Skull & shackles (Inactive)

Game Master DBH


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Are you sure you want to do that?

Kung

When he sees you coming Owlbear doesn't attack, you slam into him with a loud whoof of knocked out breath, flying backwards and crashing into Plugg. Ending up in a heap on the deck as everyone roars with laughter.

Plugg scrambles to his feet looking furious, and dishevelled. You and Owlbear get up, Owlbear hiding a small smile.

Plugg would like to hand out punishments, but he's made a fool of himself in front of everyone. He declares the whole fight forfeit, taking the purse back, and dragging Owlbear back below decks to be chained up again.

The end result. Plugg hates you even more. If the PC backs away when Owlbear does, he gains an even more valuable boon — Owlbear’s friendship. The towering hulk is not used to being treated with respect and kindness, and becomes helpful in attitude to that PC for the rest of the adventure.


Are you sure you want to do that?

A note for night actions, since no one has handed one in yet. Owlbear is still bruised from the fight, he is kept chained up on the middle deck (A6) guarding the stairwell up to the officers quarters. (Forgot to mention that when people were exploring sorry. Just say he wasn't there at the time.)

Kung you now have a +2 circumstance bonus on all future checks (Bluff, Diplomacy, Intimidate, or Perform) to influence the NPCs on the ship for the remainder of the adventure. This circumstance bonus stacks with other bonuses.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung happily helps Owlbear to his feet after using the feathered man to bowl over Plugg, but almost loses the large man's grip as fatigue washes over the half-orc's body. He catches his balance, then shares a smile with the simpleton, and is happy to see it returned. His eyes sharpen when the overseer announced the prize forfeit, but even Kung is smart enough to realize that more protest would be futile; that was 100gp that was never his to win in any case.

He slugs back his rum ration with a bit more glee than usual.
Fortitude: 1d20 + 9 ⇒ (13) + 9 = 22


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung spends the rest of the evening chatting up Owlbear. He takes the time to point out weaknesses in the man's strategy, but all with an emphasis on how fun it is to fight, and how much more fun fighting is when you're better at it.

Diplomacy: 1d20 - 2 + 2 ⇒ (11) - 2 + 2 = 11

"helpful in attitude" probably means I don't have to woo Owlbear at all, do I? In that case, this is still Kung's action. New friend!


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir smiles at Plugg's obvious anger, and turns to his friends as Owlbear is dragged away. "Good work Kung, you showed that trollfart Plugg that we mean business. We should make sure that Owlbear is looked after. Perhaps I will try to entertain some of the deckhands to allow Ghilda or Barnabus to slip below and tend to Owlbear's wounds."

Marnir sits on a barrel on deck, and begins to recite the epic saga of Jarl Rothgar the Bloody - a tale of conquest, betrayal and well-endowed wenches - that he hopes will entertain as many pirates as possible.

Night action to entertain the crew

Perform (oratory): 1d20 + 7 ⇒ (3) + 7 = 10


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"Aye, we should an at least remove the remainder of the tar and feathers, and the chain, and heal him at least some, I can use my hex at no cost, it is limited not by number of persons, but by only once a person a day and night."

Stealth to go see the famous Owlbear
1d20 + 3 ⇒ (6) + 3 = 9


Are you sure you want to do that?

Guys, why do you do this to me? The RNG is fickle to all I guess.

Marnir. you find no one interested in your tale tonight.

Barnabas II. Luckily you don't need stealth to go to the middle deck, Plugg and gang are off plotting something together. Leaving a delighted, if battered Owlbear chained to his usual post, sitting and talking to his new friend Kung.


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"Kung! I have come to de-tar and heal our new friend. I am planning to get him unchained and working the deck tomorrow."

1d8 + 2 ⇒ (3) + 2 = 5 healing hex on Owlbear


Are you sure you want to do that?

You can't get Owlbear unchained, he's under Plugg's personal command, and if he's not chained up he gets into trouble and breaks things

The Exchange

Female CN Dwarf Cleric of Besmara 7 || HP 59/59 || AC:18 (13 T; 16 FF) || CMB:6 CMD:19 || F: +9 R: +6 W: +11 || Init: +2 || Perc: +10 SM: +7 || Speed 20 ft || Channel 4/5; Icicle 7/7 || Active Conditions: Water Breathing

If I am able to, I will visit with Owlbear too (not sure if I have any moves left before I hit the rack}.

Ghilda slips below to see Kung and Owlbear, after retrieving her gold. "Hail, Owlbear - you are a brave soul. Besmara favors you." Ghilda reaches for Owlbear to heal him.

Cure Light Wounds

CLW: 1d8 + 2 ⇒ (7) + 2 = 9

Ghilda tries to help clean Owlbear up, picking feathers and tar from him.


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal
GM_DBH wrote:
You can't get Owlbear unchained, he's under Plugg's personal command, and if he's not chained up he gets into trouble and breaks things

Thus why Chewbacca has Han Solo, he needs training in using a shield


Are you sure you want to do that?

We now have three days before the next event.

Day six: The weather has turned and you face a day of heavy rain.

Barnabas II duties: 1d6 ⇒ 5

Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.

Ghilda duties: 1d6 ⇒ 6

Special Occasion: Captain Harrigan is celebrating something today, and wants one of the ship’s pigs butchered and cooked for dinner. The PC must make a DC 10 Profession (cook) or Survival check to slaughter the animal, then help Kroop to clean, cut, and prepare the carcass. If Kroop is sober, no additional check is required. If Kroop is drunk, this requires a DC 15 Profession (cook) or Intelligence check.

Sober?: 1d100 ⇒ 51 Sadly today Kroop hit the bottle hard and early. It's all up to you Ghilda.

Jane duties: 1d6 ⇒ 6

Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.

Kung duties: 1d6 ⇒ 2

Rat Catcher: Catching rats and other vermin belowdecks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.

Marnir duties: 1d6 ⇒ 6

Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.

Please post a day action and a night action for today. Remembering that Diplomacy checks rise sharply if people are hostile to you.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Another day of monotony and tedium beckons for Marnir and he spends the long wet day repairing the ship's lines, leaving him with raw and painful hands from the coarse rope.

Profession (sailor): 1d20 + 9 ⇒ (5) + 9 = 14

Working alongside Jane, he takes the opportunity to complain to her about their predicament. "Are you as bored of this work as I am? I used to be a raider, a terror of the Steaming Sea. And now look - repairing ropes for bunch of officers I wouldn't trust to run a fishing boat!" He looks over at the gnome. "How'd you end up here then?"

Can I use my Day action to Sneak, but instead of exploring try and linger near the poop deck to listen in on what the officers are saying? I'd like to know where we're going and why, and what the officers know and feel about the division between the crew.

As night falls Marnir chugs back his rum ration, and tries to entertain the crew with a continuation of last night's tale of Jarl Rothgar the Bloody, hopefully with a more receptive audience.

Night action to Entertain

Fort save: 1d20 + 5 ⇒ (16) + 5 = 21
Perform (oratory): 1d20 + 7 ⇒ (6) + 7 = 13


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

sailor: 1d20 + 7 ⇒ (3) + 7 = 10

Jane goes to work fixing up the ship. She looks toward Marin, "well, my family has been training up and down the coast for generations. So this kind of work is somewhat second nature to me. It is boring and I could be useful in other areas. But our current captain is too much a fool to see that. after their conversation Jane will try to talk to a unfriendly sailor.

D: 1d20 + 5 ⇒ (16) + 5 = 21


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Duties

Kung spends his day below decks hunting vermin.

Dexterity: 1d20 + 3 ⇒ (9) + 3 = 12

He enjoys the work and gets the job done, but also spends much of his time in "conversation" with Owlbear, showing him some of the most interesting of the critters he catches.

Day Action

Kung is both continuing the friendship with Owlbear, and also ensuring that he can distract the friendly brute should another party member want to sneak around where they shouldn't be. His day action will be to Aid Another on any skill checks related to the quarters that Owlbear guards.

Night Action

The half-orc looks for a moment to speak with Shivikah when she's not surrounded by her fellows. "Stop, please," he says before she bolts away. He's glad now to be short for a half-orc, as he hopes he doesn't cast an intimidating pose. He screws up his face as he tries to get all the words out right. "Kung sorry. I not... sorry... I *don't* speak well all the time; I think I was mean. You good drinker, it was fun game. Don't want to make you mad. Look at Owlbear, I make good friends when I win; want you to be friend too."

Diplomacy: 1d20 - 2 + 2 ⇒ (15) - 2 + 2 = 15 (Includes +2 circumstance bonus)

@Jane
If that Diplomacy was your day action, and you target Shivikah that roll might be good enough to move her down from hostile, which might help Kung's night action be successful.


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus knew that he was getting better at climbing the mast, and he likewise knew he had no reason to fear a fall...

Climb 1d20 + 1 ⇒ (5) + 1 = 6
He again feather falls to the deck and goes again

Perception 1d20 + 5 ⇒ (20) + 5 = 25

Climb 1d20 + 1 ⇒ (2) + 1 = 3
this is going to draw attention...

Climb attempt 3
1d20 + 1 ⇒ (19) + 1 = 20

The Exchange

Female CN Dwarf Cleric of Besmara 7 || HP 59/59 || AC:18 (13 T; 16 FF) || CMB:6 CMD:19 || F: +9 R: +6 W: +11 || Init: +2 || Perc: +10 SM: +7 || Speed 20 ft || Channel 4/5; Icicle 7/7 || Active Conditions: Water Breathing

Day Action
Ghilda catches a pig for the feast..."At least I'm out of the rain."

Survival: 1d20 + 11 ⇒ (4) + 11 = 15

Ghilda slaughters the animal and brings it to Fishguts, but she realizes he is seven sheets to the wind. Shaking her head, "Fishguts! I hope we can succeed with this meal! When did you start drinking today?"

Ghilda works diligently on preparing the meal with Fishguts, as well as consults the large cookbook.

Profession (Cooking) plus diligence plus cookbook: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18

Ghilda keeps waking up a sleepy Fishguts, but they succeed at preparing the feast.


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

High in the crow's nest Barnabus keeps filling his waterskin with fresh water via the orison and likewise helping to cool off the crew in the rigging....

After a bit he decides to sing and try to influence those nearby
Perform 1d20 - 2 ⇒ (4) - 2 = 2

Unless I get a specific person....

"Tinker, Tailor, Soldier, Sailor,
Rich Man, Poor Man, Beggar Man, Thief,
Old Man, Young Man, Barrister, Jailer,
Captain, Pirate, Fisherman, Chief,
Plowman, Cooper, Farmer, Teacher,
Banker, Gunner, Gardener, Cook,
Burglar, Boxer, Baker, Preacher,
Writer, Politician, or Crook"

Apparently only entertaining myself, and the turtle at my feet splashing in a small pool of water...

The Exchange

Female CN Dwarf Cleric of Besmara 7 || HP 59/59 || AC:18 (13 T; 16 FF) || CMB:6 CMD:19 || F: +9 R: +6 W: +11 || Init: +2 || Perc: +10 SM: +7 || Speed 20 ft || Channel 4/5; Icicle 7/7 || Active Conditions: Water Breathing

Night Action
Chorley will again dazzle the crew with his gymnastics and smooth moves.
Acrobatics: 1d20 + 14 ⇒ (2) + 14 = 16
Not as high-quality as The Hunt of the Kraken was, but still, Chorley moves the crew to laughter. I hope


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

@Kungrusdak Jane will do such.

Night Action
Jane has been stealing a lot of weapons recently, and placing them into crew's chests. Now it is time to plot and sneak around and listen. Jane will sneak around and try to listen to stuff.

Stealth: 1d20 + 16 ⇒ (6) + 16 = 22
perception: 1d20 + 8 ⇒ (1) + 8 = 9


Are you sure you want to do that?
Louisiana Jane wrote:

@Kungrusdak Jane will do such.

Night Action
Jane has been stealing a lot of weapons recently, and placing them into crew's chests. Now it is time to plot and sneak around and listen. Jane will sneak around and try to listen to stuff.

[dice=Stealth]1d20+16
[dice=perception]1d20+8

Jane you shift Shivikah's attitude back to unfriendly. "Just keep that idiot away from me." She mutters. "Couldn't even sell him for a slave he's that worthless!"

You do overhear enough to learn that Shivikah is a former slaver. And that Conchobar Shortstone is trying to get Rosie assigned to him as his bedwarmer when 'It' Happens, but is shut up quickly by Plugg when he mentions this mysterious 'It'.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Can Jane do diplomacy at night, after learning this?


Are you sure you want to do that?
Louisiana Jane wrote:
Can Jane do diplomacy at night, after learning this?

On who?


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

I would inform Shivikah about what I've heard.


Are you sure you want to do that?

Jane, you have nothing to tell Shivikah.

Ghilda, you prepare a good meal, your stock is rising Get it? Stock. Cooking. :)

The bloody hour is quiet, the rain kills most peoples mood for games. They drink quickly and retire below. Even Kipper the gunners mate and Patch Patchsalt the bosun's mate are in their area instead of hanging around Plugg and Scourge.

An oversight in the module. These two are noted in the middle hold description, and in the officers. No mention that they do bunk with the crew in the hold. They have the far forward section to themselves as they outrank crew. Kipper is a male human, Patch is a female gnome, both are dedicated toadies of Scourge. That's how they got their rank.


Are you sure you want to do that?

Day seven: The weather is worsening badly, even an amateur can see a storm is on the way. Barnabas you have -2 on all work checks due to the rising wind.

Barnabas II.

duties: 1d6 ⇒ 6

Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Ghilda.

duties: 1d6 ⇒ 4

Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10 Profession (fisherman) or Survival check provides enough food. A failed check results in a day in the bilges as punishment the following day

Jane.

duties: 1d6 ⇒ 1

Man the Bilges: Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Kung.

duties: 1d6 ⇒ 4

Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Marnir.

duties: 1d6 ⇒ 4

Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.


Are you sure you want to do that?

Day actions are not available, everyone is working hard to prepare the ship for the coming storm. Officers are jumpy and watchful, so no chance to sneak or talk.

You can give me a night action, remembering you'll be cramped below decks with everybody else as the weather keeps you off the top deck.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Duties

Kung relishes the heavy lifting of the rope work. "Storm's coming, Marnir. You like storms? I like storms."

Strength: 1d20 + 4 ⇒ (7) + 4 = 11
Constitution: 1d20 + 3 ⇒ (2) + 3 = 5

Night Action

Kung wants to go above decks and feel the storm. "Anybody want to go stand in the rain?"

Feeling fatigued from his work, Kung looks wistfully at the ladder to the topdeck, but retreats to his hammock instead, knowing he needs rest for the next day's labor.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

str: 1d20 ⇒ 13
con: 1d20 + 3 ⇒ (6) + 3 = 9

Jane doesn't like this kind of work. She starts to sing.
"What do you do with a drunken sailor,
What do you do with a drunken sailor
What do you do with a drunken sailor
Early in the morning?

Way hay and up she rises
Way hay and up she rises
Way hay and up she rises
Early in the morning

Shave his belly with a rusty razor
Shave his belly with a rusty razor
Shave his belly with a rusty razor
Early in the morning

Way hay and up she rises
Way hay and up she rises
Way hay and up she rises
Early in the morning

Put him in a long boat till his sober
Put him in a long boat till his sober
Put him in a long boat till his sober
Early in the morning

Way hay and up she rises
Way hay and up she rises
Way hay and up she rises
Early in the morning

She continues to sing off key, waiting for others to join her song.


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus enjoys the storm coming, his patron Gozreh is of storms and of time....though most did not understand...

Hoisting sails is very different work than he had been getting....

Strength check 1d20 ⇒ 18

Constitution check 1d20 + 1 ⇒ (13) + 1 = 14

He enjoys the song even though it is not the best song he has ever heard....

He even tosses in a few....

"Way hay and up she rises:Way hay and up she rises"

Rum ration fort save 1d20 + 1 ⇒ (13) + 1 = 14

The Exchange

Female CN Dwarf Cleric of Besmara 7 || HP 59/59 || AC:18 (13 T; 16 FF) || CMB:6 CMD:19 || F: +9 R: +6 W: +11 || Init: +2 || Perc: +10 SM: +7 || Speed 20 ft || Channel 4/5; Icicle 7/7 || Active Conditions: Water Breathing

DAY ACTION

"Hmphhh, more turtle stew, or perhaps some cutlets..."

Ghilda notes the worsening weather while hauling in the leatherbacks.

Profession (Sailor): 1d20 + 8 ⇒ (2) + 8 = 10 if allowed

Survival: 1d20 + 11 ⇒ (10) + 11 = 21
Ghilda brings in plenty of the reptiles for today's meal.

NIGHT ACTION

Ghilda slams down her rum ration. "Ahhhh..."
Fortitude: 1d20 + 4 ⇒ (17) + 4 = 21

Chorley notices that everyone is below decks early, due to the coming storm. He wants to show the crew his acrobatics.

Acrobatics: 1d20 + 14 ⇒ (17) + 14 = 31

Chorley swings from beam to beam, rafter to rafter, delighting the crew.
Chorley's Routine


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Night action
Jane will once again try to persuade Shivikah to come over to the light side. Or aid someone else.

Sometimes, it is good to waist your day away rowing this stupid boat. I would rather spend my day sailing it like my family has before me.
perception: 1d20 + 5 ⇒ (7) + 5 = 12


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir's hands are being ripped apart by the constant rope work, but at least the relentless rain is keeping the ship cool.

"I don't mind a storm," he replies to Kung as they work, "but I'd rather not be on deck all day getting soaked."

Profession (sailor): 1d20 + 9 ⇒ (11) + 9 = 20
Constitution check: 1d20 + 2 ⇒ (7) + 2 = 9

The hard work and the soaking he receives make Marnir even more fatigued than normal, and once he's drunk his mandatory rum ration he barely has the energy to crawl into his bunk to sleep.

Fort save: 1d20 + 5 ⇒ (3) + 5 = 8

Night action will just be to Rest to avoid fatigue


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Forgot my rum ration save.

Fortitude: 1d20 + 9 ⇒ (8) + 9 = 17

Kung drinks the rum with little difficulty.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

stealth to pour out the rum: 1d20 + 9 ⇒ (3) + 9 = 12 Hopefully that's good enough. See you all in the morning


Are you sure you want to do that?

Night actions:

Jane you make no change to Shivikah' attitude. She is at unfriendly, which means the DC to change her attitude is 20 + her CHR mod.

Ghilda, you entertained the crew, so you have + 2 to diplomacy checks tomorrow.

Barnabas II, were you doing anything that night?

Kung and Marnir go to bed like good little pirates should.


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus was enjoying the rising storm as his patron is lord of storms, later on and sopping wet Barnabus comes to the decks below.

"Who fears the might of Gozreh? Do you think the ill wind of fates blows behind the wind? I am Barnabus and I know if anyone would like to learn to not fear the storm come and speak with me."

Diplomacy 1d20 - 2 ⇒ (2) - 2 = 0


Are you sure you want to do that?

Wow. Lets just say no one notices you speaking.


Are you sure you want to do that?

Day eight:

After a day of heavy winds and rain, a storm well and truly hits the Wormwood on the eighth day. The ship is tossed about on the high seas and all hands are called on deck to work, including the cook’s mate. All of the crew is required in the rigging, and you are assigned random tasks from the rigger task list.

The DC of all such tasks is increased by +2.

Barnabas II: duties: 1d6 ⇒ 3

Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.

Jane: duties: 1d6 ⇒ 3

Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.

Marnir: duties: 1d6 ⇒ 3

Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.

Kung: duties: 1d6 ⇒ 4

Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.

Ghilda: duties: 1d6 ⇒ 4

Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

A change of task brightens Marnir's mood as he begins to feel like the raider he used to be. He climbs the rigging as the ship rolls in the high waves, his hands gripping tightly to the increasingly slick lines.

I've got a marlinspike which gives me a +2 circumstance bonus on checks involving ropes. I don't know if that involves climbing them, so I haven't included it. If it does, I make the climb. If not I'll try again.

Climb: 1d20 + 4 ⇒ (6) + 4 = 10
Profession (sailor): 1d20 + 9 ⇒ (9) + 9 = 18

The work in the rigging is exhilarating as the rain lashes down and the ship rocks. Marnir calls to Barnabus over the storm. "This is more like it! Did your storm god bring this weather to liven our days up?"


Are you sure you want to do that?

Marnir Make another climb check. A Marlinspike is for knotting ropes properly. You join the many cursing the wind as it takes ropes out of your reach.


Are you sure you want to do that?

Around mid morning there is a desperate cry as the ship lurches with a blast of gale force wind. Giffer Tibbs was on the railing securing a rope and has been thrown overboard.

Kung & Ghilda You two are the closest on deck. At the moment Giffer is alongside the ship, about 10 feet away. What are you doing?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

How about a +2 circumstance bonus for climbing wooden surfaces from my boarding axe?

Climb: 1d20 + 4 ⇒ (15) + 4 = 19

The Exchange

Female CN Dwarf Cleric of Besmara 7 || HP 59/59 || AC:18 (13 T; 16 FF) || CMB:6 CMD:19 || F: +9 R: +6 W: +11 || Init: +2 || Perc: +10 SM: +7 || Speed 20 ft || Channel 4/5; Icicle 7/7 || Active Conditions: Water Breathing

While coiling the heavy ropes, Ghilda sees that a gnome has fallen overboard. "Gnome overboard!!!!!!!!!! Kung, can you throw a rope to him!?!?!" Chorley tightens his grip on Ghilda's shoulder.

Profession (Sailor): 1d20 + 8 ⇒ (2) + 8 = 10
Ghilda fumbles around with the ropes, cursing under her breath, while the wind and sea batter her.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Jane looks up again at the ship. "Frack.. Again" she says as she tries to climb up to the top.
climb: 1d20 + 5 ⇒ (3) + 5 = 8 Can we just take 10 on these checks?


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus sets about for the task of the day....

Climb 1d20 ⇒ 7
Caught by the flight hex, he attempts the climb again...
1d20 ⇒ 20

He sets to work...
1d20 + 2 ⇒ (10) + 2 = 12

As he hears the call of the gnome going overboard he looks to see if he can see the gnome.... DM water lung hex seems to not say a range at which it can be used on another person...if you allow it, the overboard gnome can breathe water for 1 minute......


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Day Action

Kung works with the ropes on the slick deck, making adjustments in responses to calls from the rigging to keep the sails in line and the ship upright.

Dexterity: 1d20 + 3 ⇒ (10) + 3 = 13

The work is challenging due to the water, but Kung is able to keep up with the ships needs.

Man Overboard!

Kung hears Ghilda's cry and looks from the gnome flailing in the water to the ropes at hand. Does it look like he can reasonably throw a rope (or better, a floatation device?) to Giffer?

If yes:

Kung will grab the nearest rope that looks long enough to reach the gnome, with a flotation device if available, and heaves it into the water with all of his strength.

Ranged Touch: 1d20 + 5 ⇒ (8) + 5 = 13


If no:

Kung yells back to Ghilda. "Find rope; find ladder!" The half-orc dives into the water after the sputtering gnome.


Are you sure you want to do that?

Kung's throw drops the rope on Giffer who clutches it desperately.

She makes a swim check as the Wormwood is moving away from her.

Swim: 1d20 + 7 + 8 ⇒ (19) + 7 + 8 = 34 (+8 from Kung's Str bonus x2 as he hauls on the rope)

A second check as Giffer is hauled closer.

Swim: 1d20 + 7 + 8 ⇒ (1) + 7 + 8 = 16 And she's dragged back by a wave.

A third check as Ghilda joins Kung on the rope, adding her Str bonus.

Swim: 1d20 + 7 + 10 ⇒ (14) + 7 + 10 = 31

And the Gnome is hauled aboard, spluttering and soaked. She gives Kung a look of gratitude. "Ye saved me big fella! I won't forget this.'

There is no time for anything else, you are ordered back to work as the ship is relentlessly pounded by the storm.


Are you sure you want to do that?
Louisiana Jane wrote:

Jane looks up again at the ship. "Frack.. Again" she says as she tries to climb up to the top.

[dice=climb]1d20+5 Can we just take 10 on these checks?

No, you have to make another climb check.


Are you sure you want to do that?
Marnir Saltvig wrote:

How about a +2 circumstance bonus for climbing wooden surfaces from my boarding axe?

[dice=Climb]d20+4

That's fine.

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