Skull & shackles (Inactive)

Game Master DBH


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Are you sure you want to do that?

Before things kick off. I forgot to mention that Patch Patchsalt and Kipper are the other officers. Kipper is badly burn scarred from setting off the barrel of alchemist fire during the attack. Both are dedicated followers of Plugg and Scourge. They handle the night watch, keeping an eye out for anyone above deck during the night.

Owlbear is now kept chained up in Pluggs cabin (B7).

Everyone else is kept below decks at night with you in (B9).

Scourge, Patch & Kipper are using (B6) as their cabin.


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)

"We should give Owlbear some Alchemists Fire and have him set Plugg's bed on fire during the night."


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

"Owlbear could prove a valuable ally, but I won't see him punished for appearing to act on his own," Marnir says firmly.

"How's this for a plan? We come up on deck tonight as quietly as possible, then lock the hatch behind us so that Plugg's cronies can't follow us up. Then we'll shank Patch and Kipper quickly and quietly, before locking Scourge in the forward cabin. If all goes to plan we can jump Plugg in his cabin while he's isolated, then deal with the rest once we've taken control of the ship."

He looks around for voices of dissent or agreement.


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

"A fine plan, seal those spineless masochist below decks while we deal permanently with the sadist, and should they still need a firm leader, then we give them one."

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

"Agreed - I stand by you, my friends."


Are you sure you want to do that?

Ok. the second day ends, again you are sent below to (B9) immediately.

The crew splits into two camps, both eyeing each with wariness. It's pretty clear that Pluggs followers are keeping an eye on you while carrying on with the pretence of behaving normally.

A pair of them always seem to be near the door, close enough to rush out if trouble starts.


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 goes to the corner, knowing something isn't right.


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 walks over to Jane and whispers "You strike me as a bit sneaky, lass. When the time comes, I'll need to rouse everyone so that we can sneak out of here together. Can you do that?" He then leans nonchalantly against the mast waiting for lights-out and for most of the crew to go to sleep. He looks around at the 'enemy', trying to assess their level of readiness.


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 nods, "Easily enough."

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

Ghilda sets herself up in sight of Marnir and Jane.


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

"I can start softening them up with my evil eye and try to put them to sleep."


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)

I'm on a phone, so I can't play with my icon. You can place Kung just north of Marnir for now.

The half-orc makes his way over to the northern reaver, limping a bit on his peg leg. He pauses halfway there to run his thigh above the peg-leg.

Bluff to look disabled: 1d20 - 2 ⇒ (3) - 2 = 1

When he gets to Marnir, the barbarian expresses a concern. "I think they're ready for us. Kung not good at sneaky. Do we need to be sneaky?"

Kung looks around the room. If our opponents are spread out, King would also like to spread out and not be too near an ally (but will try to avoid a position where he would start out flanked. If they are more clustered, Kung would like to stay near Marnir and the door.


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 looks over at Barnabus in amazement. "You can put people to sleep? With your magic? How long for?"

Marnir gestures to Kung to keep his voice down. "I'm not so good at keeping quiet either friend, but hopefully Plugg's gang will be asleep enough that they won't notice, or if they do it'll be too late. I'm going to need you to jam the doors from the other side once we're through." Marnir hands Kung his two daggers. "Wedge the doors shut with these as hard as you can. That should keep Plugg's cronies from getting out."


Are you sure you want to do that?

Updated the map. Left most of your friendly crew off for clarity. the group of icons is the opposing crew on their hammocks.

As the lamps go out and everyone settles down to sleep, you stay awake and tense. Ready for your dangerous gamble.

Silence (as much as you can get in a room of sleeping pirates) falls.

Perception checks from you please.

Perception check DC 15:

A pirate in the hammock by the doors is feigning sleep. Ready to slip out if you move.


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

"Indeed."

Perception 1d20 + 5 ⇒ (1) + 5 = 6


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]

perception: 1d20 + 8 ⇒ (17) + 8 = 25

Jane glances around and turns to Barnabus, in a low voice she says. "Start with that guy by the door. He is faking asleep."

Had Jane placed on the map.. someone moved her.


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)

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Kung feigns sleep at the crewman feigning sleep.

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

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Ghilda will be positioned next to Kung for now.


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 targets the fake sleeper with his evil eye...

Will save DC 16 or -2 to saves....


Are you sure you want to do that?

Sorry, I moved you all off when placing the NPC's. You can place yourself back where you wish to start.

Barnabas, are you trying to put the NPC to sleep, or drop his will? Because this gives him a round to respond and wake others.


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 makes sure his weapons are ready before he settles down to "sleep", and takes a quick look around at the enemy sailors.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Seeing nothing amiss, he stays alert for the start of their attack.

Im on my iPad so I can't move my marker, but I had positioned myself to the right of the mast if someone would be kind enough to move me back.

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

Ghilda is ready, rapier loosened in its sheath. Chorley anxiously regards the sleeping crewmen.


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

To decrease his will first....

What is he going to do jump up and run around yelling "I was pretending to sleep and I don't like the way Barnabus looked at me...."?


Are you sure you want to do that?

Pirate Will save: 1d20 - 1 ⇒ (20) - 1 = 19 He rolls off his hammock as your attempt washes over him, opening his mouth to yell a warning.

Kung. Init: 1d20 + 3 ⇒ (9) + 3 = 12
Jane. Init: 1d20 + 3 ⇒ (12) + 3 = 15
Barnabas II. Init: 1d20 + 4 ⇒ (1) + 4 = 5
Marnir. Init: 1d20 + 3 ⇒ (1) + 3 = 4
Ghilda. Init: 1d20 + 2 ⇒ (6) + 2 = 8

Pirate Init: 1d20 + 2 ⇒ (14) + 2 = 16

So the order is:

Pirate 16.
Jane. 15.
Kung. 12.
Ghilda. 8.
Barnabas II. 5.
Marnir. 4.

He yells at the top of his lungs. "It's starting now!" The sound echoing through the small area in the stifling dark.

Your actions now people.


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 throws up her arms, "Well, it's on now." she grabs a pack off of her belt and tosses it at the pirate, who's warning the others.

Alchemist Bomb: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d4 + 3 ⇒ (1) + 3 = 4


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 targets as many of the pirates along the top of the map as possible with a sleep spell....

"A most homophobic over reaction to my gaze, I must admit."


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 launches himself out of his hammock, charging towards the door guard. "Shhhh. No yelling! Supposed to be sneaky!". He draws his greatsword as he moves, driving it point-first at the pirate as if to pin the man to the wall. (drawing as a move action with a 5' step or as a free action with his move, depending on which figure is the guard.)

Greatsword, power attack: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17
Damage, power attack: 2d6 + 6 + 3 ⇒ (4, 2) + 6 + 3 = 15


Are you sure you want to do that?

Narwhale Tate is still drawing breath to scream from the face full of acid and broken glass Jane has just delivered when Kung nearly cuts him in half. Killing him instantly.

Warez. will save: 1d20 - 1 ⇒ (20) - 1 = 19

Slippery Syl. will save: 1d20 - 1 ⇒ (1) - 1 = 0

Barnabas, please put in the save DC of your spells when using them. Fairly obvious who made it and who didn't this time.

Slippery Syl by the other door slips deeper into her sleep, Warez shakes his head and looks around in confusion, but resists the spell.

One dead, one asleep, waiting on Marnir's response.


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

The sudden increase in noise suggests that the plan has already gone awry, and Marnir moves quickly to try and limit the damage to the plan. He moves over to Warez's hammock, drawing his axe as he goes. He reaches the groggy looking pirate and places the blade of his axe against the man's throat, leaning over him with a murderous look on his face.

"Keep your mouth shut or the next thing out of it will be the blood spraying from your opened throat!" Marnir growls at him.

Move Action to get to Warez, drawing my battleaxe as I move. Standard Action to Intimidate him into silence, if that's OK?

Intimidate: 1d20 + 8 ⇒ (9) + 8 = 17


Are you sure you want to do that?

Warez freezes in place, eyes wide with terror. "Sure, sure!" He squeaks. "Quiet as a wee little mouse."

All around the crew is waking up, your gang has the advantage of being ready. The other side is slowly arousing, but are still disorganized at the moment.

Everything hangs in the balance.

Back to Jane's initiative again.

what is the party 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

I think we can still pull the plan off, if we get our side out quickly then jam the doors from the other side. Team Plugg might make some noise, but it significantly cuts down their side's numbers.

Marnir puts his finger to his lips, staring with hatred in Warez's eyes as he steps away from the hammock and gestures to his friends to start moving out of the hold through the doors.


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 moves as Marnir suggested and exits through the door.

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

Ghilda moves through the door too.


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 is likewise out the door quickly....


Are you sure you want to do that?

As you move out you see Sandara, Crimson, Rosie and the others of your gang moving to stand guard over the cowed crew.

The middle hold is dark and still, the ship rocks slowly at anchor, a dim light comes from up the stairwell. The light of the watch lantern on the main deck.

You know that Patch Patchsalt and Kipper stand the night watch. Plugg is in (B7) the captains cabin in the stern, while Scourge is in (B6) the officers cabin in the forecastle.


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 waits by the door, ushering his friends out. "Kung," he whispers as the half-orc moves past him, "make sure that other door is shut tight. Don't want anyone coming up the hatchway behind us."

He then whispers to Sandara. "Can you hold this lot here and keep them quiet?"


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)

After our crew is out, Kung jabs the daggers into the door frame as Marnir showed him earlier to jam the door shut.

Strength: 1d20 + 4 ⇒ (17) + 4 = 21


Are you sure you want to do that?

Sandara nods at Marnir and whispers back. "Easily. Without the officers there to back them they'll keep quiet." She indicates the remains of Narwhale Tate. "And that shows what the stakes are. Makes anybody think twice."

The doors are sealed and guarded.


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 nods at Sandara and makes sure everyone is out before Kung jams the other door closed.

"Right," he whispers to the group, "let's hope no-one on deck has rumbled to our plan. Jane, can you take a sneaky look on deck and see what's going on? Then we'll make our move against the officers."


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 nods her head and moves to the top of the deck. Staying in shadows as best she can and looking around. Then returning.
stealth: 1d20 + 16 ⇒ (19) + 16 = 35
perception: 1d20 + 8 ⇒ (9) + 8 = 17


Are you sure you want to do that?

Using the Mutiny top deck map now.

Jane vanishes from sight as she ghosts up the stairs, peeking around at the top in the dim light of the lantern on the mainmast she notes that Kipper is close to the mainmast and staying still.

Patch is wandering the deck and is closer to the forecastle. He doesn't seem to be patrolling, just strolling aimlessly, stopping every now and then to look over the rails.

Kipper is human, Patch is a Gnome. From your limited interaction with both of them you would say they are scumbags.

Kipper Perception: 1d20 + 9 ⇒ (2) + 9 = 11

Patch Perception: 1d20 + 12 ⇒ (19) + 12 = 31

Jane is unseen by either and slips back down the stairs to report.


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

"Do you think they might turn a blind eye for gold coin"?


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]

"Well.... I don't know if they wouldn't just take our coins after we are already dead."


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 looks a little confused at Barnabus' suggestion. "You mean... not fight them?" There is definitely a hint of a frown starting on his face as he processes this. Was good. I speared the man to the wall. Not good enough? Why not fight?


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 at Barnabus, "Are they close enough together to get them in a sleep spell?"

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

"Either of these two dirtbags booze-hounds? I have some Chelaxian brandy perhaps to ply them with." Ghilda then realizes that the brandy is locked in the room with the rest of the hostile crew.

"I could perhaps cause them to fight each other..."


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

"The quieter we can get rid of them the better. If you can put them to sleep," Marnir says to Barnabus, "then we can gag them and tie them up. Or slit their throats, or throw them into the sea. Whichever really. I wouldn't trust them not to turn on us if we tried to bribe them."


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

"Nay I had but one sleep spell prepared. My thinking is we need a crew we are already short handed."


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

GM, is there much cover on deck? Ship's boats, stacks of cargo, that sort of thing?

"That's that plan cast overboard then," Marnir muses. "We'll be much better off if we can catch them each on their own. Hit one hard, take him down quickly, move onto the next one. Though I like your thinking Ghilda," he says with a smile. "They fight between themselves, one takes down the other then we finish off the one that's left. Can your pirate goddess' magic do that?"


Are you sure you want to do that?

No, aside from the ships boats there are only the masts and the hatch cover, so very little. Ships decks are kept clear for a reason.

Ghilda is thinking of her Murderous command spell, which only lasts a round.

Important! Read my post in discussion before doing anything more.

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