Skull and Shackles: How to drown a Kobold

Game Master Hokina

The Ship
Crew, Ships, and Towns data
loot sheet
Old recruitment topic
Sea Map

Battle Map

Infamy: 10
Disrepute: 10
Ships:
Dragons' Kin | 1620/1620 HP | 20/20 Crew


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Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag meanders in the area for a bit and tilts his head as he watches Fishguts for a bit. He begins to attempt to socialize with him out of curiosity and attempting to make some kind of friend in this situation.

Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17

In the evening Sarag was feeling chipper after having not been beaten in quite some time. It was good to not be the omega of the tribe for once. He would have to work to keep himself this way and so he tried to entertain everyone so he could make less enemies.

Sing in Draconian: 1d20 + 10 ⇒ (4) + 10 = 14


I added a crew link to the list at the top. It list the crew and also where you normally can access without trouble.

Sassarra: You can't take 10 on job checks but with Working diligently you auto pass.

Mopsank easily finds out that his stuff was taking to the Quarter Master's Store. All stuff taking off of "recruits" belongs to the captain.

Meerko:

That is more of a bluff. The roll as a bluff (-6) is fine.
1d20 + 1 ⇒ (9) + 1 = 10
She nods pulls out two daggers from a locker. "Here have your Daggers back."

Sarag:

Sarag sees the the cook is in a sorry condition. But looks to smile after you talk with him for a while.

“It’s poison, this ship, but don’t let anyone hear you say it aloud. The hull listens, see, and the cap’n hears it all. Poison the Wormwood is, though, rotten to the core. You’ll not meet a more nasty, sour piece of work than Cap’n Harrigan in all your days at sea, and his crew’s the same, ’specially the first mate, Mr. Plugg. Vicious little sod, he is. He’d take his own mother’s liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can’t ’arm ’em.”
He smiles again at Sarag. "The Grok and me normally drank together after evening meal. If you like you can join. She loves a little song."


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag chirrips a bit at the idea of singing and nods eagerly. He had not done much singing with others.

Adjusting to singing along with Grok and Fishguts for the evening then if possible.


Male Kobold Unchained Rogue 3

Once night falls, Mopsank sneaks his way back and attempts to recover his things without being noticed.

Stealth: 1d20 + 11 ⇒ (15) + 11 = 26
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Disable Device: 1d20 + 7 ⇒ (4) + 7 = 11

Not sure how many of those rolls you'll need, but there they are.


Male Kobold Beastmorph 1 | HP 9 / 9 | AC 18; T 14; FF 14 | CMD 15 | F +2; R +5; W +2 | Init +3 | Per +6

Meerko nods, "Good, very good. Many thanks.", once out of sight, he tucks one of the daggers into his boot while the other goes at his belt.

Satisfied Meerko rushes back up to the deck, his excursion having taken longer than he'd planned. Putting his back into it, he has just enough time to finish the work assigned before his shift ends but it leaves his tail dragging by the end.

As the sun sets, Meerko watches the keelhauling with a sour look, Bad way to go. But the drakes will see it never happens to Meerko.

Weary to his bones, Meerko shuffles to his bunk early that night to recuperate.

Nighttime : Sleep

Do we need to roll for our jobs again at night or are we good for the day?


Just one job check per day. The single check covers both shifts for the day.

GM rolls:

1d100 ⇒ 7
1d20 + 7 ⇒ (20) + 7 = 27
1d20 + 1 ⇒ (3) + 1 = 4

Sarag:

While Sarag's singing was not capital, rum and talk had the cook and quartermaster singing along and occupied.
+2 on Diplomacy check to Influence Attitude on quartermaster.

Mopsank:

Sarag' singing and drinking with the quartermaster made it easy to sneak in.

Mopsank see Two wooden Lockers, two wooden chests, a wooden trunk and a metal trunk.

Mopsank finds a sheet that says that the stuff taking from new members is in the 2nd Locker.
Sarag was occupying the quartermaster, So I gave you a 2nd try to the locker and just rolled it for you. Hope you don't mind.

He tries to pick the lock, but it just jingles. After a 2nd try he is able to get it unlocked. He finds:
The equipment of Mopsank and the other kobolds he woke up with,
a fiddle with the Draconic word "cuss" carved on the back,
a starknife,
3 flasks of acid,
6 flasks of alchemist’s fire,
four sets of thieves tools,
six candles.

Mapsank would know that, based on the Keelhauling of Jaakes Magpie, too much evidence of theft is a bad thing.


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Diplomacy: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21

Sarag laughs a bit and keeps to singing and serving the two their rum. "Yes yes, I sing and you sing but I am good a drums too. It helps to keep rhythm for dancing yes? You dance?" he said as he tried to keep it fun.


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

crew: 1d30 ⇒ 25

Sassarra will approach Titlly Brackett, trying to get to know her and feel for where she stands.

diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22


Male Kobold Unchained Rogue 3

Not wanting to make it obvious, Mopsank limits himself to snatching only a few things.

His knives, of course.
A set of thieves' tools, just in case he had to do this again.
And the fiddle... anything monogrammed like that had to be worth something to its owner, whoever it is.


Sassarra spends some type drinking with Brackett.
"You'a a good little dragon thing. Nothing like Scourge. You got to be careful of him. He tried to put the moves on Quinn. Did not end well for him, but he may take a likely to you and try to force the issues if you are not careful."

Cut-Throat Grok smiles and nods to Sarag. "So many up on deck can sing a tune to save their lives. I don't dance well, but good song makes dancers of us all. I don't normally open the shop after hours. But if you ever need anything. Maybe I can look into it for you. Just come by after I normally close." She returns to her Rum. "If you can ever find anything other than rum, I could use something new."

GM roll:

1d4 ⇒ 1
1d20 + 6 ⇒ (15) + 6 = 21


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

"Oh, I'll be careful to avoid situations like that. And if need be, I've learned a few tricks. Thanks for the warning. It's always better when people watch out for each other."


Male Kobold Oracle/1

Acrobatics 10: 1d20 + 3 ⇒ (10) + 3 = 13
Constitution Save: 1d20 - 1 ⇒ (18) - 1 = 17

Syrrex spends a greatly deal of time running back and forth nimbly about the ship, telling the rest of the crew what news goes on and relaying orders. The grisly show served him a grim reminder to not get caught doing anything... not refrain from it, just do it cautiously.

Of course, at dinner, he continues jabbering to himself, munching at his food and generally staying out of the way. The song was catchy, and once in a while, he joined in and sang along. However, he had been spending a great deal of time pondering which question to ask his ancestors... if he could just get 10 minutes by himself and concentrate, he might could find out something useful. The chief thing was... would it be reliable?

Finding a quiet-ish corner, Syrrex curls up and meditates as best as he can. He thought he had a good question... and if they were going to get away with anything, they needed someone inside the loop. The kobold with the fake beard... he seemed the most in charge. If they could find a way to cooperate with him... "Great Chiefs and Tribes of the past, grant me an answer... can the one named Scourge be trusted?"

Using Wisdom of the Ancestors to get an answer to the query above... got an 80% chance of getting a correct answer. Assuming nobody comes over and asks him what he's doing.


The ship, the very world round Syrrex seams to go quite. But for one single word; "Woe".

The night passes

Day 2:
As the bell rings, summoning the crew to the deck, four other pirates block the parties way.
Aretta Bansion, Fipps Chumlett, Jaundiced Jape, Slippery Sly Lonegan
The half-orc among the four pushes Syrrex. "Don't think so. You six are going to be late on deck. We think you need to learn your place."

INIT:

Syrrex: 1d20 + 3 ⇒ (18) + 3 = 21
Sassarra: 1d20 + 4 ⇒ (8) + 4 = 12
Mopsank: 1d20 + 6 ⇒ (1) + 6 = 7
Meerko: 1d20 + 3 ⇒ (18) + 3 = 21
Sarag: 1d20 + 2 ⇒ (14) + 2 = 16
Sezzlik: 1d20 + 4 ⇒ (10) + 4 = 14

Pirates: 1d20 + 2 ⇒ (4) + 2 = 6

Meerko (21)
Syrrex (21)
Sarag (16)
Sezzlik (14)
Sassarra (12)
Mopsank (7)

Pirates (6)

Pirates try to jump party. Party jumps pirates 1st. Rule number one: don't try to ambush Kobolds.

While some of them look to have weapons on them, they are not pulling them out and are coming at the party with their fist.

Party up 1st.


Male Kobold Unchained Rogue 3

Mopsank quickly reaches for his knives, grateful to have them back, and prepares to show these smooth-skins what a mistake they've made.

One move action to draw his weapons. If he can reach an enemy within a five foot step, he will attack, getting sneak attack due to acting first. Otherwise, he will ready an action to attack the first enemy who comes within range, using the same attack and damage rolls, but ignoring sneak attack.

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d3 ⇒ 1
Sneak Attack Damage: 1d6 ⇒ 3


Male Kobold Oracle/1

Syrrex blinks up at the ruffians blocking their path. He takes a brief step back as he stared up at them. "...you're rude, you know that?" Another step back. "And stupid." Another step. "You shouldn't pick fights with so many kobolds. So... many... KOBOLDS!"

Syrrex's arms flew out as the ratty cape he wore flared out... as it did, seemingly dozens of ghostly pale-green flashes of light whipped out of it. The flashes began to take shape, forming what looked to be even more kobolds, all wailing in yappy howls as they zipped around the four big brutes. Although they don't actually inflict damage, they are annoying as hell.

Casting Bane, every enemy within range takes -1 on attack rolls and saves vs. fear.


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag hisses, he knows better than to be late and he sees the other prepare arms. He prepares his weapon....his voice as he begins to distract the enemy with his higher pitched singing and yapping.

Make that -2 to Attack and saves vs fear and a -1 to their damage


Male Kobold Beastmorph 1 | HP 9 / 9 | AC 18; T 14; FF 14 | CMD 15 | F +2; R +5; W +2 | Init +3 | Per +6

Meerko bares a mouthful of sharp teeth at the attackers, hissing, "Meerko doesn't think so. You are the one who needs a lesson about messing with dragonkin, pig teeth!"

Lunging forward, Meerko drives a small yet surprisingly powerful fist into the half-orc's stomach.

Unarmed Strike: 1d20 + 4 ⇒ (13) + 4 = 17
NonLethal: 1d2 + 3 ⇒ (2) + 3 = 5


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

"Learn my place? My place is the Heart of the Storm!" She pulls out a spear of lightning and holds it ready.

5' step to stand next to the others, move action to gather power, activate kinetic blade, ready to attack whoever comes in reach.

Touch attack: 1d20 ⇒ 14
electric damage: 1d6 + 1 ⇒ (1) + 1 = 2


The Half-orc speaks up. "Hay, we didn't come here intending for anyone to die."
Each of them flees up above deck. Before getting up the stairs Fipps Chumlett turns back to the party. "I won't forget this."

Out of Initiative.


GM rolls:

1d6 ⇒ 4
1d6 ⇒ 4
1d6 ⇒ 3
1d6 ⇒ 5
1d6 ⇒ 3
1d6 ⇒ 4
1d100 ⇒ 45

After the party gets on deck, Mr. Plugg gives Mopsank and Meerko thier jobs for the day.
Scourge does the same for Sezzlik, Sassarra, and Syrrex.

Percpion DC 15:
After seeing the party, Scourge looks over at the four who attacked the party.

Riggers:
Mopsank:

Rope Work:
DC 10 Profession (sailor) or Dexterity check.

Meerko:

Rope Work:
DC 10 Profession (sailor) or Dexterity check.

Cook's mate:
Sarag:

Need to fish for food:
DC 10 Profession (fisherman) or Survival
The cook is also drunk. So you have to do the cooking as well:
Take a -4 on check and can't take any daytime actions.

Swabs:
Sezzlik:

Runner for the day. Passing messages to the crew and officers.
DC 10 Acrobatics check.
DC 10 Constitution check to avoid getting fatigued for the next day.
A PC with the Run feat automatically succeeds at this task.

Sassarra:

Swab the Decks:
DC 10 Acrobatics check.
DC 10 Constitution or Strength check to avoid getting fatigued for the next day.

Syrrex:

Hauling Rope:
DC 10 Profession (sailor) or Strength check.
DC 10 Constitution check to avoid getting fatigued for the next day.


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

On deck, Sassarra shows that she's had long years working a deck. As she works, she manages to catch one area that Cog missed just before Scourge comes by to inspect them. "Scourge seems like the kind who finds enough reasons to flog people without giving him any more reason. We dragonfolk need to watch out for each other."

Later she'll hang out with Cuss-Cuss, mentioning that some of the crew didn't seem to take to the new folk, so we make sure to watch out for each other.

perception: 1d20 + 8 ⇒ (3) + 8 = 11
acrobatics: 1d20 + 8 ⇒ (20) + 8 = 28
con check: 1d20 + 2 ⇒ (15) + 2 = 17
diplomacy (Cog): 1d20 + 3 ⇒ (20) + 3 = 23
diplomacy (Cuss-Cuss: 1d20 + 3 ⇒ (17) + 3 = 20

Is Quinn already friendly to us? She's already been helpful and we have shown our gratitude.


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Profession Fish: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12
Profession Cook: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Not sure if I am allowed to Work Diligently and get the bonus but he would if so a +2 to the total for these two dice rolls

Sarag scrambles about seeing that his friend is too drunk. He is a bit cranky looking as to being attacked this morning and not seeing his attackers get their come uppance as well as having to do all the work. Still he manages not to burn the fish or himself as he does his job diligently.

He huffs and puffs a bit as he finally gets to stop for the day and evening falls. He spies the two kobolds he was curious about and wanted to talk to.

Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21

He runs up to Quinn and begins jabbering on about how he doesn't see many kobolds with two scale colors and that she must be special or blessed by the dragons and the like.

Barroom Talespinner: 1d20 + 3 ⇒ (14) + 3 = 17

He comes up with something curious to sing to the pirates and finds himself a nice barrel to stand out and he begins to belt out a glorious tale of a pirate crew who plunders the seven seas.

Perform Sing: 1d20 + 10 ⇒ (19) + 10 = 29
Con check: 1d20 + 2 ⇒ (14) + 2 = 16


Male Kobold Beastmorph 1 | HP 9 / 9 | AC 18; T 14; FF 14 | CMD 15 | F +2; R +5; W +2 | Init +3 | Per +6

Meerko puffs up his chest as the four pirates flee, snarling after Fipps, "Better not! Next time we're not be so friendly!"

He looks to the others, "You've all a few surprises in you. Done the drakes proud! Remember, we are dragonkin, don't let scum push you around."

------------------------

Profession(Sailor): 1d20 + 6 ⇒ (11) + 6 = 17

Like any former pirate, Meerko is more than familiar with rope work, finishing his assigned tasks with enough time to chat up his fellow kobold rigger Turlach, "Where they grab you from? Pig teeth and the others give you any trouble yet? Scared 'em good this morning. They do mess with you, let Meerko know. Bloody pirates, us dragonkin need to stick together."

Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14

In the evening, he chats with Cog, "Fellow water drake I see. Be nice out on the water if it wasn't for "Captain" and his cronies. Been here long? Trouble with the other crew?"

Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21


Male Kobold Oracle/1

Syrrex's spiritual friends harass the bullies back up to the deck, evening flying in the face of the last one threatening them, before zipping back to their host and out of sight. His eyes swivel over to Meerko at his praise. "I have all the surprises. Every kobold that has ever been is with me. So... we are not alone. I assure you." He passed by Sassarra, making note not to piss her off... unless he favored a bolt of lightning in his colon.

Would it be possible to use Mage Hand to help me carry things and lighten the load a bit? Anything to be lazier.

Strength: 1d20 - 1 ⇒ (14) - 1 = 13
Constitution: 1d20 ⇒ 11


Male Kobold Crossblooded Sorcerer (Aberrant/Aquatic) 1

Forgot to post what I did last night. I meant to sleep the fatigue away

Perception: 1d20 + 3 ⇒ (3) + 3 = 6

Sezzlik watches the commotion dispassionately, then goes about his business for the day.

Day: Takes 10 on Acrobatics for a total of 12
Constitution: 1d20 ⇒ 5 Fatigued

Night: Sleep


Male Kobold Beastmorph 1 | HP 9 / 9 | AC 18; T 14; FF 14 | CMD 15 | F +2; R +5; W +2 | Init +3 | Per +6

Missed the perception check the first time.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Meerko marks the attention of the kobold taskmaster. He hisses after the others as they head off to their various jobs, "Be wary of red Scourge, I think he sent the others..."


Male Kobold Oracle/1

Syrrex perks his fringes up at Meerko's words, nodding subtly. "...woe."


Sassarra:
Cog smiles back. "I saw that fight you were in. I glad there is more fight in you than most. To many talkers who don't want to get thier claws bloodly. So you all are not so bad."

Cuss-Cuss nods. "Me and my handaxe," She says taping her axe. "keep most from trying anything. The fear of losing a claw keeps most smart."

Sarag:

No. You can't use working diligently, but you passed the check without it.

Quinn speaks with a grin. "I was blessed from hatchling with these scales. But not till I was called to the sea that I found my calling."

Sarag's singing and tales entertain the crew. Some join in with his song.
+2 circumstance bonus on all Charisma skills on listeners for the next 24 hours.

Meerko:

Turlach turns to Meerko and snuffs. "Leave me alone and watch your own. I can deal with anything they throw at me." He walks away from Meerko.

When speaking with Cog, Meerko find Cog glad to see him. "It was a fine fight you gave. To bad the cowards ran. I like to see some blood spilled once in a while. Most of the crew has learned that I am not to be messed with. I would not mind leaving some claw marks on Scourge's scales. But don't plan on getting keelhauled."

Syrrex: Mage hands limit is 5 lbs. It can be utilized to be lazier. It may help a little (+1) with some jobs. But not hauling rope. Rope is to heavy for Mage hands 5 lb limit.

Sezzlik: Like I said before. Can't take 10 on job checks.


Male Kobold Crossblooded Sorcerer (Aberrant/Aquatic) 1

Once again, my reading comprehension fails me. Sorry!

Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13


Male Kobold Oracle/1

Ah well, no harm in trying. Only so much the old ones can do. :P


Male Kobold Unchained Rogue 3

Not having anything more important to do, Mopsank puts his full attention into his task for the day. Day Action: Work Diligently

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

Unfortunately, it doesn't go as well as he hoped.


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60
Hokina wrote:


Cog smiles back. "I saw that fight you were in. I glad there is more fight in you than most. To many talkers who don't want to get thier claws bloodly. So you all are not so bad."

She chuckles, checking to see if there's anyone listening. "Knowing when to talk and when to spill guts is the trick. It's not quite time to rise up, but the day is coming."

Hokina wrote:


Cuss-Cuss nods. "Me and my handaxe," She says taping her axe. "keep most from trying anything. The fear of losing a claw keeps most smart."

"Nice blade. I can see it coming in handy one of these days."


Male Kobold Beastmorph 1 | HP 9 / 9 | AC 18; T 14; FF 14 | CMD 15 | F +2; R +5; W +2 | Init +3 | Per +6

Meerko merely shakes his head after Turlach, "Suit yourself."

Later on he grins darkly at Cog, slapping him on a blue scammed shoulder, "Might get the chance sooner than you think. Meerko knows, on a boat like this, captain's protection only extends so far... "


I think Syrrex, Sezzlik, and Mopsank still have actions unless I missed something.
Actions:

Sassarra:
Day: Influence: Cog
Night: Influence: Cuss-Cuss

Sarag:
Day: Influence: Quinn
Night: Entertain

Meerko:
Day: Influence: Turlach
Night: Influence: Cog

Syrrex:
Day:
Night:

Sezzlik:
Day:
Night: Sleep

Mopsank:
Day: Work Diligently
Night:


Male Kobold Unchained Rogue 3

Oh, sorry. What are the penalties for failing my job check?


Male Kobold Beastmorph 1 | HP 9 / 9 | AC 18; T 14; FF 14 | CMD 15 | F +2; R +5; W +2 | Init +3 | Per +6

I imagine the penalties are the sort that will come up at bloody hour.

Come on guys! Lets keep things moving!


Male Kobold Oracle/1

Sorry, should've specified earlier. I'll be working diligently for the day, and try to influence the rest of the kobolds at night (perhaps the female Scourge tried to hit on... we need some toughies like her!) I'll just try to be friendly, make small talk, and offer to answer a single question if she's dying to know something.

Influence: 1d20 + 6 ⇒ (17) + 6 = 23


Male Kobold Oracle/1

Baskets! Sorry, I messed up the bonus. It should just be a +3 thanks to Charisma. Haven't hit that level... yet. Should just be a straight 20.


Male Kobold Unchained Rogue 3

Mopsank goes to bed early, terrified of the punishments awaiting him the next day.


GM rolls:

1d6 ⇒ 5
1d6 ⇒ 3
1d6 ⇒ 2
1d6 ⇒ 1
1d6 ⇒ 2
1d100 ⇒ 68
1d4 ⇒ 1

Just do the job, and day actions.
Riggers:

Mopsank::

Mopsank must climb to the crow's nest 60 feet up and keep a lookout.
DC 10 Climb checks to climb.
DC 10 Perception.

Meerko::

Meerko must climb to the upper rigging (50 ft) and work on the rigging.
DC 10 Climb checks to climb.
DC 10 Profession (sailor) or Dexterity check.

Cook's mate:

Sarag::

Kroop is sober and does not need anything today.

Swabs:

Sassarra::

Hunt rats belowdecks.
DC 10 Stealth, Survival, or Dexterity check to catch and kill a good number of rats.

Syrrex::

Work the Bilges.
DC 12 Strength check.
DC 10 Constituiion check or Fatigued.

Spider attack: 1d20 + 7 ⇒ (1) + 7 = 8
A Spider drops down on you trying to bite you. But it misses and tries to run away. [/ooc]Tiny size. One round of actions before it gets away if you want to attack it.[/dice]


Male Kobold Beastmorph 1 | HP 9 / 9 | AC 18; T 14; FF 14 | CMD 15 | F +2; R +5; W +2 | Init +3 | Per +6

Squinting in the morning sun, Meerko peers up at the topmast rigging far above. Slipping a hand into the small pouch now buckled to his waist, he produces a small vial filled with a muddy brown mixture and quickly downs it. As he does so, Meerko's hands and feet visibly change, stretching oddly to become wider and seemingly stronger.

Grinning, he punches Mopshank lightly on the arm as the other kobold contemplates his own climb, "Drakes favor your climb.", with that the former chief jumps up to grab a low hanging rope and confidently climbs and swings his way up to the top rigging.

Drink Monkey Fish Extract for 10ft climb speed.

Take 10 on climb checks
Profession(Sailor): 1d20 + 6 ⇒ (10) + 6 = 16

Taking a break, Meerko hooks his legs in the rigging and attempts to strike up a conversation with his fellow rigger Slippery Sly Lonegan as she works not too far away, "All way up here, almost forget about the ship below and who runs it, yes? No whips or threats, just sun and salt wind out here. Only thing better if we spy a nice fat merchant ship."

Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26


Male Kobold Unchained Rogue 3

Not to be outdone, Mopsank scurries up to the crow's nest as fast as he can. Working diligently!

Climb: 1d20 + 5 ⇒ (8) + 5 = 13
Perception: 1d20 + 4 ⇒ (20) + 4 = 24

If there was another ship to be spied, Mopsank would be the one to spy it. There was simply no way he would be outdone.


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

As she hunts rats, Sassarra is going to search the hold. After all, she needs to get into all of the tiny crevices anyway.

perception: 1d20 + 8 ⇒ (14) + 8 = 22
Stealth: 1d20 + 12 ⇒ (1) + 12 = 13

In the evening, she'll talk with Badger, talking about avoiding the Scourge and Plugg. "Oh, one thing I've learned is that the wind changes eventually."


Male Kobold Oracle/1

Strength: 1d20 - 1 ⇒ (2) - 1 = 1
Constitution: 1d20 + 1 ⇒ (2) + 1 = 3

...welp! Guess I'm gonna be in trouble.

Syrrex seems to be having trouble today, perhaps just tired from the last couple days of hard work, and it's evident that it's starting to take a toll on him.

As he works the bilges, a spider drops and attacks the tired kobold. However, he notices it just in time, dodging out of the way. As it runs, Syrrex starts to chase after the bug, planning to squish it in retaliation... but stops. Something simply compelled him not to chase the thing down... he wasn't sure why, but he had enough enemies on this ship. No need to make the residents angry too.

If he could, Syrrex would try to sneak up later and snag some spare grub from the galley, before bringing it back down to the bilge to leave. Perhaps if he fed the grubby thing, it would leave him and the rest of the crew alone.

Syrrex will come back later after dinner (sneaking away if he has to) and leave some scraps for the spider. Not sure if that requires a Sleight of Hand too or not, but I'll include it just in case.

Stealth: 1d20 + 7 ⇒ (9) + 7 = 16
Sleight of Hand: 1d20 + 3 ⇒ (8) + 3 = 11


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag sees that Fishguts has it in hand for the day and wanders off to go see how the others are doing.

He sees the kobold with purple scales and attempts to fraternize with him. "Hello, you are a strange scale like me, how did you come to be here?

Diplomacy: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17

Tries to talk with Master Scourge at night and befriend him when bringing him some grog that evening. Mostly mild chit chat

Diplomacy: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13


Day:

Meerko:
Slippery looks Meerko over. "You and your pals pulled blades in a fist fight. I don't like you. You do your job, and I do mine."
She looks to not be as angry with Meerko as she was before.

Sassarra:
The old half-elf nods. "Not the friendlies ship on the sea."
Do you want to made a Diplo check?

Syrrex:
Syrrex tries to keep up, but the he falls behind running the pump. What started as a foot of water turns into 2. By bloody hour there is 4 feet of water. Other crew come to check on him quickly dive in and pump the water down.

Sarag:
Turlach Hisses at Sarag. "Leave me along. I don't need to have more trouble with Plugg and Scourge."

Bloody Hour:
As the bell for bloody hour hits; the deck fills with crew.
Master Scourge calls Syrrex foreword. Two crew 'helps' Syrrex to Master Scourge. "Today the lower decks almost flooded because this half-wit could not keep the pump running. The punishment for failing at his job is 3 lashes."
He picks out some uncovered scales and whips Syrrex 3 times.
Nonlethal
1d2 + 2 ⇒ (1) + 2 = 3
1d2 + 2 ⇒ (2) + 2 = 4
1d2 + 2 ⇒ (2) + 2 = 4

Syrrex passes out from the whipping. Scourge smiles at the crumbled mass on deck before walking up to Mopsank. "Yesterdays ropes were not secured right. Today's shift had to redo some. See that the same mistake does not happen again or you will get at same as him." With those words he walks away.

After Scourge leaves, Quinn places her hand on Srrex. Her land glows lightly as Syrrex's whip marks fade.
Healing 2d6 ⇒ (1, 6) = 7

After Bloody Hour:
Sarag:
Master Scourge grows at Sarag. "You try to bug me one more time and you will get the same as your friend."

Syrrex:
Syrrex leaves some food for the spiders.


Male Kobold Oracle/1

Syrrex's eyes flicker open as he feels a slight sting from the whipping... but much of the damage has been undone. He looks up at Quinn in surprise, astounded someone else besides him could do that. "...many thanks... I owe you." Syrrex slowly got to his feet, tired from the hard work and the resulting punishment.

This couldn't go on anymore - it was time to mutiny. Not just for his own scales, but for the rest of his kin on board.

Later, after leaving some food for the spiders, Syrrex tries to rally as many kobolds as he thinks he can trust at dinner, before speaking quietly. "...this is intolerable. We are dragons, by right and blood! We already keep this ship going... it's time we decide where it goes."

Diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13


Male Kobold Beastmorph 1 | HP 9 / 9 | AC 18; T 14; FF 14 | CMD 15 | F +2; R +5; W +2 | Init +3 | Per +6

Hanging from the rope, Meerko shrugs at Slippery, "Them, not Meerko. Blame them though? Half-orc against most dragonkin hardly fair to start."

At bloody hour he watches Scourge work over Syrrex with a growing hatred. Once it's over he joins Quinn at the unconscious kobold's side, impressed with her obvious talents, "Good. In your debt again it seems. That Scourge enjoys it too much. Never good..."

Is there a knowledge check that can be made about Quinn's talents?

Once the sun goes down, Meerko decides he's proven himself enough to test the waters with some of the more established crew. Waiting for one of her regular trips to the armory, Meerko meets Riaris Krine at the door, "Must be one sharp shot to make gunner on ship like this. Use many explosives? Meerko makes the best. Can whip some good ones up if you have supplies. Alchemist's fire, much better than black powder."

Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24


Male Kobold Beastmorph 1 | HP 9 / 9 | AC 18; T 14; FF 14 | CMD 15 | F +2; R +5; W +2 | Init +3 | Per +6

Meerko puts one clawed finger to his lips as Syrrex talks, "Quieter. You right, dragon blood deserves better. But greatest wyrms have greater patience. Too early. This "Captain" press gangs too many. Surrounds himself with hostility but Meerko sees too many side with him still. These are pirates, bared steel and sorcery make them nervous. Did us no favors the other morning. Need time to make it right."


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

Doh!
diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23

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