Skulls and Shackles Campaign (Inactive)

Game Master Tyranius

Disrespute / Infamy = 18/18
Plunder = 15/15

Maps:
Isle of Empty Eyes | Tactical Map |
Man's Promise | Man's Promise (Key) |

Loot List: Plunder List


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Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24Bracers
spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24Harpoon
spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16Wand
spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21Potion
I guess those bracers are bracers of armor so quite good for Viviana,
the harpoon maybe for our bloodrager and the wand I am sure will find good use with our shaman.
Jack will also offer his mw shortsword to Crimson Cogwell and his rapier to Sandara.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

So, shall we cut our losses and head out, or do we want to finish exploring these caves?

Charles nods gravely to Sandara.

"Thank-you (and Besmara!) for the healing. It is much appreciated."


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

IDK, if we want to take over the ship, I would potentially prefer to avoid a lot of future combats, especially if they have conditions that are difficult to heal (like poison x_x). If we could rest before heading to the ship, it wouldn't be a problem, but iirc if we rest then the ship leaves without us which would be a bit of a bugger.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

I think we should rest, personally - those that are poisoned will heal 3 Str, we'll have spells back, etc. If we can finish clearing the caves and get whatever loot there is to be had before we rest, then all the better. Speaking of which...

GM, I didn't understand your answer to my earlier question. Specifically, Aishe is interested in killing the undead at the bottom of the pool, in case they have any loot, etc. They don't have reach, she does, and it seems like they're not particularly able to retaliate. Do you want me to roll swim/attack/damage rolls?

In case the answer is yes...:

Swim: 1d20 + 8 ⇒ (12) + 8 = 20
Attack (Boarding Pike of Repelling): 1d20 + 5 ⇒ (16) + 5 = 21
Damage (Boarding Pike of Repelling): 1d8 + 4 ⇒ (3) + 4 = 7

Swim: 1d20 + 8 ⇒ (19) + 8 = 27
Attack (Boarding Pike of Repelling): 1d20 + 5 ⇒ (15) + 5 = 20
Damage (Boarding Pike of Repelling): 1d8 + 4 ⇒ (1) + 4 = 5

Swim: 1d20 + 8 ⇒ (17) + 8 = 25
Attack (Boarding Pike of Repelling): 1d20 + 5 ⇒ (20) + 5 = 25
Damage (Boarding Pike of Repelling): 1d8 + 4 ⇒ (5) + 4 = 9

Swim: 1d20 + 8 ⇒ (5) + 8 = 13
Attack (Boarding Pike of Repelling): 1d20 + 5 ⇒ (17) + 5 = 22
Damage (Boarding Pike of Repelling): 1d8 + 4 ⇒ (6) + 4 = 10

Swim: 1d20 + 8 ⇒ (18) + 8 = 26
Attack (Boarding Pike of Repelling): 1d20 + 5 ⇒ (2) + 5 = 7
Damage (Boarding Pike of Repelling): 1d8 + 4 ⇒ (4) + 4 = 8

Swim: 1d20 + 8 ⇒ (9) + 8 = 17
Attack (Boarding Pike of Repelling): 1d20 + 5 ⇒ (19) + 5 = 24
Damage (Boarding Pike of Repelling): 1d8 + 4 ⇒ (5) + 4 = 9

Swim: 1d20 + 8 ⇒ (10) + 8 = 18
Attack (Boarding Pike of Repelling): 1d20 + 5 ⇒ (4) + 5 = 9
Damage (Boarding Pike of Repelling): 1d8 + 4 ⇒ (5) + 4 = 9

Swim: 1d20 + 8 ⇒ (13) + 8 = 21
Attack (Boarding Pike of Repelling): 1d20 + 5 ⇒ (17) + 5 = 22
Damage (Boarding Pike of Repelling): 1d8 + 4 ⇒ (6) + 4 = 10

Swim: 1d20 + 8 ⇒ (8) + 8 = 16
Attack (Boarding Pike of Repelling): 1d20 + 5 ⇒ (2) + 5 = 7
Damage (Boarding Pike of Repelling): 1d8 + 4 ⇒ (3) + 4 = 7

Swim: 1d20 + 8 ⇒ (13) + 8 = 21
Attack (Boarding Pike of Repelling): 1d20 + 5 ⇒ (13) + 5 = 18
Damage (Boarding Pike of Repelling): 1d8 + 4 ⇒ (7) + 4 = 11


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

@Aishe: As per the Heal skill, you either heal 2 points of ability damage per full day of rest, or 4 if you have someone providing dedicated long-term care. (Unless I am missing a house rule that it is one point per level?)

As to continuing or resting, I don't mind either way - I just wanted to open-up a discussion on it, so that we had a *choice* :-)

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@Aishe]- I was good with you just taking 10 on swim and killing them with reach as yes they are chained down below and unable to move around much to defend themselves.

Jack recognizes the equipment to be:

Lesser Bracers of Archery
Potion of Cure Moderate Wounds
Vindictive Harpoon

Vindictive Harpoon:
This +1 returning harpoon (Pirates of the Inner Sea 18) is
made from the jagged, scrimshaw-carved tusk of a narwhal
attached to a 50-foot length of woven sinew. Unlike most
thrown weapons, a vindictive harpoon functions as well
underwater as on land, and its wielder takes no penalties on
attack rolls underwater

Sandara sees Jack looking over the gear and begins to explain to him the special properties of her hat that she gave to him. Jack is not able to identify the wand's properties. Though he just witnessed it :)

Besmara's Tricorne:
This black leather tricorne hat is weather-beaten and saltstained.
It grants its wearer a +2 competence bonus on
Profession (sailor) and Swim checks.
If Besmara is your patron, once per day you can speak
a command word to transform the hat into a small ship’s
boat such as a cutter, jolly boat, or longboat (see the Skull &
Shackles Player’s Guide). The boat is 20 feet long, has two pairs
of oars and a single mast with a square sail, and can carry up
to 12 passengers and crew. Upon command, or after 8 hours,
the boat returns to hat form, dumping out any occupants.

While Jack is identifying items Aishe dives back below using her boarding pike to finish off the remaining undead. Sandara and Cog both turn to Charles. It is up to you of course be I would have to agree, as I am sure Cog does that we would like to leave this place as soon as possible. Wiping some of the grime from her face she also states. Jack is right. I believe that our time is now to move against Plugg and Scourge's crew, but how do we do it?

I will place a small list of unidentified items in the campaign tab to help keep track of.

Item's left unidentified

Wand
Whale skull containing 10 different scrolls

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and to reiterate a past topic from when you landed on the island

Mister Plugg wrote:
Mister Plugg retorts They probably washed overboard during the storm. Within moments Jape rushes forward to Plugg and Scourge letting them know that the ships fresh water barrel burst when they ran aground and is now empty. Mister Plugg glares at the four of you You four. Take the ships cutter and a couple of empty barrels and find fresh water and supplies on the nearby island. I will not be consuming any of the magical garbage. The repairs will be completed in a day and a half. The ship will sail at the first high tide after the repair. If you do not return by then the ship will leave without you.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Charles nods.

"Fair enough. I am quite happy to leave... but on the way out, shall we check that small chamber with the grate that we noticed on the way in?"

He then turns to the others.

"How much time, exactly, do we have left?"

I am waiting for Jack to cast Read Magic to tell us what the scrolls are ;-)


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

GM, what time is it currently. If it was early enough, we could rest now, then wake up fully regenerated in the middle of the night or something, take the boat + the hat boat, and then sneak attack the ship. Sure, they might have a lookout or something (hey, it could be a crewmember we befriended) but I would rather we make our approach at a time Mr Plugg would be caught be surprise

I'm just having visions of something like Pirates of the Caribbean where we sail our boat up to the mothership and we get destroyed by cannon fire or something


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Did we rest on the island?
If not, it should be late afternoon or so and we for sure can take a quick nap. And is apart from Jack someone into ranged attacks? Now would Jacks plan work to hide 2-3 people in the barrels? I mean they should be quite big to hold water for so many people for days

Well we have some huge barrels for transporting water. Now if we hide our newfound friends we can arrive on the ship and make a pickaboo."


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

Anyone still injured after Sandara's healing? I have plenty of healing left. Also Viviana, do you want a Lesser Restoration, or shall I use it on myself?

Once things have calmed down, Somia will examine the remaining items:
Spellcraft - Wand: 1d20 + 6 ⇒ (18) + 6 = 24
Spellcraft - Skull: 1d20 + 6 ⇒ (4) + 6 = 10 Presume Jack will be read magicking anyway, but y'know
Spellcraft - Potion: 1d20 + 6 ⇒ (16) + 6 = 22 Assuming you have it with you and don't mind her taking a look

"So we've joined you in the planning of a mutiny have we, you've been more than welcoming to us, so I have no objection to assisting - though I'm not a sailor... I do have other talents though."
After listening to Jack's suggestion.
"It wouldn't be the first time I've been smuggled onto a ship, of course it's not usually for the purposes of assisting a mutiny, but I'm willing if you are"

If we don't have an archer, I'll take the bracers, they do give proficiency in bows instead of its other effects.


jack is a knife thrower. Point blank shot, rapid shot, precise shot jack will of course give everyone a c look. Its not his loot smile its our loot


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

I'll have the restoration!!!


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

As you wish
Lesser Restoration: 1d4 ⇒ 4 Well that worked out nicely for you.

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The timeframe is just going into evening as you have spent most of the day traversing the island, getting water and exploring this cavern.

Somia recognizes the wand to be a wand of Summon Natures Ally II with 12 charges remaining and also the potion to be a potion of cure moderate wounds.


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

So are we sneak attacking the Man's Promise? (is that the name of the boat, idr)

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That is the name of the boat Viviana. Up to you all how you wish to proceed with the island/boat/mutiny.


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

"The wand is of no use to me, it summons animals if you're talented in that way already."

"I suppose if you're trying to take a ship here would be as good a place as any, leaves you with an option of retreat should it all go wrong."


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Can I use the bracers till we reach the ship, I think no one has a bow anyway. Afterwards you can gladly have it.
GM: Would the 4 others in the barrels work?

"Ok we have 2 prime targets. Booth are easely identifyable. They wear whips and they are DAMN UGLY. I would assume they will hide behind some deckhands. Those are stupid, but we need them to sail the ship!
As soon as we are on the ship, I will challenge Pug for the leadership position. Sandara, could you bless us? Aishe, you start to sing and try to attack Plug with our great Charles.
Viviana and Somia.... will attack scourge. And I will attack from afar and direct the battle? Do you think that will work?"

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@ Jack-You would lose a bit of water from the barrels but I do not see why they would not be able to fit.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Who wants what from the loot. Pray tell.


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

Nothing in the loot interests me


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

feel free to take the bracers, though I didn't think they did anything without a bow?

"I'm a little weak at the moment, but I can at least heal the wounded and I have my charms. I can't see your crew launching in the dark, so we probably have until morning before we need to strike."

Also anyone got a read magic for the skull scrolls?


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

OH good catch. Ha maybe I will switch to bow. Saving myself a feat.

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So far I have for the plan is to find a good spot to rest for the evening and leave the island in the morning to mutiny the ship with Charles, Somia, Viviana and Cog hidden in the water barrels. If no one has an issue with this plan then I will continue with it tomorrow evening so if you would like to change anything or add anything.


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

I guess this is ok, I hope Plugg doesn't turn against us before we betray him though, since its hard to enter combat trapped in a barrel.

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sorry meant Sandara not Viviana


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

If we're resting up Somia will cast Lesser Restoration on herself before climbing into the barrel.LR: 1d4 ⇒ 2

Also someone might want to carry my spear, if Jack or one of the others wants to carry Maradya (my familiar) on his shoulder as well, it gives an extra pair of hands, albeit tiny ones, in the event everything goes wrong. I've also amended my spell list for the day

Before climbing into the barrel Somia looks at Maradya, "Come on, this is hardly the worst thing you've seen me do." the small monkey just cocks its head. "I'm not expecting you to climb with me, stay with Jack - he seems... trustworthy." the monkey makes a small noise then scurries over to Jack and climbs up to perch on his shoulder.
Somia inclines her head towards Jack and climbs into the barrel.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

"If you want, you can climb on my shoulder. You are Maradya, and let´s make a deal. You help me with my daggers and I will give you a nice treat. I would like one silver ingot into the sea as donation for besmara. We might need any help we can get, and having her on our side will be sure beneficial. Sandara, could you lead us through the ceremony?"


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Sorry for the delay in posting - I had an absolutely crazy weekend, between lack of internet, lack of sleep, and excess of work, and am only now getting back to this stuff...

Aishe studies the skull, attempting to determine the spells contained therein.

Spellcraft 1 (DC 20 + spell level): 1d20 + 5 ⇒ (16) + 5 = 21
Spellcraft 2 (DC 20 + spell level): 1d20 + 5 ⇒ (15) + 5 = 20
Spellcraft 3 (DC 20 + spell level): 1d20 + 5 ⇒ (1) + 5 = 6
Spellcraft 4 (DC 20 + spell level): 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft 5 (DC 20 + spell level): 1d20 + 5 ⇒ (6) + 5 = 11
Spellcraft 6 (DC 20 + spell level): 1d20 + 5 ⇒ (11) + 5 = 16
Spellcraft 7 (DC 20 + spell level): 1d20 + 5 ⇒ (8) + 5 = 13
Spellcraft 8 (DC 20 + spell level): 1d20 + 5 ⇒ (17) + 5 = 22
Spellcraft 9 (DC 20 + spell level): 1d20 + 5 ⇒ (9) + 5 = 14
Spellcraft 10 (DC 20 + spell level): 1d20 + 5 ⇒ (9) + 5 = 14

In addition, she offers a place in her satchel to Maradya, as she has a monkey familiar of her own. I should probably name you, hmmm?

What loot is currently unclaimed? I'm interested in, but more than willing to let someone else have, Sandara's hat. Also, Aishe can use shortbows - if nobody wants the bracers, she'll take 'em, but it's only an additional +1 to hit, so not a big deal either way.

As far as the plan goes, I'm fine with it, as long as they'll be able to get out of the barrels easily enough.


Maradya looks between Aishe and Jack, but stays on Jack's shoulder for now.

Fine with you keeping the Bracers if you like Aishe, though I don't think any of us actually have a bow to take advantage of the situation.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Aishe does (it was on her initial equipment list, and she got all of her equipment given back from the captain), but it's not a big deal either way.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

"Could you lend me the shortbow? You are so awesome with the pike and I can rain arrows from afar!"

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The party leaves the confines of the mostly explored caves as they find a spot to rest for the evening hours.

gm roll: 1d100 ⇒ 9

During the night the group hears buzzing in the trees and the sounds of wild animals in the distance but otherwise have an uneventful evening.

Awaking early enough to get their plan into motion the group gets the barrels to the beach in time to place Their new recruits and Sandara and Cogs into their own barrels. As they get in some water sloshes from the barrels onto the sandy beach near the huts.

With the barrels loaded into the boat and everyone sitting as comfortably as possible the group makes their way towards the Man's Promise. Within the hour the boat gets close enough to be raised back on board where some of the sailors are there to greet you and help get the barrels onto the ship.

Soon you see Mister Plugg come out from his cabin with Master Scourge close behind as always. What in the hells took ye so long to get fresh water? Any longer and I was going to leave you. Ye knows what? Jest because ye took so long Jack will get to lead us in the bloody hour tonight. Mister Plugg begins to point to a few of the surrounding pirates Get these barrels down to the bilges. Now! The young pirate then turns towards Master Scourge and whispers in his ear as he grasps at his cat o nine tails and his whip.

gm roll: 1d4 ⇒ 1

Perception DC 15:
Mister Plugg almost looks to be greatly disappointed that you are back but soon you see a glint of glee in his eyes. You hear a few minor words of his whispered conversation like kill him in his sleep tonight.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Aishe hands over her shortbow and quiver to Jack, knowing that she will have plenty to do with only her pike.

A couple of questions: was there anything else to do and/or find in the caves we were in? Was the plan for us to take over the ship as soon as we and the barrels were on board? If so, I've got a way to kick it off...:-P


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

I was planning on getting really close to Mr Plugg, then triggering my surprise round and hitting him really hard. If Aishe has a more sophisticated way to kick it off, then go ahead!

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There was not anything real huge left in the caves. A trap that could possibly one-shot TPK and a whole slew of those grindylows. You guys basically got all of the good stuff.

@ Aishe-It is all up to you guys if and when you mutiny.

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Aishe also recognizes a few of the scrolls as:

- Scroll of Alter Self
- Scroll of Color Spray
- Scroll of Slow

You recognized 1,4 and 8


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

"Belay that order!"

Well, I guess I can't stop there. Let's hope I haven't totally misjudged things. As Mr. Plugg's mouth opens to order her keelhauled, Aishe continues, addressing the crew. "In fact, I encourage the lot of you to ignore this man completely, from this point forward! This man is no leader! He is no captain! We have, all of us, risked our lives for this man - for this ship - and what do we get in return? More fear and intimidation, to make up for his lack of imagination...and manhood!" Hmmmm...might have gone a bit far with that one; he's turning purple... "Many of us are not here by choice! I am, however, giving you a choice, now, to show him that we will not deal with his "leadership" any longer! Any of you that want to try a better way, free from his tyranny, work with me - with us!" she motions to her comrades, "Rise up, and let's put this man in the sea where he belongs!"

It's not necessarily more sophisticated, but I feel it fits the character. Granted, no chance for a surprise round, but from an RP perspective, there's some value in letting the crew know our intentions...


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

"In the name of Besmara, we challenge you for leadership of this ship!"
On something diffrent, did we complete our PFS part? If so is it possible to get our credit? I am about to start a new Sezenario, and it would be awesome to get the credit before!"


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

It's not quite Braveheart, but hopefully it should do the trick!!

Viviana takes a ready stance near Aishe, just in case Mr Plugg wanted to lash out immediately after hearing the challenge. Folding her arms confidently, she stares down Mr Plugg, while watching Mr Scourge out of the corner of her eye.

"That rat won't make a move until he knows what his boss intends...take down the big dog and the little dogs should fall right into line..." she reflects.

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Leadership! Leadership? Who in the hells do you think got you here. It doesn't matter you will not be leaving here tonight regardless. We shall have a shark feeding tonight. It looks as if you already lost one on the accursed island. Mister Plugg says as he glares over at Aishe. And you my dear.... oh you.. I shall bring you back into my services once again. you are the only one that I will let live enough to please me one last time. 200 GOLD PIECES TO THE ONE THAT BRINGS ME THE MUTINOUS TRAITOR'S HEADS! Owlbear! Tear them limb from limb

As the man turns around the ship he notices that Owlbear is not moving from his side but continues to glare at the man in a state of slight confusion as his vision goes back and forth between Plugg and Viviana.

With all of the yelling Kroop comes out from below to see exactly what is going on, in a slightly drunken stupor he yells out to Jack.

As Mister Plugg bellows his offer pirates scurry out of nooks and crannies to get a chance at taking your heads. Most look to be fresh recruits from when you took the Man's Promise but in the midst you also notice a few familiar faces that were friendly with Scourge and Plugg.

Initiative Rolls:
Viviana: 1d20 + 3 ⇒ (12) + 3 = 15
Charles: 1d20 + 3 ⇒ (18) + 3 = 21
Jack: 1d20 + 3 ⇒ (16) + 3 = 19
Aishe: 1d20 + 4 ⇒ (10) + 4 = 14
Somia: 1d20 + 2 ⇒ (19) + 2 = 21
Kroop: 1d20 + 2 ⇒ (14) + 2 = 16
Conchobar: 1d20 + 2 ⇒ (10) + 2 = 12
Cogs: 1d20 + 1 ⇒ (20) + 1 = 21
Sandara: 1d20 + 1 ⇒ (5) + 1 = 6
Master Scourge: 1d20 + 7 ⇒ (4) + 7 = 11
Mister Plugg: 1d20 + 3 ⇒ (17) + 3 = 20
Pirates: 1d20 + 2 ⇒ (20) + 2 = 22

OK there is a lot going on this fight, so with that being said all green circles are friendly and all of the other colored circles are not. So when targeting something I am hoping that pointing out their color circle will make it easier to distinguish targets.

The pirates slam forward into the party as other begin their climb down to the deck as cutlasses slash at Viviana, Jack and Aishe. Blades slice clean lines of crimson into Aishe and Jack as they are quickly surrounded.

Cutlass 1 vs Jack: 1d20 + 3 ⇒ (3) + 3 = 6
Cutlass 2 vs Jack: 1d20 + 3 ⇒ (15) + 3 = 18
Cutlass 1 vs Aishe: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm Crit vs Aishe: 1d20 + 3 ⇒ (7) + 3 = 10
Cutlass 2 vs Aishe: 1d20 + 3 ⇒ (16) + 3 = 19
Cutlass 1 vs Viviana: 1d20 + 3 ⇒ (2) + 3 = 5

Damage
Jack: 1d6 + 1 ⇒ (2) + 1 = 3
Aishe: 2d6 + 2 ⇒ (4, 2) + 2 = 8

Hearing the sound of battle Cogs bursts free from the barrel as he slashes his Cutlass at the surprised pirate, like a cornered boar, that is attacking Jack. His blade sinks deep into the woman's shoulder.

Cogs Cutlass vs Pirate: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Round 1

Pirates-swarmed the 3 members of the party
(F-yellow)-7 HP
-----------------------
Cogs- Cutlass female yellow pirate dealing 7 damage
Somia
Charles
-----------------------
Mister Plugg
-----------------------
Jack
Kroop
Viviana
Aishe
Conchobar
--------------------------
Master Scourge
-------------------------
Sandara


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

Viviana dodges the clumsy slash from the pirate as she nails from from close range with a quick flurry.

If at all possible, she will attempt to 5 foot 1 square diagonally upwards, so that she can flank with Aishe.This would give her a +2 bonus on the upcoming damage roll (which wasn't factored in due to being unsure on terrain).

Flurry of Blows: 1d20 + 5 ⇒ (4) + 5 = 91d20 + 5 ⇒ (5) + 5 = 10
Flurry of Blows: 1d6 + 6 ⇒ (6) + 6 = 121d6 + 6 ⇒ (1) + 6 = 7

Feel free to add in any bonuses if Somia / Jack / Aishe / NPC Pirate elect to use a party bluff

Lastly, if the red circles represent Mr Plugg's die hard fans, and the blue circles representing the people that just don't know any better, then I'll prolly use non lethal damage on blues, unless they are fighting to the death / beyond hope in which case its lethal damage all the way. Mr Plugg tho, is getting a lethal damage dose once I get into range


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

@Viviana - any non-green circles are enemies.

That said, I really thought we had made more friends than that. Over half the crew was friendly or helpful...I thought that would even the odds a bit.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Any non-green are enemies I just used different colors so you could target a specific one easier if you want.

@ Aishe-Yes you do have more friendlies...... somewhere :), if you wish to go find them you can though truthfully you prol won't need them. Half are here on the deck. The other half are somewhere else on board perhaps.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Moving one step back Jack lets loose of his arrows. free action. Judgement of destuction attack: 1d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (17) + 5 = 221d6 + 3 ⇒ (4) + 3 = 7


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

With a roar, Charles bursts out of the barrel, cascading water and fragments of wood across the deck.

Quickly glancing around, he rapidly takes stock of the situation, and eagerly takes a swing at one of the sailors threatening Jack.

Aiming for the woman in the gold circle.

MW Cold Iron Longsword, Blood Rage: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29, for 2d6 + 9 + 3 ⇒ (3, 2) + 9 + 3 = 17 damage.


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

Assuming it's only a move action to 'pop up' out from
Somia pushes her way out of the barrel and pops up chanting. "از کار افتادگی in a silken, persuasive voice.

Cast 'Hold Person' on Master Scourge - Save DC15

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

I would say to confirm your crit Charles but that is more than enough damage to kill the pirate.

Scourge Will Save: 1d20 + 3 ⇒ (15) + 3 = 18

Somia casts a spell at master Scourge. he begins to feel a strange hold take him but he quickly brushes it off with a laugh. Looks like they were hiding some friends Plugg... an this new one thinks she can hold me.

Upon hearing this Charles bursts forth from the barrel as he heaves his blade at the pirate, completely decimating the man.

Mister Plugg smiles as at the opportunity to kill Jack as he systematically slashes at him with his cutlass and Cat o nine tails.

Cutlass vs Jack: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Confirm crit: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Cat vs Jack: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17

Damage
Jack: 1d6 + 6 ⇒ (5) + 6 = 11
Jack: 1d4 + 1 ⇒ (1) + 1 = 2Non-lethal

Jack steps back as he lets loose arrows at Plugg. One of the arrows finds it's mark as it sticks in the man's leg.

Kroop confused by what is happening snaps to as he sees his apprentice being surrounded grasps his cooking knife the obese man stabs at master Scourge from behind. Hurry Jack I won't be able to hold him off! Kroop catches the man off guard and the dagger sinks in deep.

Dagger vs Master Scourge: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d4 + 1 + 2d6 ⇒ (2) + 1 + (3, 2) = 8

Viviana moves in swinging he fists but ultimately gets tangled up in a mess of rope and misses her target.

Round 1

Pirates-swarmed the 3 members of the party
(F-yellow)-Dead
(F-white)
(F-Blue)
(F-Red)
(M-Yellow)
(M-White)
(M-Blue)
(M-Red)
-----------------------
Cogs- Cutlass female yellow pirate dealing 7 damage
Somia-hold person
Charles -kill F yellow pirate
-----------------------
Mister Plugg (-7 HP)-cutlass/cat @Jack
-----------------------
Jack -step back Arrows
Kroop-Sneak attack Scourge
Viviana- flurry
Aishe
Conchobar
Owlbear
--------------------------
Master Scourge (-8 HP)
-------------------------
Sandara


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Hrm...it seems to me that Aishe should have gotten at least a couple of AoO's during the first round, GM. She's got combat reflexes and a reach weapon, and there are three enemy pirates within 5' of her. Any chance I could have a couple rolls to bring them down as they approached?

Aishe steps back and begins singing, driving her companions to greater feats of martial ability.

Not an action: 5' step NE
Standard action: Begin bard song (inspire courage - +1 to hit/damage)

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