Skull & shackles (Inactive)

Game Master DBH


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Are you sure you want to do that?

Kung

You fail again. Con dam: 1d3 + 3 ⇒ (1) + 3 = 4

Shivikah Fort: 1d20 - 1 ⇒ (5) - 1 = 4

Con dam: 1d3 + 3 ⇒ (3) + 3 = 6

Fipps Fort: 1d20 - 1 ⇒ (8) - 1 = 7

Con dam: 1d3 + 3 ⇒ (1) + 3 = 4

Tate Fort: 1d20 + 2 ⇒ (8) + 2 = 10

Con dam: 1d3 + 3 ⇒ (2) + 3 = 5

With an awful moan Shivikah crumples to the deck, Fipps goes green and follows her.

Just you and Tate left now Kung and he looks near dead on his feet.

As neither of you can make the last DC27 Fort save it comes down to the Con damage to find the winner.

Tate

Con dam: 1d3 + 3 ⇒ (3) + 3 = 6

Kung

Con dam: 1d3 + 3 ⇒ (1) + 3 = 4

Tate collapses like a wet sack of s*%*, do you have any Con left?


Are you sure you want to do that?
Barnabus II wrote:

"Jack do you think that the others you came on with; Sandara Quinn, Crimson Cogsworth, Rosie Cuswell and Conchobar Shortstone; would be likely to back us or at least not try to hard if forced into battle against us?"

"I would like to only take out true enemies with witchcraft."

Seeing the games on the deck unfold seems to be going well until....

"I had thought the penalty of lashes only applied to the first of the rum."

Jack thinks about your question. "Heh. Sandara is already on your side. You've got that Dwarf girl who's another Cleric of Besmara like her. She made a bad enemy of Scourage first night aboard, so she wants friends bad!"

Looking around to make sure he's not being overheard. "Now Rosie girl, she's a tough un! But she hasn't shut up about losing her fiddle to the Quartermaster since she woke up. You get that back for her an she'll be sweet."

He shakes his head. "Crimson I dunno? He's a mean un, don't like anybody and keeps to himself. He do like the dark tales though, eyes light up when someone starts talking about blood'n battle."

You have to drink your rum ration, it's a lashing if you refuse, or are caught disposing of it, either spilling or trading it away.


Are you sure you want to do that?
Ghilda Seaspray wrote:
[dice=Fortitude]1d20 + 3

You bite your lip and take the lashing without making a sound, much to Plugg's fury.

As you are released Sandara comes forward and leads you away.

Either you, or one of the party can heal your wounds, or Sandara will if needed.


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 looks at his empty rum container, "That was a worthy toast, I would say Jack. I think we can get your girl her fiddle back, and I think maybe Kung could talk to Crimson."

Looks at Kung, and realizes that talk will not happen tonight...

"Where do you and your friends bunk?"

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

Chorley leaps to Ghilda's shoulder, looking around nervously after Ghilda stoically took her lashing. Ghilda follows Sandara, and holding back tears, asks, "Can you patch me up, sister? My wounds are pretty serious...." Under her breath, "Both those animals will pay."


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 has a Con of 16. I took 3+4+4+4 damage, so 15; he's at 1 with that last one.

Kung stares at Tate with swimming eyes and slams the final drink back. After two heartbeats, the glass falls from his hand as stars start swarming his vision, and blackness starts to creep in from the corners of his vision. He fights his slide into unconsciousness, calling on an inner reserve he normally only taps in combat.


Are you sure you want to do that?
Ghilda Seaspray wrote:
Chorley leaps to Ghilda's shoulder, looking around nervously after Ghilda stoically took her lashing. Ghilda follows Sandara, and holding back tears, asks, "Can you patch me up, sister? My wounds are pretty serious...." Under her breath, "Both those animals will pay."

Sandara nods bitterly. "Yes, both will pay. You and your friends are doing it right though. At the moment Plugg has his rank to hide behind, and his own supporters. Keep making friends and when you have enough of the crew on your side... Well then it'll be time for a change in leadership won't it?"

Once you are unobserved she casts a healing spell on you. Cure light: 1d8 + 2 ⇒ (8) + 2 = 10

That should remove any damage, and you've got by your first save against addiction, one to go.


Are you sure you want to do that?
Kungrusdak Nosvunkuk wrote:

Kung has a Con of 16. I took 3+4+4+4 damage, so 15; he's at 1 with that last one.

Kung stares at Tate with swimming eyes and slams the final drink back. After two heartbeats, the glass falls from his hand as stars start swarming his vision, and blackness starts to creep in from the corners of his vision. He fights his slide into unconsciousness, calling on an inner reserve he normally only taps in combat.

You make it to your hammock for some very badly needed sleep. You also pick up your winnings and some congratulations from the winners among the audience who bet on you.

Add 20gp to your money, and a hangover from the nine hells themselves. :)

You will recover Con at a rate of 1 per hour, so remember tomorrow you'll still be down. Going to bed now gets you 10 Con 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 and Chorley shiver with the healing Sandara provides. "Blessings of Besmara upon you, sister." Ghilda climbs below to sleep, but will lie awake until her mates come down to discuss anything.

Fatigue Length (hours): 1d8 ⇒ 7


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]

The second Disable Device was to open up an additional chest. The rolled one when I was sneaking away and got over 20.


Are you sure you want to do that?
Louisiana Jane wrote:
The second Disable Device was to open up an additional chest. The rolled one when I was sneaking away and got over 20.

OK, you easily open the locker, it's full of general crap. Adventurers gear worth 10gp or less.

Your second roll fails.

Poison dart trap. attack: 1d20 + 10 ⇒ (8) + 10 = 18

damage: 1d3 ⇒ 1 + poison, roll a Fort save.

You made one 1 perception check which checked the locker, it wasn't trapped. The metal chest was trapped with a poison dart trap.


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 stands impatiently while the gnome looks through the crew's goods. "What's taking so long Jane?" he whispers loudly through the hatch. He suddenly hears a roar of triumph from a group of deckhands and sees an incredibly drunk Kung being heartily slapped on the back.

Marnir turns back to where Jane is working. "Quickly, I think we're nearly out of time."


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 is a little disappointed as she doesn't find anything good in the locker. But as the poison dart fires at her she jumps.
Fort: 1d20 + 3 ⇒ (16) + 3 = 19


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

Jane is a little disappointed as she doesn't find anything good in the locker. But as the poison dart fires at her she jumps.

[dice=Fort]1d20+3

You save. The metal chest's trap is fired, what are you doing now?

Marnir is hissing for you to hurry.


Are you sure you want to do that?

Time to move I think. Jane slips out and rejoins everybody. Her point of damage heals over night.

Everybody gets a nights sleep and wakes up feeling stronger and healthier I hope?.

Day four: Weather. Scorching.

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 ⇒ 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.

Kroop has decided the area has plenty of turtles, so why not take advantage again. Sober?: 1d100 ⇒ 39 Lucky you, Fishguts is sober again! Must be a new record, three days sober.

Jane. Duties: 1d6 ⇒ 3

Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or
Constitution check.
Failing either check results in the PC being fatigued at the end of the shift.

Marnir. Duties: 1d6 ⇒ 2

Rat Catcher: Catching rats and other vermin below decks, 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.

Kung. Duties: 1d6 ⇒ 3

Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or
Constitution check.
Failing either check results in the PC being fatigued at the end of the shift.

As always tell me your Day actions thanks.

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 arises, feeling somewhat better from the events of last night. Both Chorley and she do feel more powerful, possibly from the healing received from Sandara. Ghilda quietly meditates for an hour before the others awake, receiving her inspiration from the Pirate Queen.

Ghilda receives her task from Fishguts, gathers the turtle-hunting tools and heads to the main deck.

Survival: 1d20 + 11 ⇒ (4) + 11 = 15 Ghilda has success again catching turtles, bringing the day's haul down to the galley. Ghilda casts Guidance on herself.

Chatting with Fishguts, she politely asks him, "Cook - we're doing well here. I didn't think I had much skill in the culinary arts or with fishing, but I've learned a lot from you over the past few days. Tell me more about Plugg and Scourge. Any peculiar habits?"

Diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18 (plus one from Guidance)

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

Daily sailor check (if appropriate): Profession (Sailor): 1d20 + 8 ⇒ (6) + 8 = 14


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 feels the magic has realigned within his body for the tasks he has been doing, though he still must endure the climb he no longer has to be concerned with falling from the heights of the crows nest.

Climb 1d20 + 1 ⇒ (5) + 1 = 6
Barnabus fails his first climb check, his hex allows him to land lightly upon the deck, rather than draw attention to it he tries to climb the mast again...

Climb 1d20 + 1 ⇒ (13) + 1 = 14

The day is scorchingly hot, but Barnabus uses the create water orison to keep himself cool through the day.

Perception 1d20 + 4 ⇒ (17) + 4 = 21 for look out duty


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 wakes up feeling not at all refreshed, and gets put to work clearing the ship of vermin. Another day, another degrading job, he thinks angrily to himself. He works alongside a young woman with the demeanour of an experienced hand who clearly can look out for herself.

Day action to Influence Tilly Brackett

"You look like you know what's what on a ship like this. Why have they got you doing such a thankless job? I swear that these officers wouldn't know how to run a crew if Besmara herself showed them how to do it."

Survival: 1d20 + 1 ⇒ (7) + 1 = 8
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25


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

Marnir wakes up feeling not at all refreshed, and gets put to work clearing the ship of vermin. Another day, another degrading job, he thinks angrily to himself. He works alongside a young woman with the demeanour of an experienced hand who clearly can look out for herself.

Day action to Influence Tilly Brackett

"You look like you know what's what on a ship like this. Why have they got you doing such a thankless job? I swear that these officers wouldn't know how to run a crew if Besmara herself showed them how to do it."

[dice=Survival]d20+1
[dice=Diplomacy]d20+7

Tilly is a tough looking woman, she gives you a friendly grin back. "How else is Plugg gonna have anyone to flog if'n he puts the right person in the right job?"

She snorts contemptuously."Slimy sod's only been aboard a year, an already worked his way up to Mate!"

Looking around a bit more warily. "Lotta people above him had bad 'accidents'! Permanent ones, be careful Matey, Plugg's scared a Harrigan, but anyone else who gets in his way..."

Tilly Brackett's attitude shifted to friendly. A shame you failed on the Rat catching.


Are you sure you want to do that?
Barnabus II wrote:

Barnabus feels the magic has realigned within his body for the tasks he has been doing, though he still must endure the climb he no longer has to be concerned with falling from the heights of the crows nest.

Climb 1d20+1
Barnabus fails his first climb check, his hex allows him to land lightly upon the deck, rather than draw attention to it he tries to climb the mast again...

Climb 1d20+1

The day is scorchingly hot, but Barnabus uses the create water orison to keep himself cool through the day.

Perception 1d20+4 for look out duty

You do your job well.

Any actions?


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

"Sounds like he's a bit big for his boots, boots he musta stolen from the people he killed to get where he is," Marnir agrees. "I wouldn't mind seeing him knocked down a peg or two."

Marnir is obviously distracted by his discussion, because he turns out to be a terrible vermin catcher.


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]

con: 1d20 + 3 ⇒ (10) + 3 = 13

Jane mumbles while she works on the decks. She tries to talk to anyone that hasn't been talked too.

diplomacy: 1d20 ⇒ 11

But Jane isn't that talkative herself as she mobs the floor.


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 looks around at the people working in the rigging, if someone is nearby he brings them to the crows nest to cool off with water he magically fills into his waterskin....

Who do I see, it is a hot day concern for there welfare should help....


Are you sure you want to do that?
Barnabus II wrote:

Barnabus looks around at the people working in the rigging, if someone is nearby he brings them to the crows nest to cool off with water he magically fills into his waterskin....

Who do I see, it is a hot day concern for there welfare should help....

At the moment you have Conchobar Shortstone and Barefoot Samms Toppins close enough to talk with.


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

[dice=con]1d20+3

Jane mumbles while she works on the decks. She tries to talk to anyone that hasn't been talked too.

[dice=diplomacy]d20

But Jane isn't that talkative herself as she mobs the floor.

Yup, no result, but no failure either.


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 waves them over....

"Anyone need a drink or some water to place on a kerchief?"

"It is very hot."

Bosley enjoys the water Barnabus gives him to splash in and to drink.....

Diplomacy 1d20 - 2 ⇒ (20) - 2 = 18

He offers eat of them a serving of the dried wandermeal...
"I am an explorer by trade, this is what I eat on long journeys, it is very substantial, but one need consume real food along with it. I am called Barnabus."


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 puts his back into his work, pushing through the throbbing pain in his head. Game was fun last night; not fun today.

Strength: 1d20 + 4 ⇒ (18) + 4 = 22

At some point today, he finds one of the defeated drinkers, either Shikavah or Tate, and attempts to befriend them. "You remember game last night? I won, remember?"

Diplomacy: 1d20 - 2 ⇒ (3) - 2 = 1

Making friends and influencing people, yay!


Are you sure you want to do that?
Barnabus II wrote:

Barnabus waves them over....

"Anyone need a drink or some water to place on a kerchief?"

"It is very hot."

Bosley enjoys the water Barnabus gives him to splash in and to drink.....

Diplomacy 1d20-2

He offers eat of them a serving of the dried wandermeal...
"I am an explorer by trade, this is what I eat on long journeys, it is very substantial, but one need consume real food along with it. I am called Barnabus."

As she works along the upper rigging Barefoot Samms gratefully accepts water. "Handy that!" She grins, quickly quickly soaking her bandanna as well.

Barefoot Samms goes from indifferent to friendly.


Are you sure you want to do that?
Kungrusdak Nosvunkuk wrote:

Kung puts his back into his work, pushing through the throbbing pain in his head. Game was fun last night; not fun today.

[dice=Strength]1d20+4

At some point today, he finds one of the defeated drinkers, either Shikavah or Tate, and attempts to befriend them. "You remember game last night? I won, remember?"

[dice=Diplomacy]1d20-2

Making friends and influencing people, yay!

Ouch! I won't repeat what Shivikah says to you. Shivikah moves from unfriendly to hostile.

Achievement Unlocked! I will kill you deadly!


Are you sure you want to do that?
Ghilda Seaspray wrote:

Ghilda arises, feeling somewhat better from the events of last night. Both Chorley and she do feel more powerful, possibly from the healing received from Sandara. Ghilda quietly meditates for an hour before the others awake, receiving her inspiration from the Pirate Queen.

Ghilda receives her task from Fishguts, gathers the turtle-hunting tools and heads to the main deck.

[dice=Survival]1d20 + 11 Ghilda has success again catching turtles, bringing the day's haul down to the galley. Ghilda casts Guidance on herself.

Chatting with Fishguts, she politely asks him, "Cook - we're doing well here. I didn't think I had much skill in the culinary arts or with fishing, but I've learned a lot from you over the past few days. Tell me more about Plugg and Scourge. Any peculiar habits?"

[dice=Diplomacy]1d20 + 1 (plus one from Guidance)

Fishguts gives you a crooked grin. "What! You mean you haven't noticed anything peculiar about em?"

Lower his voice and turning serious. "Just watch your back girlie, and your friends. Plugg can't do anything too obvious while Harrigan's captain, and Scourge is only brave when he's got the upper hand. It's when we get some action that things will get serious!"

Keeping his eye on the galley door to make sure no ones listening in. "They'll keep trying to get you in the s@%*, turn the crew against you for now. Best to keep your noses as clean as you can, and make some friends yourself."

Kropps attitude has shifted from indifferent to friendly.


Are you sure you want to do that?

At mid-morning Jack Scrimshaw rushes up on deck, looking shaken.

He's been working the bilges today, and hurries over to Mr Plugg, clutching his arm as he does so.

Perception checks for anyone on 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)

Kung eyes the exchange between Scrimshaw and Plugg.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21


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

@Barefoot Sams
"I do my best to be of benefit to my friends and the bane of my foes."

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 Ghilda is hunting turtles, Chorley tugs on Ghilda's braid when Scrimshaw rushes up. "What is it, monkey?"

Perception: 1d20 + 6 ⇒ (7) + 6 = 13


Are you sure you want to do that?

Jane is also on deck.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

She hears what Jack Scrimshaw is saying as well.


Are you sure you want to do that?

Jack is clutching his arm, which has a nasty bite on it. "Somethin' in the bilge water Mr Plugg. Came right out and bit me!"

Mr Plugg looks around, he sends Jack to the ships surgeon and orders your group down to the bilges to deal with whatever it is?

That's all of you, even Ghilda. "Get down there and kill it, whatever it is. And don't come up until it's dead!"

The Bilges (a11)

The lowest deck of the ship, the bilges are a foul, damp place with thick cobwebs above and 1–2 feet of dark, brackish water that stinks abominably below. A ladder leads up to a trap door that opens in the lower hold (area A10), and a single bilge pump rests near the stern.
The bilges also double as the ship’s brig, and six sets of masterwork manacles are fixed to the bulkheads in the forward portion of the deck.

There is a map in the pictures of the bilges. Tell me your position from the numbers I've put on it. And everyone can make perception checks once there.

Note. Due to the heat of the day the bilges count as very hot. DC15 (Fort) save for every hour you are down there.

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

Not wanting another clout from Plugg's knotted rope, Ghilda hustles down to the lower deck to grab and don her armored coat. With rapier at at the ready, she climbs down the ladder and stops next to the ladder in the bilge (position C-1).

Ghilda's eyes adjust to the low light, and she strains to see what is down there. Perception: 1d20 + 6 ⇒ (16) + 6 = 22 While Chorley looks around excitedly, Ghilda casts Detect Magic to the "southeast" of her position.


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 sees Jack's arm and is afraid his healing hex can not yet benefit the man again until later on.

He goes into the bilges and casts Dancing lights, in order to have free floating light sources...

"Have others magical light as well?"

Perception 1d20 + 5 ⇒ (5) + 5 = 10

He places a hand on Ghilda's shoulder....
Just down the ladder D2?


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 was at 5 Con damage at the start of the day; how much of that has healed?

Kung stands up from stoning the deck and follows the others into the ship's hold. He stares at Plugg as he walks past the Mate. He too stops off at his bunk to gear up before heading down into the bilges. He steps away from the ladder (C3) and looks around the space, greatsword at the ready.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


Are you sure you want to do that?

Jane gets her gear and joins you at D-1.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Just waiting on Marnir now.


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 is thankful to be called away from his tedious work, but is less impressed when hears that he's to be sent into the bilges. He grabs his weapons and shield from his locker and follows the others down.

"Aye, I can summon some more light," Marnir replies to Barnabus. He holds out his hand palm up and calls "Ljós!" A small red globe of glowing light appears above his hand, and Marnir sends it down the hatch. He follows the others into the dim bilges and moves around the mast. To position B2

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Are you sure you want to do that?
Kungrusdak Nosvunkuk wrote:

Kung was at 5 Con damage at the start of the day; how much of that has healed?

You have another 3 con back.


Are you sure you want to do that?

Kung and Ghilda see the danger first, even with the light supplied by magic it's still very hard to see the creatures hiding in the black, brackish water.

Initiatives please people.

init: 1d20 + 3 ⇒ (4) + 3 = 7
init: 1d20 + 3 ⇒ (8) + 3 = 11
init: 1d20 + 3 ⇒ (15) + 3 = 18
init: 1d20 + 3 ⇒ (14) + 3 = 17
init: 1d20 + 3 ⇒ (12) + 3 = 15
init: 1d20 + 3 ⇒ (6) + 3 = 9
init: 1d20 + 3 ⇒ (5) + 3 = 8

You face 7 Dire rats. The map is in pictures, Wormwood bilges round 1.

If you beat the highest init for the rats also give me your action.

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

Initiative: 1d20 + 2 ⇒ (2) + 2 = 4


Are you sure you want to do that?

Jane

init: 1d20 + 3 ⇒ (10) + 3 = 13


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

init:1d20 + 4 ⇒ (9) + 4 = 13

"How is this a nest of large rats, hidden on this ship?"

Sense motive DC zero he is referencing the other rats on board.


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]

Seeing the rats, Jane quickly makes a bomb and throws in the middle of them.

Alchemist Bomb: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Alchemist init: 1d20 + 3 ⇒ (10) + 3 = 13


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

Initiative: 1d20 + 3 ⇒ (10) + 3 = 13

"So many bloody rats!" Marnir exclaims, hand moving towards the broad-headed axe at his belt.


Are you sure you want to do that?

Waiting on Kung & Marnir for init.

Jane, wait your turn, I've played an Alchemist myself, I know how trigger happy they get.

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