ship descends into a tense, hostile atmosphere. The weather, meanwhile, begins to warm and, at the end of each day the crew are sweaty, tired and frequent small fights break out, both between the two opposing camps, and even within them. Plugg and Scourge begin to take an even more personal interest in you, soundly abusing you whenever the opportunity arises and, more days than not, you are sent to the bilges to sweat away in the oppressive heat. The ship seems to be heading north, skirting its way between small islands and reefs as it make its way closer to the shipping lanes that traverse the northern edge of The Shackles.

On your 22nd day aboard in the late afternoon when, for once, you are all working at your tasks above deck, heads down in the seemly endless monotony of a sailor’s life, there is a sudden shout from above. Looking up you see “Ratline” gesturing off towards the North-West as he yells the words that all aboard have been waiting to hear – ”Ship Ahoy!. Immediately the atmosphere on board changes as The Wormwood puts on extra sails, increasing its speed in order to intercept the other boat. As the evening wears on, the Wormwood gradually gains on its target and, by dawn, less than a mile separates the two ships. Weapons are brought up from below, including the two cannons and swivel guns from the middle-hold, and a brace of muskets, pistols, cutlases, short-swords, daggers and crossbows. As the two ships draw closer, the atmosphere becomes electric with pumping adrenalin.

When the Wormwood closes to within half-a-mile of the other ship, a Rahadoumi Merchant vessel with the name Man’s Promice painted on its bow, Riaris Krine summons you to the Wormwood’s poop deck (Area A2). Standing in front of you she grins. ”Well now you f%~*ing sorry excuses for bloody bilge-rats. Now I think we’ll f~!*ing see what you’re really made of! You pipsqueak” she directs at Shaeda ”are in, f~#*ing charge. Try to make sure they don’t trip over their own f%*@ing feet! You lot are to take their f%&&ing wheel. Got it? Just take the wheel and guard their jollyboats. Kill anyone who tries to get away on one of them. Don’t move from the f%&+ing wheel until the fighting’s done, or you’ll have me to f@&@ing answer to… Oh yeah, as we get close its going to get cloudy – one of Peppery’s little surprises. Just stick to what I told you to do and you’ll be fine. Any f@~&ing questions?”

You can select a SINGLE weapon from the ship’s stores for the duration of the fight….


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

IIRC, we got all our own kit back from Grok - what weapons are available to us from the ship's stores?

Alessandra spends the days mooching round the galley and quartermaster's, seeing what she can scrounge and acting friendly towards Grok and Ambrose.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Bluff, Grok: 1d20 + 6 ⇒ (9) + 6 = 15

Bluff, Ambrose: 1d20 + 6 ⇒ (12) + 6 = 18

When the ship is sighted, the prospect of action and excitement stirs Alessandra's blood, and she watches eagerly as they overhaul the merchant ship.

The girl grins at Shaeda: "See, knew you were Officer material! What orders, ma'am? "

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

"Arrr... This be real thin' then! Plunderin' ships 'n killin' crew. Best get it done with, then. Gimme a crossbow there, 'n some bolts to go."

As Wormwood closes to its prey, Rogar prepares some extracts to help with the upcoming battle. Once summoned to poop deck, then dwarf hugs his crossbow nervously, and tries to avoid being chosen as the first to board the enemy vessel.

He turns to Shaeda "Followin' yer lead, lass. Jus' give th' orders!"

Preparing: CLW, Shield, Touch of Sea. Will drink mutagen, Shield and Touch of sea once battle is about to commence


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Shaeda summons the group together, "so none of us signed up for this, but we're here. My orders are to stay alive. Keep your eyes and ears open. Watch each other's backs. Oh, and kill any mother%€£¥?$& that come near the wheel."


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Diego is content to load up with his own gear: both whips and his armor. He does, however, grab a cutlass to slide into his belt should the need arise. He'd hate to be disarmed and look back on the moment with regret. "Aye-aye." he replies to Shaeda with a grin, the first genuine reply to an order since they woke up on this ship 3 weeks ago.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra will pick up a shortbow and a couple of quivers of arrows, if any are available.

She chuckles slightly at Shaeda's orders "Stay alive, and kill people - my two greatest talents." She runs a whetstone down the blades of her twin shortswords, ensuring that their edges are not blunt. Dropping them back into their scabbards, she checks that they will slide free when she needs them. She then does the same with her knives. Satisfied, she nods.

"Ready."


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

"I'll call out the targets, and we'll all take them down quickly. Alessandra, when we get into hand to hand, you can flank with me."

Shaeda grabs some more arrows for her bow.

Will we have opportunity to use ranged attacks as the ships close on one another?


Alessandra: Pretty much any mundane weapon you want is available.

Shaeda: You will have chances for ranged attacks. (see below)

As the ships draw slowly closer the atmosphere fills with the electric edge of adrenalin coursing through your veins. As the gap closes, Riaris thrusts a "spider" into Shaeda's hand, with a final gruff, and obscenities-ridden warning not to break it, and the captain has the slaughtered bodies of three pigs thrown overboard to attract sharks. The ships seem to close at once too slowly and much too fast, and within what seems like moments, the sailors on the other ship resolve into recognisable figures - four on the sterncastle, aiming cannons, and 2 on the aft deck. manning the wheel. Many more are forward on the main deck and the foredeck, ready to repel boarders. Meanwhile, on the Wormwood's deck, Peppery Longfathing is busying herself with another of her contraptions - some kind of catapult, as Riaris and the gunner's mate "Kipper" bellow instructions at the pirates manning the ship's small cannons. From the other ship - The Man's Promise" comes the sudden bark of cannons as the sailors aboard fire - much too soon, as it turns out, and the chain-shot falls short of its target. After several more minutes, Riaris seems to decide that the gap has closed sufficiently, and the Wormwood's twin cannons punch out their reply. The chain-shot launched in return flies true and mangles the rigging of The Promise's mainsail. The effect is immediate, as the gap begins to close faster, and the cannons of each ship sound off once-again. This time the Promise's shot damages the Wormwood's mizzen, whilst its own mainsail is damaged still further. As the gap closes to 200 ft., the Rahadoumi's sailors fire their muskets uselessly at the Wormwood and begin frantically reloading.

The ships are closing at 40ft. per round and are currently 200ft (musket range x 5 increments (-8 to hit); so there's five rounds of shooting (if you want to have a go at this range). Initiative will mostly not matter since combat has begun, and it'll just be alternating between them and you.

Anyone on a ship has partial cover (+2AC and +1 on Ref saves) while those on The Promise's stern castle (your target - where the wheel is) have cover (+4AC and +2 on Ref saves)

Let me know at what range you want to start firing (if you do).


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Heck yea

Shaeda calls out a target near the wheel to her crew, and establishes him/her as the target of Freeebooter's Bane for a +1/+1 for my allies against that target.

[ooc]If we drop one of my targets, she'll switch it to a different one the next round.

At 200' that's inside the second increment for the bow.

Bow Hit: 1d20 + 5 + 1 - 2 ⇒ (15) + 5 + 1 - 2 = 19
Bow Damage: 1d6 + 1 ⇒ (5) + 1 = 6

And then again at 160'

Bow Hit: 1d20 + 5 + 1 - 2 ⇒ (10) + 5 + 1 - 2 = 14
Bow Damage: 1d6 + 1 ⇒ (5) + 1 = 6

120'

Bow Hit: 1d20 + 5 + 1 - 2 ⇒ (14) + 5 + 1 - 2 = 18
Bow Damage: 1d6 + 1 ⇒ (3) + 1 = 4

At 80' it's inside the first increment

Bow Hit: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Bow Damage: 1d6 + 1 ⇒ (1) + 1 = 2

At 40' she'll keep Freebooter's Bane up on a target for the others, but she will fire the Spider!

Spider Hit: 1d20 + 5 ⇒ (4) + 5 = 9 against AC 2 again?

At 0' it's sword time and over the rail!

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

As the ships draw close, Rogar picks up some vials from his pockets and starts drinking. While it's far from unusual to see this particular dwarf drinking, this time there seems to be rather strange effects. The dwarf gurgles and coughs, rolling on the deck. When he finally gets up, he has a strange bestial look in his eyes. And, while even the thought feels quite impossible, Rogar looks quite much hairier than before.
Mutagen +4 DEX, -2 WIS +2 nat AC (20min); Shield +4 AC (2 min), Touch of Sea: swimming boost (2 min). So when the climbing starts, 7 rounds gone of the effects...

The invigorated dwarf joins Sheada by the railing, and targets his crossbow where the halfling directs.

At 200': third increment: -4; Freebooter +1; And a souped-up dwarf...
Crossbow: 1d20 + 5 - 4 + 1 ⇒ (13) + 5 - 4 + 1 = 15
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

160': Second increment: -2
Crossbow: 1d20 + 5 - 2 + 1 ⇒ (5) + 5 - 2 + 1 = 9
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

120'
Crossbow: 1d20 + 5 - 2 + 1 ⇒ (15) + 5 - 2 + 1 = 19
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

80' first increment
Crossbow: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

40'
Crossbow: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage: 1d8 + 1 ⇒ (6) + 1 = 7


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra grins, wickedly, at the mayhem, before stringing her shortbow and firing at the target Shaeda designated.

At 200 ft
Shortbow: 1d20 + 3 + 1 + 1 - 4 ⇒ (12) + 3 + 1 + 1 - 4 = 13
Damage: 1d6 ⇒ 2

At 160 ft
Shortbow: 1d20 + 3 + 1 + 1 - 2 ⇒ (5) + 3 + 1 + 1 - 2 = 8
Damage: 1d6 ⇒ 3

At 120 ft
Shortbow: 1d20 + 3 + 1 + 1 - 2 ⇒ (11) + 3 + 1 + 1 - 2 = 14
Damage: 1d6 ⇒ 5

At 80 ft
Shortbow: 1d20 + 3 + 1 + 1 - 1 ⇒ (13) + 3 + 1 + 1 - 1 = 17
Damage: 1d6 ⇒ 5

At 40 ft
Shortbow: 1d20 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10
Damage: 1d6 ⇒ 2


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Diego lazily takes a seat with his back against the rail, taking advantage of the cover while others fire. While he could spur the others on, he'd rather save that boon for when they get to boarding. Instead, he begins to compose a ballad in his head fitting for this moment. He can't help but smirk at it as he prepares the verses, arrows whizzing over his head and cannonshots in the background.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

This had better be good! No mere reskinning of Horatio at the Bridge; The Charge of the Light Brigade; or Roll, Alabama, Roll; will do for this momentous occasion.


Round 1:
Shaeda's arrow flies towards the Rahadoumi sailor, striking him in the arm viciously. Doc's crossbow bolt flies towards its target, burring itself in the rail of The Promise joined by Alessandra's arrow. The other ship's cannons, once-again bark out their thundering shots, tangling yet more of the Wormwood's rigging.

Round 2:
None of your second shots strike a sailor, Shaeda's buries itself in the rail, whilst both Doc's and Allesandra's fly well wide of their targets. The Wormwood's cannons bark out their reply, again hitting the other ship's rigging which drops the mainsail's spar crashingly on two sailors as the two ships' crews exchange musket fire.

Round 3:
Shaeda's third shot flies true, once again striking the sailor, this time in the waist. The sailor grabs his side, which is streaming blood, and yells at his compatriots to return fire, whilst Alessandra's shot flies wide. The man's shouts are cut off abruptly, as Doc's crossbow bolt slams into him, dropping him to the deck. For whatever reason- possibly the din of exploding musket fire, the other crew seem to fail to hear him, and continue reloading the cannons. Several of both ships' crews are struck by musket fire, and the screams of wounded from both ships fills the air, as Peppery finishes whatever preparations she was making, and releases the arms of the "catapult" she was fiddling with. A small oblong brass shape arcs across the gap separating the ships, trailing a thick smoke. The object strikes The Promise's Deck and immediately the whole of the ship's stern is enveloped in thick smoke. Anyone firing at, or from, the other ship has 50% miss chance because of (total) concealment.

perception DC 15:

You think you hear the word "grapeshot" drifting across the water! - You can't tell from which ship in the din.

perception DC 18:

You think you hear the word "grapeshot" drifting across the water! - From the Promise!

Keep your rolls but say if you want to change actions because of what's happened this round.

GM Notes::

Wheel
Sailor 1: DEAD
Sailor 2

Cannon 1
Sailor 3
Sailor 4

Cannon 2
Sailor 5
Sailor 6

1d100 ⇒ 50
1d100 ⇒ 99
1d100 ⇒ 81


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Shaeda screams to all who can hear her, but mostly to her immediate crew, "Wormwood, hit the deck!"

And she drops prone!


Just in case anyone wants to change their round 5 action, The Promise’s main deck will have many sailors, from both ships’ crews fighting each other, so the best way to get across is via grappling hooks, swinging or jumping:......

- you may want to throw them in round 5 rather than firing weapons if you want to be in combat in round 6. Remember that throwing a grapple requires a ranged attack, treating the grapple as a thrown weapon with a range increment of 10 ft. The Promise's rail is AC 5, so the 'target' number is 5+6=11 at 40 ft. Once you have hit the rail you need to tie off the rope (move action), and then shimmy across (DC 15 Climb checks, 10-15 ft to climb once the ships are together - they taper off, and away from each other at the stern and bow).

Alternatively, you can throw the grapple up into the rigging (AC 4) and try to swing across - if you try this you don't have to tie it off or make a climb check to get across, instead you make a DC (distance -2) Acrobatics check but, if you fail by 5 or more you end up in the water with the sharks, unless you manage to catch yourself (DC 15 climb check), in which case you end up swinging in the air between the two ships.

As a final option, you could just attempt a running jump - Acrobatics DC (distance), or a jump without a run-up (Acrobatics DC distance x2) but if you fail by more than 5 you're in the drink. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side. If you want a run-up, you'll want to move back from the ship's rail at least 10ft.

I'll post a map as soon as I can

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

perception: 1d20 + 6 ⇒ (2) + 6 = 8
"What did'ye say?"

What is the jump distance after round 5?


The MAP should help... this is positions as of the START of round 6.

(R = Rogar, D = Diego)

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

"Arr, let's do this the pirate-y way then. Follow me, maties!"
Rogar flings the crossbow to back, and picks up the grappling hook. He gives it a few swings and throws it towards the rigging...
Throw grapple, 3 increments: 1d20 + 5 - 6 ⇒ (14) + 5 - 6 = 13

...and grapple attaches firmly. Doc spits on his hands, takes a few steps backwards to gain momentum, and starts running forwards. Gripping tight on the rope, the dwarf jumps on the railing and kicks himself forward.
Acrobatics: 1d20 + 5 ⇒ (10) + 5 = 15

Suddenly, there only deep blue sea under Rogar. The dwarf swings over the gap between the ships and lands safely on The Man's Promise. "All right, ye scurvy maggots. Prepare t' meet t' ire o' a saltbeard!"

How many actions this takes? One standard to throw the grapple, and a move to swing across? In any case, Doc would stop shooting in round five to put his crossbow away. So Rogar should be there by the end of round six. Now I just hope the other get there too :)


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

So in Round 4 Shaeda went prone. Did the grapeshot not go off?

In 5 she'll shoot the spider.

In 6 she'll tie it off, followed by a running jump onto the other ship.

Acrobatics: 1d20 + 9 ⇒ (18) + 9 = 27


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

"What do they mean, grapeshot?" Alessandra has never been on a ship before this one. She nonetheless ducks when Shaeda does, figuring that the halfling has good instincts.


Shaeda: Round four actions haven't happened yet - waiting to see how everyone responds to your order. Boarding info was just so that people can plan ahead.


... What do you do when Shaeda yells to hit the deck Rogar, Diego?

DOC wrote:
How many actions this takes? One standard to throw the grapple, and a move to swing across? In any case, Doc would stop shooting in round five to put his crossbow away. So Rogar should be there by the end of round six. Now I just hope the other get there too :)

Yep, 1 standard action to throw, 1 move action to swing.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

If Doc hears Shaedas warning, he drops prone.


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Likewise. She's calling the shots right now, and he's waiting for the chance to swing across. So she calls hit the deck, Diego's hitting the deck!

RPG Superstar 2013 Top 32

Round 4:
As you hit the deck, the closest of the two cannons aboard The Promise is swung around and its mouth erupts in a fury of smoke and noise. The blast of shrapnel from the thing's maw - a load of grapeshot, peppers the deck and catches both Badger and Tilly who were too slow to duck behind cover, both drop to the deck screaming in pain, where they are soon joined by Peppery and Grok who begin tending to their wounds.

Round 5: (taking your round four rolls as your attacks)
As the ships near each other, Shaeda's 'spider' flies up into the Promise's rigging, where the small mechanism grips the other ship's ropes. The fog rests heavy over the deck of the other ship, as the Wormwood’s crew throw lines across, and haul to bring the ships, finally together.

The Promise’s main deck will have many sailors, from both ships’ crews fighting each other, so the best way to get across is via grappling hooks or via one of the options above... Shaeda acted in round 5 (shot the spider - you can tie it off in round 5 too.), - Are the rest of you shooting or throwing grapples in round five?

GM Notes:

Wheel
Sailor 1: DEAD
Sailor 2

Cannon 1
Sailor 3
Sailor 4

Cannon 2
Sailor 5
Sailor 6

1d100 ⇒ 71
1d4 ⇒ 1


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra winces at the noise from the shrapnel blast, before standing up, grimly surveying the carnage. Unloosing the grapple hook from round her waist, she follows Doc's example, swinging it into the rigging, where it catches - and then jumping across, over the gap into the other ship.

Despite herself, the exhilaration is catching, and she laughs aloud as she feels the wind through her hair, soaring across the deck to land near the wheel of the Mans' Promise.

Grappling hook into rigging: 1d20 + 1 + 3 ⇒ (7) + 1 + 3 = 11
Acrobatics: 1d20 + 8 ⇒ (20) + 8 = 28


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Shaeda's decision to jump across in 6 was based on extrapolating that the ships would be adjacent, or near to it. If that's true, then she running leaps, with a 27 Acrobatics.

She'll likely not have time to kill the lone guy left.


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Diego springs up from where he had been lying in wait, now twirling the grappling hook beside him. With a big grin plastered across his face he lets the hook sail into the Man's Promise's rigging where he hopes it will at least hook something in that tangled mess.

Grappling Hook: 1d20 + 3 ⇒ (15) + 3 = 18

Feeling that satisfying catch, he gives it a quick tug to ensure that it's set, then hops up on a nearby barrel to give him the height he'll need to swing across.

Acrobatics!: 1d20 + 7 ⇒ (16) + 7 = 23


End of Round 5
As the ships close together with a sickening crash of splintering wood, The Wormwood's crew drop planks and either run, jump or swing across the gap separating the ships, and screaming a bloodthirsty battle cry. They enter the heavy fog blanketing the other ship's deck, and, through the thick haze, you can just about make them out engaging the crew of the Promise, dropping several before they even have time to react. Shaeda manages to easily leap to the other ship's jollyboat as Doc, Diego and Alessandra swing over the water with its waiting sharks, ready to confront the Rahadoumi sailors who forget about the cannons, drawing shortswords, and prepare to face your onslaught.

MAP

YOU have the initiative! - but note the stairs for higher ground advantage. Actions will take place in posting order. Arrrrrrrrrr!

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Rogar digs some odd materials and forms them into a ball, which he throws at the sailors.
Tanglefoot bomb at Sailor 5, PBS: 1d20 + 7 ⇒ (10) + 7 = 17 Ranged touch
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Sailor 5 in entangled (-2 atk, -4 dex) and needs to make DC 13 Ref save or be glued
Sailors 4&6 take 4 damage (ref save to half), and are entangled (ref save to ignore)

Hitting it's target, the ball bursts into a smelly goo (which looks like straight from Wormwood's galley), spraying all over the sailors.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra is tempted just to run in and claim the ship's wheel, but remembers that she is part of a team these days. She therefore swallows her impatience and looks to the halfling for orders.

Delay action


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

"That one!" Shaeda cries, pointing at the one at the wheel (#2 I believe?) "But top priority goes to any of them that try and get into the boats." Remembering one last thing, and winking at him she adds, " Oh, and Diego, be a dear and play us something with a heart"

She sets Freebooter's Bane on #2 and moves to B5 while drawing her rapier, thus providing a flank for, ummm, Alessandra of course.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra follows Shaeda's lead. Pointing at Diego and Doc, she waves toward the other sailors. "Do a girl a favour and hold them off me, hmm?" She nods approvingly as Doc's whatever-it-is bomb goes off. "That's the spirit, more like that, please!"

With that, she dashes up the stairs (move action to D6) and swings her blade at the sailor manning the wheel (standard action) grinning with glee as she does so. Gods, there is nothing like the chaos of combat to get the blood pumping.

Short sword attack on Sailor #2: 1d20 + 1 + 2 + 2 + 1 ⇒ (9) + 1 + 2 + 2 + 1 = 15
(BAB, Str, Flanking, Freebooter)

Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
(Str, Freebooter)

Sneak Attack from flank: 1d6 ⇒ 2

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