Shipmaster Dave's Skull and Shackles

Game Master Pryllin

Skull and Shackles Adventure Path
Part 1 of 6: The Wormwood Mutiny


751 to 800 of 1,503 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

Deity
Mata/Obsidian wrote:
Do I remember if Jape and Narwhal ate last night and if so did they miss anything else?

(You remember they ate normally with everyone else, just like you. In fact, the meal seemed to have an extra tang to it and you feel fine.)


Male Human Cleric 3 (FC) HP: 25/25 AC: 16

Fortitude Save 1d20 + 4 ⇒ (20) + 4 = 24

Sevien struts around, I feel fine...are you sure there was something wrong with the food? Maybe it was the rum?


Fort: 1d20 + 5 ⇒ (18) + 5 = 23


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Mata has a better look around of the crew he kniws to be on their side and against them how is the balance of poisoned crew?

Mata looks questioingly to Nakon and hand moves to his shouldee, not far from the handle of. his sword.


Deity

There seems no pattern among the sickened crew, almost as many of your friends have been struck down as those who dislike you. Only the officers seem uniformly unaffected. Riaris Krine stands on deck watching closely and waiting patiently.

Once Ambrose form has been suitably flogged, he's carried away and Xantrius takes his place, to be flogged into unconsciousness under Mister Plugg's eager blows. Once Xantrius falls, Plugg lashes him an extra few times for good measure, while Riaris yawns and makes her way over to the rest of you.

She points at you all and dismisses the rest of the crew, many of whom struggle back below decks. Krine’s skin is darkened from countless days on deck under the sun, and her nose has the appearance of having been broken several times over. One of her legs has been replaced with a wooden peg leg.
"Right, ye useless bags of fishbait. Grappling hooks are an essential part of piracy, used to grapple enemy ships and draw them closer for boarding. Today, ye'll be learnin' t' throw, grapple an' board. Launch the jolly boat. Move it or I'll shove this peg leg so far up yer rear ye'll be spitting chips."


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Mata moves over to row. boat and pushes it towards the ocean.


Seemingly unaffected by the sickness, watches the latest round of whipping impassively and just shrugs at the order, moving to the boat. Currently unarmoured but Nakon has his scimitar and dagger.


Male Human Cleric 3 (FC) HP: 25/25 AC: 16

Sevien joins them on the boat...


Riaris stops the jolly boat 40 feet from the Wormwood and thrusts forward a grappling hook. She gestures towards the Wormwood with her other hand, almost punching the air.
"Ye te throw this over the railing so's it catches, tie it off then climb on up to th' deck. Ye do it NOW! If 'twere real, ye fat whales, ye'd be pincushions already."

(Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. The Wormwood’s rail is AC 5. At 40 feet away, the PCs have a –6 on their attack rolls. Once the hook is set, the PC must tie off the rope as a move action, then shimmy along the rope, requiring DC 15 Climb checks.)


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Mata shrugs "Alright is there a trick to it do just throw and hope?" he says throwing the hook.
1d20 + 1 - 6 ⇒ (16) + 1 - 6 = 11


Nakon takes the hook without a word and throws it smoothly. Hitting his target he moves onto the rope, apparently having done this before.

Hook 1d20 + 4 - 6 ⇒ (19) + 4 - 6 = 17 (range)

Climb 1d20 + 8 ⇒ (11) + 8 = 19


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Mata ties off the rope and as he starts to climb saying "Wouldn't it be safer to use the ropes to pull the ships together? Nakon and could have it done quicker tgan takes to climb and this way one man with a sharp knife could drop all of us into the drink."

Climb: 1d20 + 4 ⇒ (9) + 4 = 13


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Having failed to make any progress in first attempt he tries again. Climb: 1d20 + 4 ⇒ (12) + 4 = 16


"Pull th' ships together? Ye think they'll be layin' out some planks perhaps. With railin' an' carpet so's ye don't get yer feet wet?"
She spits.
"Th' ships'll touch at one point. If'n yer lucky they'll stay touched long enough fer some decent boarders t' cross. Th' likes o' ye'll be grapplin' across or sharkbait. Archers'll stop 'em cuttin' all the lines. Only problem, they'll have archers too. ARCHERS!"

At Riaris' shout, several pirates appear at the Wormwood's railing. They carry not bows and arrows but an assortment of garbage and refuse. Empty bottles swish past, broken planks and crates from the bilges and something that might once have been a cabbage but which explodes with maggots when it hits the water.

(DC 10 Reflex saves please. :-)


Reflex 1d20 + 2 ⇒ (10) + 2 = 12

Nakon growls using his free hand to knock away the missiles heading his way.


Male Human (Taldan) Buccaneer 3- HP 25/25, AC15, CMD15, F+3, R+4, W+1, 0/12 BP Used, 0/4 Lvl 1 Spells Used

I'm on the go at the moment but I promise a post later tonight.


Male Human (Taldan) Buccaneer 3- HP 25/25, AC15, CMD15, F+3, R+4, W+1, 0/12 BP Used, 0/4 Lvl 1 Spells Used

Then-

Xantrius ran a dozen scenarios in which he could do his best to turn the crew on Plugg or implicate him as a poisoner; but eventually he decided it was the safer option to simply take his punishment and let Plugg think he was cowed. Through the pain, he reminded himself of his long-term goals and aspirations, which helped to sustain him.

Now-

A veteran of one of Coremont's navy, such measures were not new to the young swashbuckler. He followed Nakon's lead and rope in this endeavour, however.

Can someone roll for me? Just got home and i'm going to bed i'm exhausted. Night all!


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Dice for Xantrius.
Throw: 1d20 + 1 - 6 ⇒ (18) + 1 - 6 = 13
Climb: 1d20 + 5 ⇒ (20) + 5 = 25
Reflex: 1d20 + 3 ⇒ (18) + 3 = 21


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Mata gives a toothy grin to the 'archers' on deck. Now it is getting fun. I could hang from this rope long enough to cast at least one spell... But then they would shoot real arrows.

Reflex: 1d20 + 1 ⇒ (1) + 1 = 2 Thats about right, I roll for Xantrius and get nothing below a 18 and get a 1 myself.

"In fact given the cost of intact ship a few scrolls could afforded." Mata says under his breath just before coping a well aimed bottle to the head.


Deity

Hand over hand Nakon grips the rope like an iron vice ignoring the barrage and hauling himself aboard.
Xantrius, though still sore from his whipping, deftly swings and sways along the rope, twisting to avoid each projectile and launches himself onto and over the railing.
Mata determinedly hauls himself along the rope, grim concentration furrows his brow until the bottle smacks him. He shakes his head, but the world spins and his hand goes through where his thinks the rope is. His momentum carries him forward, his foot slides and suddenly he is falling. There's a mighty splash as he hits the water, and a cheer goes up from the pirates.

"Back in th' boat, knucklehead," snarls Riaris. "Do it again... without the falling."


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Mata thinks about what Riaris would look like without a head for a moment then over cpming his pride grind again then climbs back aboard. He yakes hold of his tied iff tope and starts climbing. climb: 1d20 + 4 ⇒ (9) + 4 = 13
His hand still wethe doesn't make much progress at first so he continues. climb: 1d20 + 4 ⇒ (16) + 4 = 20
Finally getting some traction he yell up at the 'archers' "Good thing me so big since you can't hit thing else"
Then using prescience to help dodge the in coming objects. Prescience: 1d20 ⇒ 3
He swings his head sharply to the left to dodge the next bottle that would hit the same spot.
reflex: 1d20 + 1 ⇒ (8) + 1 = 9


Male Human Cleric 3 (FC) HP: 25/25 AC: 16

Sevien gets a sour look on his face before trying the rope...
climb 1d20 - 1 ⇒ (7) - 1 = 6
and falls into the water before any of the garbage can hit him.

I can't make it that far. I am a healer not a rope climber! he yells at them...


Mata is almost at the railing when a bucket of bilgewater takes him full in the face. Choking on the foul soup with stinging eyes, he loses traction and the clean seawater is almost a relief when he splashes down into it.

Riaris leans in close to Sevien and speaks quietly.

Sevien:
"Sevien, isn't it? If'n ye want to be a pirate, Sevien, ye'll be what I tell ye to be, when I tell ye to be it, and ye'll keep yer piehole shut. If'n ye don't, I'll see yer 'relieved' o' duties." She winks.

She stands and addresses those in the water. "RIGHT MAGGOTS! In to th' jolly boat and try AGAIN."


Male Human Cleric 3 (FC) HP: 25/25 AC: 16

Sevien starts by casting Guidance on himself from inside the boat

climb guidance 1d20 - 1 + 1 ⇒ (15) - 1 + 1 = 15
Reflex Save 1d20 + 1 ⇒ (11) + 1 = 12

by some miracle he makes it over on the next try thanks to a bit of luck and his god...and ends it with a foul look at the rest of the crew...


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Grumbling Mata pulls himself back on board and starts climbing agian. climb: 1d20 + 4 ⇒ (14) + 4 = 18
Great now I'm only target. Then using prescience to help dodge the in coming objects. Prescience: 1d20 ⇒ 18
Now where each item is going Mata gets into swinging action that avoids each item and finally arrives at the top although wetter than his friends.
reflex: 18 + 1 = 19


Nakon watches absently from the deck, running his hand lightly along the rough timbers.

Yet when Sevien makes it close he reaches down and hauls him aboard.


Male Human Cleric 3 (FC) HP: 25/25 AC: 16

Thank you. I have just identified another candidate for our undead crew. he says angrily...


Riaris rows the jolly boat back to the Wormwood and clambers aboard.
"Right, ye buckets of fetid fishheads. Ye just be rememberin' what ye learned an' ye may even live t' get paid. Ye can be reportin' t' Plugg. Seems we're a bit short on crew today, so's ye may have extra duties."

As Plugg comes over Riaris shoves her way past him. "That end one's bloody soft. Are ye tuckin 'em in at night?"


Plugg turns to the rest of you with a snarl.
"Sevien- Haulin' Ropes. Nakon- Line work. Mata- Repairs. Xantrius- We'll be needin' yer cul'n'ry skills... in th' bilges."

(No time for extra actions and no bonus to work diligently today.)
Xantrius- Man the Bilges (DC 12 Strength check and DC10 Constitution check)
Sevien- Hauling Rope and Knot Work (DC 10 Profession (sailor) or Strength check and DC 10 Constitution check)
Mata- Repairs (DC 10 Profession (sailor) or Dexterity check)
Nakon- Line Work (DC 10 Profession (sailor) or Dexterity check and DC 10 Constitution check)


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Mata gets to work quickly. Again another task that could be easily done with magic, but at least this one won't get your crew killed by doing it by hand.

Dexterity DC10: 1d20 + 1 ⇒ (13) + 1 = 14


Male Human Cleric 3 (FC) HP: 25/25 AC: 16

strength 1d20 - 1 ⇒ (19) - 1 = 18
con 1d20 + 2 ⇒ (16) + 2 = 18
Sevien struggles but is able to complete the required tasks.


Male Human (Taldan) Buccaneer 3- HP 25/25, AC15, CMD15, F+3, R+4, W+1, 0/12 BP Used, 0/4 Lvl 1 Spells Used

Strength: 1d20 + 2 ⇒ (20) + 2 = 22

Constitution: 1d20 + 2 ⇒ (15) + 2 = 17

Eager to stay out of the firing line for some time, Xantrius takes to his task with gusto.


Deity

Despite the hard work and the lack of help from a further reduced crew, you each keep up with your tasks. The Wormwood drifts pleasantly with the winds and currents, able to take some advantage of the agreeable weather but unable to harness it completely. Harrigan leaves his cabin and stalks the deck and even the ocean seems to quieten and darken for his foul mood. Eventually the sun sinks on the horizon, bringing relief from the heat and the work.

Grok arrives with hard tack and ship's biscuit for dinner, then distributes rum rations for all. Ambrose is nowhere to be seen. The evening is a sullen affair, the absence of those sick below decks keenly felt.


Deity

(Heal back 1 hp and 1 ability point for your rest, or 2 of each if you took no night time action.)

Day 15

The next day is beautiful. A fresh breeze soothes the itchy skin and wafts away the stench of sickness. The sun bathes the deck in gentle healthy light and the ocean's susurrus sings to you. The salty clean smell delights your senses and the air tastes alive. Your joy is brief.


"Right, ye useless bloated pond urchins. Line up, shut up and listen up. Quinn, Aemilia, Shivikah- Repairs. Sevien and Rosie- Runners. Cog, Jack and Jape- Hauling Ropes. Tilly, Badger, Fipps- Swabs. Giffer, Aretta- Bilges. Mata and Lysandra- Rat catchers. Conchobhar- Upper Rigging. Samms- Rope Work. Ratline- Line Work. Syl- Lookout." (She smirks at Nakon) "Tate- Rigging Repair. Maheem and Nakon- Mainsail Duties. Move."

Xantrius discovers Ambrose unconscious in his cabin, his sheets stained with blood, but otherwise alive and oblivious. A search of the kitchen reveals not enough fish for dinner.

Mata- Rat Catcher (DC 10 Stealth, Survival or Dexterity check)
Sevien- Runner (DC 10 Acrobatics check and DC 10 Constitution check)
Nakon- Mainsail Duties (DC 10 Profession (sailor) or Strength check and DC 10 Constitution check)
Xantrius- Fishing (DC 10 Profession (fisherman) or Survival check)


Male Human (Taldan) Buccaneer 3- HP 25/25, AC15, CMD15, F+3, R+4, W+1, 0/12 BP Used, 0/4 Lvl 1 Spells Used

Xantrius is obviously concerned and investigates what happened to Ambrose, if he can get him concious.

Survival: 1d20 - 2 ⇒ (17) - 2 = 15


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Sorry I thought I had replied to previous post. Mata went to bed early and now has con=10

Mata smiles as he is assigned his favourite duty. He will at some stage when the captain is on deck cast detect magic and chase a rat up up the stairs into the captain's quarters.

Action: Sneak: Make normal checks for a job’s daily task and briefly explore one area of the ship (the PC can make a single Perception check or other skill check with no chance of detection)
Since he won't have long to look around he'll use prepare himself to see the most important things Prescience: 1d20 ⇒ 15
Using that roll, Perception=15-1=14

Dex (rat catching): 1d20 + 1 ⇒ (13) + 1 = 14


Nakon gives Syl a hard look in return.

Sailor: 1d20 + 6 ⇒ (9) + 6 = 15
Con: 1d20 + 2 ⇒ (14) + 2 = 16

Seem to have lost my dot for some reason.


Male Human Cleric 3 (FC) HP: 25/25 AC: 16

acrobatics 1d20 + 1 ⇒ (3) + 1 = 4
con 1d20 + 2 ⇒ (1) + 2 = 3

Sevien, who is still exhausted from the previous day, repeatedly delivers messages late and eventually passes out near the end of the day...he is found laying among some ropes curled up in a ball asleep...


Deity

When Xantrius checks on Ambrose, Ambrose rouses enough to ask for some more rum, mentions his back is itchy and passes out. The blood isn't fresh, probably from yesterday's brutal flogging, and Ambrose seems to have had a sip or two of rum to take the edge off any pain.

Xantrius day of fishing is quite successful, and he is just hauling the catch onto the Wormwood when things go awry.

Nakon is low in the rigging having secured the yardarm against a change in the wind at the behest of Mister Plugg and Captain Harrigan atop the poop deck.

Riaris Krine kicks at something amongst the ropes as she heads into the officers' cabin and yells to Master Scourge nearby, "Tell Plugg he forgot to tuck this one in."
Scourge glares and quickly scuttles down the length of the ship.

Meanwhile, below decks, Mata chases a rat up the stairs to the Captain's quarters. He stops in front of the door as the creature vanishes inside.

Mata:
Detect Magic
1st round- magical auras are present.
2nd round- there is a faint magical aura in front of you.
Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13
3rd round- the faint aura is on the door to the Captain's cabin.


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Mata shrugs and goes in search of other rats. If he gets the chance he'll re-cast detect magic and chase a rat past Grok into her store room, if no opportunity to do so occurs Mata will just enjoy killing rats for the day.


Grok smoothly lifts a small throwing axe from her belt and with a flick of her wrist lets fly. The head of the rat is neatly separated from its now twitching body.
"The rats usually stay outta here," she offers, retrieving the axe. She looks at Mata expectantly.

Mata:
Detect Magic
1st round- magical auras are present.
2nd round- there are about twenty magical auras in the Quartermaster's Store at least one of which is of moderate power.
3rd round- There is an aura in a wooden locker, 4 in a wooden chest, 6 identical aura's in a second chest and another 9 auras, including the moderate aura, in a sturdy metal locker.


Deity

The day finishes with the traditional bloody hour and Sevien is lashed personally by Plugg with the cat-o'-nine-tails. Xantrius barely gets dinner on deck in time for the crew who warily consume his broth. Rum rations are doled out and many crew retire early, still unwell from the previous day. There is an ugly mood in the air despite the cool night and the peaceful ocean.

(NPC attitudes updated in campaign info)


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Mata reaches and picks up the pieces of the rat by the tail and ear and looking up at Grok says "Thank you, tricky things rats, one moment you think its cornered and then it gets away from you."

Mata will go to bed early again with the others pretending to also be suffering for the earlier food.


Male Human Cleric 3 (FC) HP: 25/25 AC: 16

Sevien takes the lashes stoically, although he whimpers more than the last time he was lashed. Afterwards he heals himself...
Cure light wounds 1d8 + 1 ⇒ (1) + 1 = 2
Cure light wounds 1d8 + 1 ⇒ (7) + 1 = 8


Deity

Day 16

Another fine day falls on the Wormwood. The crew line up awaiting Mister Plugg's orders and falls almost naurally into those whom you have befriended at one end and those loyal to Mister Plugg at the other. Discounting the officers and yourselves, the two halves are almost equal. Talk among the crew generally agree that the Wormwood left Port Peril and sailed north across Jeopardy Bay to round the point and head southwest past Dahak's Teeth and Motaku Isle. After the storm, you've headed eastwards into the Fever Sea and there's a sense of anticipation as the Wormwood plies the waters. All of this seems to be wasted on Mister Plugg, whose shouting and abuse blankets the deck.
"Quinn and Fipps- Rat catching!" The big man licks his lips and Sandara rolls her eyes.
"Rosie, Giffer, Amelia and Jape- Swabs!" Jape leers at the women.
"Cog, Jack and Lysandra- Bilges!" Jack moans.
"Tilly and Aretta- Repairs!" The two women nod.
"Badger and Mata- Runners!" Badger sighs.
"Sevien and Shivikah- Haulin' ropes!" Shivikah looks down at Sevien and sniffs.
"Conchobhar- Rigging repair. Samms- Upper rigging. Ratline and Syl- Mainsail. Maheem- Line work. Tate- Lookout. Xantrius- Tell Kroop Cap'n wants pig tonight."
Plugg gazes down the line and rests his gaze on Nakon. "Oh, ye can do ropes." Master Scourge snickers.

As Mister Plugg strides over to the poop deck to take the wheel, Master Scourge rounds on the rest of you.
"TODAY, squids!" and the crew scuttle off in all directions.

Sevien- Hauling Rope and Knot Work (DC 10 Profession (sailor) or Strength check and DC 10 Constitution check)
Mata- Runner (DC 10 Acrobatics check and DC 10 Constitution check)
Nakon- Rope Work (DC 10 Profession (sailor) or Dexterity check)
Xantrius- Special Occasion (Kroop sober) (DC 10 Profession (cook) or Survival check)


Male Human Cleric 3 (FC) HP: 25/25 AC: 16

Seven sighs and begins to focus on the next days job.

STR focus 1d20 - 1 + 4 ⇒ (18) - 1 + 4 = 21
CON 1d20 + 2 ⇒ (1) + 2 = 3
LOL two one's in a row...nice.

Sevien starts out strong, doing nicely...but ends up out of gas and the second half of the day doesn't go so well.


Nakons eyes rest on Plugg for perhaps a second longer than prudent before he smiles in return, shrugs and moves to his task.

Its been clear over the last 16 days that few of the scallywags that make up the crew can hope to match the big man's strength and skill. Giving him busywork just highlights Scourge's pettiness.

Nakon runs his shovel like hands idly over the course rope as he works, feeling the texture and smiling slightly.

Sailor: 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 12


Male Half-Orc Wizard 1 - HP 13/13, 0 non-lethal, AC12, CMD16, F+3, R+2, W+3, Prescience 6/6

Mata enjoys the oppotunity to run around. While in sight of anyone he is very professional out of sight he casts a detect magic and then proceeds to look carefully at each officer when delivering the message. He'll repeats this several times over the day to get as many of the officers as possible. Sneak action?

Strength: 1d20 + 4 ⇒ (19) + 4 = 23
Constitution: 1d20 + 1 ⇒ (5) + 1 = 6 Back to 12 Con

By the end of the day Mata is clearly tired taking sitting down rather than standing ready while waiting for the return message.


Deity

Sevien and Mata are hurried to and fro about the decks all day and as fatigue sets in, they are merely given more to do. Meanwhile Nakon works the ropes, securing, untying and stowing them, a menial task that provides no challenge whatsoever.
Xantrius disappears to the galley and after a quick bloody hour (Samms and Rosie) Kroop has stew for everyone.

Mata:
Most of Mister Plugg's messages are between himself, Master Scourge and Captain Harrigan. You are sent to Peppery Longfarthing, the sailing master, once or twice.

Plugg himself wears magic bracers and an amulet, his cutlass radiates magic and he has something magical in his belt pouch.
Master Scourge has only a couple of auras in a greatcoat pocket.
Captain Harrigan however is covered in magic. His armour, sword, axe and belt, even his eyepatch all radiate magic and his belt pouch contains many magical auras within.
Longfarthing seems bare by comparison, with only a belt, a cloak and ring radiating magic.

1 to 50 of 1,503 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Shipmaster Dave's Skull and Shackles 1 All Messageboards

Want to post a reply? Sign in.