Skull & Shackles: AP #55 - 60 (Inactive)

Game Master ThatEvilGuy

A night of revelry at the Formidably Maid sees four unlucky patrons become the latest additions to the crew of the Wormwood. Will the newcomers thrive in their new positions or become food for the sharks?


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Game Master

On a ship with so many people, there are people who are watching, but mostly with disinterest, and nobody is suspicious of you.

Everyone is still up on deck, enjoying themselves and nobody has retired for the night yet. Grok would grumble but get you all locker keys.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

When the rest of the new 'recruits' move to go belowdecks, Seijiro will do the same... carefully weaving just enough to look like he drank his tot. He catches the look from Amerdan to Jasmine and glances from one to the other to try to catch the response, then sighs.

Just doesn't matter how we got here, point is to just survive... and find a way off as soon as possible. I doubt except for officers, there's a single volunteer serving on this ship. I wonder if the others could be convinced to take up arms.... Gah what are you thinking! Get yer mind off pipedreams and plan for getting off this damned boat. I wonder how he keeps the ones he's got on board while he's off getting more? Maybe we'll put into another port soon.

His mind races as he stumbles his way down to the crew berths. He gets a locker key from Grok, though he has no use for it as yet, then hangs a hammock for himself near the others. No need for a locker, 've got nothing to store that isn't tucked safely inside my haramaki. Anyone sticks a hand inside that is likely to lose it. He smiles to himself a little as he considers that unlikely event.

He curls up in his hammock and lets out a soft sigh as he feels the gentle rocking of the ship. He fights sleep as the others hang their hammocks nearby. Now is a good time for some quiet conversation.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

She gets up and heads below decks with the others. She nods at Sandara's words, replying, Aye. Aye, but I still don' wanna drown. I've heard stories an'..."

Sense Motive DC 11:
Bluff: 1d20 - 2 ⇒ (13) - 2 = 11
Allysen seems to have a phobia of drowning, and there was some bitterness edging her voice when she said whore.

She grabs a hammock and ties it up close to the others. She gets in and lies down, but doesn't go to sleep just yet.

I think this ship be cursed.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine begins, "I have good idea that Amerdan is some sort of healer, and Seijiro you are nimble on your feet, not too sure about you Allysen, and I am skilled in the arcane arts which is why I need my bird back," staring at Allysen when he speaks those words.

Sandra got me my spellbook, now what are you talents and needed gear," speakign matter of factly.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro relaxes a little visibly and looks around, sees none of the rest of the crew down below yet. He whispers softly, Yer right, I try ta be nimble... I sneak pretty well, have a little skill with locks and such, and I look human, but well, 'm not. As for gear, I could use my rapier back if it's with the quartermaster, and maybe my other dagger back. A whetstone would be handy as well.

He bites his lip slightly as soon as he's done talking. You allus talk too much, idiot. Well, at least it seems you can trust these three, they came on with you and are here no more willingly. Gotta trust someone...


Game Master

Allysen, before you left Sandara would have given you back one of your many, many daggers so now you can two-weapon fight again when the time comes!


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

Once Allysen is settled into her hammock, Amerdan kneels beside her and begins to rummage through his spell component pouch.

Please let there be something of use in here...milk of pesh, vervaine, anything...

Amerdan attempts a Heal check to treat deadly wounds, DC 20, taking a -4 penalty for lack of a healer's kit.

1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17

Amerdan attempts to put together the right combination of herbs from his spell component pouch, but nothing comes together.

This is pointless, I need REAL herbs if I'm to help anyone here without the aid of magic.

Amerdan reaches into the pouch one last time and pulls out a sprig of mint and offers it to Allysen.

"Here, it's the last I have. It's enchanted Slumbersprig, it will help you sleep."

Bluff check to convince her that it's efficacious: 1d20 - 1 ⇒ (20) - 1 = 19


Game Master

Oh, I forgot to mention, many of the pirates are visibly carrying weapons. The only reason why Sandara is being sneaky about it is because she doesn't want to tip her hand that she's helping you guys out more than she'd normally be expected to from being a priestess. So, when you start getting equipped again, you can display your weapons openly. Just don't draw them on any of the crew unless you want trouble.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

ah good to know... i will amend my post a little then


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

"More than a healer, I confess."

Amerdan looks around to make sure that they're the only ones in the berth before continuing.

"I'm a witch."


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

"I have few items that I lost, a quarterstaff and dagger but if we are counting on me hitting something," she smirks and laughs. I'm much better with my book, as I tap it, parchment, pen and ink so I can write as many scrolls as possible. The more I write, the more I can cast, to help and by the looks of thing...."her voice trails off.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

A witch? Witches are supposed ta be women, aren't they? That's different anyway. But they dunno your secret yet, boyo, only that yer not human. They don't know how much not human you are. So what's wrong with a male witch?

He shifts slightly to ease the pain in his back and shivers a little in the cold, wishing he could change forms and be warm. Where are you Hijiro? Are you still home safe? I could use a brother right now. He sighs deeply and listens a little for the secrets the others might share.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

"... we need all the help we can get? Seijiro finishes Jasmine's unfinished sentence with what seems appropriate... then chuckles softly. So true, more true than I'd like.


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

"I also have a plan."

Amerdan tries to press past his confession. Better that he be feared out of superstition than taken for a simple healer by observation. Bethesda used to tell him that the fear that the people of Drenchport had for the two of them was their first line of defense.

If these people are to be trusted, they should know now. That way, when word of my nature inevitably gets out I may yet have allies.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine perks up when Amerdan mentions having a plan. "Yes.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

"A plan?" We just got here, haven't finished exploring this boat or learning all the crew and officers yet... how can he have a plan? Still, worth listening. Perhaps a witch has knowledge I don't.


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

"Well, perhaps 'plan' isn't the best word, but I have an idea at least of how to further avoid some small measure of these pirates' domination.

The rum that they served us was strong. Too strong as Sandara pointed out. Clearly, they're trying to use it to keep us subdued. It's so transparent, it's insulting, really.

Once I've rested, I'll have the ability to putrefy as much rum as we need to keep them from serving it to us. NO ONE will want or be able to drink it once my spell's taken hold. All we need to do is locate the rum and sabotage it without notice before the rations are handed out again tomorrow."


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro chuckles at that idea. "That's a handy talent, that it is. We'll have to poke around to find it, but if it's not stored in the galley, it could be in any hold, or kept under lock and key by the officers. Might be hard ta get close to. Still if there's locks involved, I'm yer man... at least I can try. Not sure I'm willin' ta risk the lash again tho... not again. Already suffered fer bein' cocky.

I'd just as soon pour the stuff out each night, but eventually I could get caught doin' that too. He shivers again, but this time not from the cold.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Smiling and nodding, "No...that is a plan. I will even learn the prestidigitation spell tomorrow to make sure you are clean after your bilge duty, that is for coming up with the plan." winks at the witch.

"We need to learn the layout better, I've been all over the ship today in my runner duties. I would not be surprised if we get bullied individually."


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

Amerdan smiles weakly. He's glad that he's been able to prove his worth and intelligence, achieving what he perceives as a modicum of acceptance in spite the darkness surrounding his profession.

"Agreed. This vessel is surprisingly vast. We may also need a distraction so that we are not discovered. It is unfortunate that I am confined to the bilges. A spell of unluck on one of Plugg's toadies that would lead to a disastrous mistake on deck could mean the lash for one of them. A suitable distraction and an even more suitable substitute to our hides.

Jasmine, was it? Do you know any such spells?"


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

@ Jasmine: About the Bird

"Then talk to the cook tomorrow."

Allysen waves away the proffered sprig.

"I'll be fine. I just need to think."

As the others talk about plans to sabotage the rum rations, she can only think about the lashing, and potential lashings, she had gotten.

If they think that'll work, then they are stupider than I am.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine's high cheek bones glow at the idea she has developed, "Well, I could convince the crew that one of their own is cursed." Her pouty lips turn up into a devious smile, "I could create a dead calm around one of the crew members,...sucking the breeze out from around his person. Nothing quite as unsettling to a sailing vessel than a dead calm.'


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Continuing in her explanation, "Its been breezy, and if a crew member is identified as not having his or her hair flowing in the air, or lack of wind about his person, the crew could panic."

Alter Winds Spell


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro chuckles at the idea, then stops. They know there are casters aboard... I hope such a prank doesn't land punishment on everyone with magical abilities. or fer that matter on everyone new.

He scowls in the darkness. The sailors might be superstitious enough to believe in such a curse, but Plugg and Scourge probably won't fall for it.


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

"A clever subterfuge. Just be certain that you place the suspicion on someone who deserves to feel the lash. After what we've all been through today, we shouldn't be careless of whom we afflict this fate."


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

"Someone will need to walk by and ...'NOTICE" the lack of wind and cause a commotion so Scrouge and his croonies will investigate.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine is satisfied there is a beginning of a group and plan coming togther, she decides its time to center herself. Slowing her breathing, closing her eyes, taking deep cleansing breathes as her mind begins to ease and drift. Repeating this process until a wave of calmness transpires, her body gradually relaxes. A calm spacious feeling is achieved as her nightly medidation is achieved. A natural rest manifests itself in her tired Elven body.

Unless some disruption happens during the night, she will rest for 4 hours then bring herself out of her trance like state. Feeling somewhat renewed.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro, comforted by the gentle rocking of the ship and his hammock and the soft voices of his new companions, lets the days travails fade away into the blackness of sleep. He dreams of open water skimming under a sleek prow and the moonlight like diamonds on the ocean's surface.

He only half wakes when the rest of the crew comes down to seek their own hammocks. He feels under his haramaki for his two precious belongings. Once he's sure they are secure, he drifts back off to sleep again.

Seijiro wakes early though and lays in his hammock for a while, mulling over yesterday, trying to sort reality from nightmare. Finally, sure that the previous day wasn't some horrible dream, he wakes fully and slips off his hammock and heads on deck to greet the morning.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine, being true to her word, studies her special book before anyone else wakes up. Thinking about the possible spells she would need for the day, she replaces her detect magic spell with prestidigitation. Shuttering at the thought of not having detect magic prepared. She replaces spark with ghost sounds. A back-up plan reveals itself. Reviewing her spells in her mind, she believes her choices are good...If only I could do more.

Jasmine looks around the bunk area to see if any other crew members are watching.

Perception: 1d20 + 0 ⇒ (17) + 0 = 17

Not noticing anyone stirring or watching her, she casts her spell careful not to overly clean the witch. Leaving a few areas of dirt and grim on his clothing. No need to cause alarm that the man is stealing water.

stealth: 1d20 + 3 ⇒ (12) + 3 = 15 - Looks like one of the crew members may have been stiring and seen her if its a DC20 Stealth for spellcasting.

Satisfied with the results, she nestles back in her hammock.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Allysen falls asleep not long after hearing the others' plans to sabotage the workings of the ship's crew. She didn't plan on telling Mister Plugg or Mister Scourge. She just hoped they knew what they were doing.

About eight hours later, around the first crack of Dawn, she wakes up. She rolls out of the hammock and checks to make sure both knives are still in her boots where she put them. She'd have to thank Sandara properly when she got a chance. Seijiro gets up not long after that, and she follows him out on deck.

Just hope we don't get whipped for being early.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

When everyone begins to stir and get up, Jasmine follows their lead and heads to the deck for the daily duties.


Game Master
Jasmine Rose wrote:

Jasmine is satisfied there is a beginning of a group and plan coming togther, she decides its time to center herself. Slowing her breathing, closing her eyes, taking deep cleansing breathes as her mind begins to ease and drift. Repeating this process until a wave of calmness transpires, her body gradually relaxes. A calm spacious feeling is achieved as her nightly medidation is achieved. A natural rest manifests itself in her tired Elven body.

Unless some disruption happens during the night, she will rest for 4 hours then bring herself out of her trance like state. Feeling somewhat renewed.

Just as a reminder, elves do not "reverie" or "trance" in Golarion (or Pathfinder in general). That was something in 3.5 that never made the transition. They sleep like everyone else. James Jacobs has a post somewhere explaining the why's but I'm too lazy to quote it.


Game Master

Before everyone gets on deck...

"In a hurry?", says a pirate that seems to have been waiting in the stairwell as you're making your way up towards the deck. You all notice four pirates blocking the way, Aretta Banison, Fipps Chumlett, Jaundiced Jape, and Slippery Sy Lonegan if your memory serves from what Sandara told you the night before while pointing everyone out.

The one who spoke, a fat, ugly bald man that you're pretty sure is Fipps, takes a step forward and pushes Allysen back a step. "Ye ain't goin' anywhere.", he says as he spits on the deck in front of the girl and raises his fists...

Roll Initiative!
The pirates get 1d20 + 2 ⇒ (10) + 2 = 12 to their Initiative


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14
GM --- Skull & Shackles wrote:
Jasmine Rose wrote:

Jasmine is satisfied there is a beginning of a group and plan coming togther, she decides its time to center herself. Slowing her breathing, closing her eyes, taking deep cleansing breathes as her mind begins to ease and drift. Repeating this process until a wave of calmness transpires, her body gradually relaxes. A calm spacious feeling is achieved as her nightly medidation is achieved. A natural rest manifests itself in her tired Elven body.

Unless some disruption happens during the night, she will rest for 4 hours then bring herself out of her trance like state. Feeling somewhat renewed.

Just as a reminder, elves do not "reverie" or "trance" in Golarion (or Pathfinder in general). That was something in 3.5 that never made the transition. They sleep like everyone else. James Jacobs has a post somewhere explaining the why's but I'm too lazy to quote it.

I did not know that. Interesting, I don't think anyone in my regular table top game ever caught that nuance.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Inish: 1d20 + 5 ⇒ (9) + 5 = 14 HA!

Allysen shrugs, then bolts for the deck, using her smaller frame to her advantage and tries to weave around the pirates.

That's four acrobatics checks, right.
Acro: 1d20 + 3 ⇒ (15) + 3 = 18
Acro: 1d20 + 3 ⇒ (7) + 3 = 10 ow.
Acro: 1d20 + 3 ⇒ (4) + 3 = 7 ow.
Acro: 1d20 + 3 ⇒ (2) + 3 = 5 and ow.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Looking up as she is startled by the 4 pirates:

Initiative: 1d20 + 8 ⇒ (4) + 8 = 12


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro seems surprised to find they aren't allowed on deck in the morning, and glowers at the pirates blocking the way.

[init] 1d20 + 4 ⇒ (18) + 4 = 22


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

As whispered discussions of the plan slowly disintegrate into nothingness, Amerdan makes his way to his hammock. Sleep comes quickly and thoughts of freedom usher him into a gentle slumber.

The following morning, Amerdan dons his soiled robes once more, preferring the rough canvas of the hammock against his skin to the crusted grime and sewage of the bilges. As they move to ascend the stairs that lead to the main deck, Amerdan's eyes narrow at the four figures awaiting them.

This CAN'T be good...

Combat, yes! Time for a test drive...

Are my spells the ones that I have prepared from yesterday?

Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Based on how poorly my first rolls of the day are, I'm gonna go out on a limb and say that Amerdan is probably not a morning person.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Initiave order looks like:

Sejiro

Allysen
Thugs
Jasmine (my initiative is one lower)
Amerdan


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Allysen somehow ended up in front of Seijiro so there's not much he can do on his initiative except delay for the time being, so ... that said, he does speak, while delaying his actual action.

"Just heading up on deck for a little fresh air..." He tries to sound innocent of any wrongdoing, because as far as he knows, they are, so it's not really a bluff.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Where is the activity taking place? In the doorway to the room, the hallway, stairway? Can you tell us the width of the area and distance between the baddies and ourselves when we first encountered them? Also, is there any gaps between the pirates...as in they are 2 by 2 coming at us?


Game Master

The activity is taking place at the entrance to the stairwell. They were loitering about the stairs when you guys started making your way up from the lower deck and they're all crowded there.

As Seijiro starts to speak with the pirates (you still have a full-round worth of actions to take, if you wish), Allysen tries to dart and weave through them, but can't find an opening between Fitts and Aretta (Acrobatics DC 20 to move through their space; failing this check causes you to lose your move action however you do not provoke as they're currently flat-footed; you still have a standard action, Allysen). Fitts grins nastily, "Ye ain't goin' nowhere, ye lil' b+@+!!" and tries to swing his fist into Allysen's gut (this provokes an AoO from Allysen) 1d20 + 3 ⇒ (13) + 3 = 16 and hits her for 1d3 + 1 ⇒ (2) + 1 = 3 points of nonlethal damage.

(It's Jasmine and Amerdan's turn to go now)


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine will take a 5 ft step back to make sure she has distance between herself and the enemy, also to make sure her group is not in her immediate 5 ft radius. Jasmine then casts grease, "Greasoi,"in an elven toungue, covering the 5 ft area where the lead Pirate is standing, splattering the 10ft radius.

Its a DC 10 Acrobatics, if that fails then reflex save.


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

Amerdan takes a step back, narrows his gaze, and holds up his arm parallel to the floor. His fingers are all pointed down towards the floor and readies an action to cast daze on the first person that tries to attack him. Will save, DC 14 negates.

If someone tries to attack him, Amerdan's hand, flat and fingers together, swiftly flips upwards, fingers to the ceiling and his palm now facing the oncoming foe.

He whispers a single word, "Immpedreth."


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro looks around quickly and grabs anything he can use as a weapon - a belaying pin, a tackle block, a length of rope... - and he picks it up if there is such a thing, and stands ready to use it next round.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I'm getting ready to run out my Sat game and won't be back till after midnight. Here are Jasmine's actions.

Combat:

Rd#2 She baits the pirates to come forward and cross the grease area. She positions herself within 5 ft of as many enemies, as possible. Trying to avoid damage to her allies. Anyone getting wihtin 5 ft of her she will use her SU ability: Lightning Flash, 1d6+1 damage, plus 1d4 Rds dazzled. Reflex DC 14 negates dazzled effect and 1/2 damage. There is no AOO with Supernatural abilities.
This effects all creatures within a 5ft radius of Jasmine.

Rd3-8 Repeat Lightning Flash, 5 ft steps in necessary.

Jasmine will make sure all assailants are dead, remember she is LE. No escape. If then make the scene look like the group were fighting each other...inflict knife wound and place knives in hands. She will, also, loot bodies for coin and weapons. No love loss here and it sticks to her alignment and sends a message.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Good luck everyone.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

One of the rules is no killing. That earns a keelhauling.
Allysen hasn't been hit yet, so.

Allysen tries again, this time bull rushing the pirates.

Bull Rush: 1d20 + 3 ⇒ (3) + 3 = 6 Well not this round.


Game Master

Fitts tries to keep his footing (1d20 + 2 ⇒ (14) + 2 = 16 Reflex save) and manages to keep from falling. The spell spreads farther up the stairs (10 foot radius) and Arreta feels herself start to lose balance (1d20 + 2 ⇒ (19) + 2 = 21 Reflex save) but manages to hold steady. "Bloody witch...", hisses the lead pirate. Allysen tries to push him back, but the fat pirate is too solidly planted, even with the effects of the grease spell below him. Seijiro picks up a belaying pin (-4 penalty to hit due to it being an improvised weapon; 1d6 points of damage on a successful hit). As he picks it up, all the pirates start backing up, except for Fitts.

"Bringin' a weapon to a fistfight, are ye? Two can play that game." He reaches into his belt and draws a dagger (that was his move action).

All actions have been exhausted. Back to the top!


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

actually due to trait rough and ready, seijiro is not at minuses to hit with a belaying pin... but he's also not taking any offensive actions

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