Shipmaster Dave's Skull and Shackles

Game Master Pryllin

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


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At Mata's interference, the shaman scowls at the giant half-orc, not a pretty sight with pieces of Scourge's skin stuck to daggered teeth.

Just for a moment the wizard may have thought he had another confrontation for the day. Xantrius' words carry to the two then though and at the mention of his new title the shaman seems to grow thoughtful. Relaxing his shoulders, Nakon resumes his human form, his mouth no less bloody but at least no longer shark-like.

He is yours to punish then although I will have his heart if he tries to escape.

The next morning he stands beside the ships new captain as the crew assembles. Neither Sourge nor Plugg's whip is in sight. The shaman will not need them to impose the discipline of the new order.


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

Dave and Xantrius:

Sevien would like to use part of B13 for the storage of bodies and his lab. I don't need the entire hold, maybe just half of it. Let me know. When we get to a port I may want to put up a wall and a door... :].


Deity

Scourge's body is nowhere to be seen above decks, but a trail of blood leads across the deck and down to the secure storage below.

Sandara steps forward and nods towards Narwhal and Fipps.
"We moved out o' the officer's quarters for ye. Sir." (B6.)

(B6. Officers’ Quarters: This tidy cabin has two portholes to allow light and fresh air to enter. A hefty trap door sits in the floor, leading to the middle deck.)

(B13. Secure Storage: This large compartment aft of the main hold is locked with a good lock (Disable Device DC 30), but is presently empty, except for one body. :-)


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

Where is our Captain???? :]

Sovereign Court

His non-swashbuckling alter ego is bogged down with proofreading. Ill post late tonight (GMT).


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

The Previous Night-

Xantrius had gathered Sevien, Mata, Nakon and Sandara to the officer's quarters for a private meeting. The Buccaneer was all business, seeking input from his closest allies.

First things first... Sevien has requested the honour of being my second-in-command, as his charm with the crew won over some crucial allies for us. I am inclined to agree with him. Are there any objections?

Secondly- We need to disguise this ship somehow. We simply cannot afford to face Captain Harrigan. Sandara, you've been in the life longer than we have; any ideas? I'm keen to get plundering, but when he gets wind of the mutiny...


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

Sevien nods his head to Xantrius in appreciation and looks at the other leaders of the ship. He gives Sandara a quick wink.
As long as no one objects he says, Can we not just re-name the ship? Is this a fairly common class or type of ship? As captain, it should be your prerogative on the new name.


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

A new name, certainly. But vessels are rather distinct; it would not pass a thorough inspection by Harrigan or his allies. I'll take suggestions on the vessel's new name...


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

Would it be a profession Sailor check maybe to know how to change the ship? I can assist.

Sea Wolf?


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

The human picks the other human to be in charge, typical. The humans are weak Nakon and I can challenge take command later, lets see how they handle things.

"I've read books on ship building, given equipment and raw materials I could make some modifications, however we'll need plunder for that. Captain how do you plan to share the plunder?" Mata asks.


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 shrugged in response to Mata.

Fairly liberally. I hope to acquire enough that no one on the vessel should feel poor. Lets say an equal split between the four of us for now.

Sea Wolf eh... Not bad. Perhaps a little primal for my tastes. Any others?


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

Hmmm, what about The Elusive Cutlass or Savage Revenge, eluding to what we plan to do to the captain eventually.


"Ye all took the risks. I be after me own ship one day, but that don't be this ship and it don't be any time soon so ye can be captain an' first mate with me full support, sirs."
"I've heard there's a seedy, isolated dry dock on the Slithering Coast west o' Bloodcove called Rickety's Squibs. For a price, ol' Rickety Hake completely refits ships into “squibs,” providing new identities by changing ships' lines, silhouettes, and general appearance t' be unrecognisable t' their former owners or anyone else familiar with them."


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

Nakon, Mata, you guys out there?

But yes we should get to capturing another ship so we can pay for updating ours. For now we should just remove the ship's name so it isn't so obvious.


Deity

The ship’s nameplate on the hull reads Man’s Promise, but a quick check by Sevien notices a second nameplate beneath it. This second nameplate reads the Motley. Further investigation reveals marks in the wood of the hull that indicate that a previous nameplate existed before that one, but it has long since been removed.


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

Nakon, Mata, you guys out there?

SOrry I'm sure I wrote a post recently, not sure what happened to it.

"Captain the other issue, is what to do with crew not loyal to us. I think we have to learn the lessons from the previous authority. Kidnapping random people to be crew member isn't likely to give us the best crew or most loyal. Any lingering bad feelings among the current crew will give an alternative pole for disgruntled crew to be attracted around."


Nakon just shrugs during the discussion on changing the ship, apparently not much caring whether the crew runs under new or old colours, Harrigans displeasure be damned.

He's more interested in the naming though.

It should be our enemies worst fears made real. I offer The Devil Shark.

Currently in Hawaii sorry for slow posting. Please bot as necessary.


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 nodded in acquiescence.

The Devil Shark it is, a fine name to strike fear into the hearts of our foes. Mata, I agree whole-heartedly that press-ganging is not the best way to recruit; I hope you will come up with a more elegant solution. However, those who were not initially loyal have even more reason to be, now they have seen how merciful and magnanimous we are. Keep a close eye upon them, but do not treat them any differently to the others.

He nodded in acceptance of Sandara's words.

I'll take no chances with our only vessel, Sevien. We set a course for Slithering Coast; although we'll need some plunder to pay for the man's services, i'm certain...


Deity

Under the new captain's command, The Devil Shark starts toward the Slithering Coast. Undermanned as the ship is, it makes awkward progress throughout a day of increasingly rough and difficult seas.

The question of plunder to pay for the proposed services of Rickety Hake is answered when Xantrius goes through the Captain's Storage. (The Devil Shark, B7a) These small storerooms do not have doors, but are separated by sliding walls that can also be removed and made into a folding table. The starboard compartment contains a small writing desk and a couple of chests. One of the chests is locked with a good lock and trapped with an electricity arc trap which goes off when the wrong key is inserted. Fortunately, Sevien and Sandara between them are able to undo the damage wrought upon the keyholder and those nearby. The chest holds Mr. Plugg’s share of the booty from the Man’s Promise, plunder worth maybe 2000gp.


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

Sevien will prepare Pluggs and Scourge's bodies to make skeletons out of them.

Looks like we may have what we need. Should we find more live crewmembers until I can create some at this place where the ship is outfitted?

When not with his new lab, he continues to make sure his two favorites, Sandara and Owlbear are getting along with the crew. He also keeps an eye on the crew members that are not loyal to them. There is no more bloody hour, but there could be something much worse.

Captain. It took Scourge several days to die. We could have let him linger longer but I saw no point. The crew should understand that we take desertion or traitorous behavior extremely serious. Knowing that their fate would be the same as Scourge may make them think twice about any mutiny. But I leave it to you to determine what to do with this example.


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

Mata takes on the task of giving out morning assignments of duties to the deck crew and starts taking notice of crew that are particularly good at certain jobs and giving them those jobs more often.

In the evening he'll go to Nakon "I would enjoy the challange of sparing with you and I'm sure we both would learn a thing or two. And if we start maybe some of the rest fo the crew will join in and learn as well, meaning better chances of loot next time we meet another ship."


"Ye be wanting to organise a fight, I be only too happy to join. There be nuthin' like thumpin' a few heads to get the blood pumping."


Deity

The crew sort themselves out pretty quickly into the same groups they were in previously. Many are pleased as Mata assigns them to jobs they feel they excel at, though Mata quickly discovers that no one really wants to work the bilges. Rosie, Cog and Maheem are the strongest and best suited for the unpleasant work though.
Many of the crew now look to Sandara for guidance and follow her lead as she follows yours. This she takes up more as a messenger of Besmara, and she gladly looks after Owlbear and helps Sevien train him in some simple duties. While the hostile crew accept Sandara begrudgingly, with everyone else showing her and the rest of you respect, they're forced to as well.

There is little trouble from the crew over the next few days as the weather takes a turn for the worse. The skies darken with heavy clouds of blackish purple and iron grey. Squalls of cold rain needle down in bursts erratically throughout the day. The wind whips up waves that keep the boat bobbing up and down relentlessly, making sleep at night difficult at best.
Curiously, once Xantrius is in the hammock in the Captain's quarters, sleep comes quickly and easily and he always awakens fully rested.

Undermanned and unfamiliar with the ship, travel is more about dodging shoals and holding a steady course than trying to make headway towards a specific destination.


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

Did we split up the loot we found from Scourge and Plugg as well as identify it? Was any of it magical? Sevien is not interested in any martial items though.
Does someone have appraise or can we get someone in the crew to do it?
Here is the loot:
Scourge has a punching dagger coated in poison, his whip and his masterwork handaxe carved with notches. He wears leather armour under his hefty waxed coat which turns out to have many hidden pockets. These contain a glass vial with a milky light blue liquid, a tin flask with a few spots of rust containing an acrid bubbling liquid, a corked dark green bottle containing an oily liquid, a boatswain's call, a leather snuff box with a diamond stud containing a fine dark powder, a silver wedding ring, 14 pp and 29 gp.
Plugg has a flask containing a pungent silvery liquid, his cutlass spotted with rust and its basket hilt in the likeness of a grinning skull, his masterwork cat-o’-nine-tails, an amulet with a blue gem surrounded by six short twisted spikes of silver, half a dozen keys, black leather bracers with green felt filigree, ordinary looking shackles, a leather drinking cup, 100 sp and 200 gp.


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

Mata will happily spend an evening identifying magical stuff. He doesn't have appraise.

Mata smiles "Couldn't agree more, we'll have to use the flat of the blade or blunt weapons. I can't see the captain being happy with anyone extra dieing. "


Deity

Using identify spells, Mata sifts through your booty from Plugg and Scourge. From Scourge he discerns that the milky light blue liquid and the tin flask with a few spots of rust containing an acrid bubbling liquid both turn out to be potions, the former a potion of blur and the latter a potion of cure light wounds.
Plugg's flask containing a pungent silvery liquid turns out to be a potion of cure moderate wounds, the amulet is an amulet of natural armour +1, the bracers are bracers of armour +2 and Mata finds that the shackles are in fact shackles of compliance. Plugg's cutlass is also a tidewater cutlass.
And while analysing these items, Mata also notices an enchantment on the captain's hammock, revealing it to be a Hospitality's Hammock.

Shackles of Compliance:
Aura faint enchantment; CL 3rd
Slot none; Price 2,810 gp; Weight 2 lbs.
DESCRIPTION
These battered iron manacles magically adjust themselves to fit around the wrists or ankles of any creature from Small to Huge size and automatically lock. A creature wearing shackles of compliance becomes more susceptible to intimidation.
Any creature attempting to intimidate or demoralize a target wearing shackles of compliance gains a +4 bonus on Intimidate checks. In addition, the holder of the manacles’ key can cast command (DC 25) on the wearer of the shackles three times per day.
Shackles of compliance have hardness 10 and 10 hit points, and a DC 30 Disable Device check is required to pick the shackles’ lock. A manacled creature can break free with a DC 28 Strength check or DC 35 Escape Artist check, or the lock can be opened with a DC 30 Disable Device check.
CONSTRUCTION
Requirements Craft Wondrous Item, command; Cost 1,470 gp

Tidewater Cutlass:
Aura faint evocation; CL 3rd
Slot none; Price 3,395 gp; Weight 4 lbs.
DESCRIPTION
The blade of this +1 cutlass is spotted with rust, and its basket hilt is cast in the likeness of a grinning skull. Once per day, a tidewater cutlass can be used to cast hydraulic push.
Tidewater cutlasses are not uncommon weapons among the pirates of the Shackles, at least for those who can afford to buy one or who manage to loot one from someone who can.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, hydraulic push; Cost 1,855 gp

Hospitality’s Hammock:
Aura faint conjuration; CL 5th
Slot none; Price 5,000 gp; Weight 3 lbs.
DESCRIPTION
A luxurious crimson silk hammock embroidered with gold thread and gold fringed tassels, a hospitality’s hammock is a beauty to behold, but no self-respecting seaman would ever be caught using it. Aside from the hammock’s considerable looks, a single night’s rest in it eliminates any sign of seasickness. Additionally, a hospitality’s hammock is so comfortable that those who sleep in it for a full 8 hours regain hit points as if they had an entire day of bed rest. Climbing into or out of the hammock is a fullround action. A successful DC 5 Dexterity check reduces this to a move action.
CONSTRUCTION
Requirements Craft Wondrous Item, cure light wounds, remove disease; Cost 2,500 gp


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

You should divy up the treasure, I have no interest in any of the potions or items. The healing potions should be split up as well for back up healing.


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

"Any of us could use the amulet so maybe we should draw lots or something. The bracers are only useful to me as they will not work if you are wearing armour. However in most fights I'll have time to protect myself better with a spell so they have limited use even to me and probably should be sold if we get the chance. The potions again are useful all of us and I don't care who carrries them. The shackles will be very useful at somepoint but agin not now and finally I don't care what happens to the Cutlass."


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' eyes gleamed as he looked at the cutlass, but took it in his hands and offered it first to Nakon.


Mata/Obsidian wrote:

Mata takes on the task of giving out morning assignments of duties to the deck crew and starts taking notice of crew that are particularly good at certain jobs and giving them those jobs more often.

In the evening he'll go to Nakon "I would enjoy the challenge of sparing with you and I'm sure we both would learn a thing or two. And if we start maybe some of the rest fo the crew will join in and learn as well, meaning better chances of loot next time we meet another ship."

I will .. spar with you although real or not I always fight to win.

The shaman is true to his word in the following days and Nakon does not seem adverse to including the crew in his sessions with the half-orc although his instruction is brisk and harsh and Sandara is called on to heal more than a few non-superficial cuts and bruises.

On the first such evening he tries out the cutlass offered by Xantrius, making a few practise swings before sweeping it sidewise into Mata's blocking falchion with a growl.

Freedom and revenge seem to have the big man almost content at least for now. He divides his day between carrying out his new duties and the lookout, using his keen eyes to sweep for threats or a target (although it would have to be an especially weak and/or slow one to be caught by the undermanned ship). He does not seem to have any particular issue with Xantrius' command that the hostile crew be treated the same although its unclear how much notice he was ever paying to who was on whose side and he seems to watch everyone equally. He makes no attempts to harass Owlbear although he seems to enjoy having the giant cowed.

A cutlass appears identical to a scimitar in stats but I'm not sure whether I technically have proficiency with it. DM? If not Nakon passes it back to Xantrius after trying it out. Otherwise I seem well suited to the potion of blur although not fussed. The amulet of natural armour stacks with my sharkskin but not barkskin which I should have shortly so Xantris or Mata should take.


Deity

The foul weather breaks into a savage storm in the early hours of the fourth day. The wind blows with incredible force and the ship is tossed about on the high seas. Anchored for the night to avoid floating into shoals or land, the anchor now holds the Devil Shark in place as powerful waves pound into the ship, and even wash over the lower yardarm. However, before anyone can reach the anchor the entire ship is torn free from its rest and hurled across the angry ocean like a toy thrown by a petulant child.


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

Mata quickly assigns people to their best roles and gets work himself trying to get the ship under control.


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

Sevien will get Sandara and Owlbear up top as well. Sandara to help me heal the crew from fatigue or any injuries and Owlbear to assist the crew as needed in doing any heavy lifting.


Deity

The crew stagger on deck, some of them already there as the officers bark directions. Lightning crashes across the sky with such regularity that visibility is actually not a tremendous problem. Holding on, however, is a great problem. Each time the ship slams into the ocean, anything not secured whizzes across the deck. Several items have already escaped their bindings and while one box of ropes has burst, scattering a dangerous tangle of vines over the deck, another barrel bounces as if by its own accord straight over the side railing of the ship. Without any sails up, the rudder is almost useless as the Devil Shark leaps forwards, backwards and sideways at the whim of the waves. Some crew tend to their regular jobs, some head for the sails, some scream for help as one of the hatches to the hold flips open in the gale.

(Actions and an appropriate dice roll thanks.)


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

Profession Sailor 1d20 + 6 ⇒ (20) + 6 = 26
Sevien glides across the deck. Now the Captain's second, he uses the opportunity to show the crew what he has learned in the last few months. Luckily he was a quick study and with him being no longer under the lash, he does a fine job fighting the storm and helping raise the sails.

Captain, I have the sails! he cries out into the storm.


Deity

Sevien realises control of the ship is the first priority and immediately orders several crew with him into the sails. The smallest and sturdiest sail is raised on the fore mast and with a mighty CRACK the sail catches the wind. The Devil Shark lurches forward as it is dragged through the tempest by the piece of cloth. A second sail is used to reinforce the first and prevent tearing.
No longer being tossed side to side, the Devil Shark, even with only one sail, picks up speed as it scythes through the rising waves instead of against them.


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

Mata is rushing around to help each crisis as it occurs before moving onto the next. With the cries of help from near the hatch he moves there and wrestles it closed.

Strength: 1d20 + 4 ⇒ (18) + 4 = 22

Percetion: 1d20 - 1 ⇒ (9) - 1 = 8 To keep an eye out for crisis.


Oddly Nakon seems to be enjoying himself as he assists with the sails then moves to help study the rudder.

Profession Sailor: 1d20 + 7 ⇒ (6) + 7 = 13


Deity

While the ship is less likely to be torn apart as it moves with the storm, waves still crash over the deck and gush tonnes of water into the hold. The extra weight initially helps to stop the Devil Shark running away, but it is also obviously sinking the ship as the bilges flood.
Mata had assigned Maheem, Jape and Owlbear to the bilges when he heard the cry from Rosie Cusswell. Running up lines, Barefoot Samms was next to the hatch as it sprang free and smashed her to the deck. Rosie had grabbed Samms to stop her being washed overboard, but couldn't close the hatch as well and Mata darts forward to assist. He manages to get the bulk of his weight under the hatch and push it back into the wind. At first it seems he may be crushed by the wind squashing the hatch onto him, but as soon as the wind dips for a second Mata powers his back into the hatch and lifts it with his legs straining. As the hatch reaches just past its apex its own weight now works in his favour, and he prays the wood doesn't shatter as the hatch slams closed.

Nakon helps to secure the foresail at an angle to lessen the ship's speed and reduce the wind's impact against the sail. When he's sure the rope will hold and not snap he moves purposefully towards the spinning ship's wheel and wrestles with it. At first it almost snaps his wrist, but as it lurches in the opposite direction, Nakon makes a grab for it and clenches it tightly. He's tossed from side to side, but eventually manages to wrest enough control to stop the ship pitching so much. Directing the ship, though, is still an impossible dream.


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

Where is the captain??? :]


Nakon laughs, even as the veins on the bag of his shaved head threaten to pop from his skin and just holding the wheel takes all of his prodigious strength.

IS THAT ALL!

IS THAT EVERYTHING!

HA HA HA


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

How do you feel Captain Dan?


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 writing my dissertation and its likely i'll have to announce a two week hiatus in September to get it done.

Xantrius tried to be everywhere at once on the ship, zealously attempting to ensure that each crew member was tied down with rope to the ship and assisting those who were not. While Sevien focused on saving the ship, Xantrius did his best to preserve the crew.


Deity

Xantrius runs from crew member to crew member. Few have had the time to ensure their own safety, each wrestling with the ship and the might of the violent storm. Jack Scrimshaw gives a nod of thanks as Xantrius helps him out, made all the more poignant as Tilly Brackett is lashed by a loose rope and plummets a few feet before the rope recently tied to her halts her fall to the deck, or the black churning waves.

There's a terrified scream from Syl Lonegan on the prow and flashes of lightning illuminate a dark mass through the sheets of rain. The thin, ragged wall of black seems to approach at a snail's pace, but you recognise that this is just a matter of scale. The Devil Shark is hurtling towards an island.


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

Captain, maybe we can seek refuge from the storm in a cove at this island! he screams.


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 nodded, attempting to maintain authoritative dignity, which was swiftly lost in the shouting that followed.

HELMSMAN- Make landfall!

Xantrius grinned slightly in the storm as he realised that the helmsman likely had very little say in the ship's destination, and continued to tie crew members down.


Deity

All too quickly the strip of solid blackness grows from a fence, to an uneven wall, to cliffs that tower above the Devil Shark. Any pretence of guiding the ship to a safe landing are abandoned as the crew tie themselves down and brace for impact, an impact that comes far too soon. Although nowhere near the island the ship crunches over something under the water, seems to bounce, then thuds to a sudden halt which pitches most of the crew to the deck. There is a mighty BANG which at first thought seems to be a peal of thunder, but too high pitched. The cracking and splintering sound that immediately follows makes everyone aware that the Devil Shark has been holed on a reef.

The sails are lowered as fast as possible and extra hands are rushed to the bilges while the storm pushes the ship down onto the reef. Pinned, the ship is now steady as the remaining crew try and stand from where they've fallen, checking for signs of injury and broken bones. The reprieve only lasts a moment though as waves continue to pound over the deck of the Devil Shark.

Some crew begin clearing the decks while others start to pass up supplies from the lower to the middle hold as water floods into the lower deck. This is further complicated by the night's darkness and the virtual impossibility of lighting a lamp.


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

Sevien uses light as needed to help.


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 conjured Dancing Lights and moved them wherever necessary to assist the crew; stubbornly continuing his crusade to see every member of the crew tied to something. Anyone on the crew who was not pulling their weight received an intimidate glare and a barked command.

Intimidate: 1d20 + 8 ⇒ (12) + 8 = 20


Deity

Xantrius barked command to Syl slacking near the prow of the ship has her helping pass cargo between decks.
However, the light from Sevien and Xantrius reveals the worst. The Devil Shark is holed in the main hold (area B12) on the starboard side near the ship's water barrel which has burst and is now empty. The irony of running out of water in the middle of the tempest is wasted since the more pressing concern is the slowly rising water level in the hold. Assigning enough crew to work the bilge pumps at full capacity slows the rising waters further, but doesn't stop them.
As you consider the options of anchoring to the reef to ride out the storm or trying to refloat the Devil Shark to avoid further damage, a scream goes up from on deck - you're under attack.

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