Skulls & Shackles (Inactive)

Game Master Foxy Quickpaw

Where everyone has to be a pirate if he wants or not.
Apothecary Map
Apothecary Map II


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Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

are we going to go back? If not Estelle will take a 20 now to put the bed in. Giving her a 29

"Capin' there be a place we didn't explore on the island just efore we left. Wants us ta go back and see if we can get ye some more loot?"


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

"Who says it's my loot. It's our loot. And if ye think it's worth it we have half a day more fer sure. Have ye seen what it might pay?" Besmara replies.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

"Ney Capin' I canna tell ye what it would be"


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

We get some sleep? We beat up hard.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

If we still have half a day: Sandara do you think you can get us all back in fighting shape so we can explore the area around the house and the beach?

In any case before we go: let's lay out the loot in the captains cabin so I can try to see if any of it is magical.


Female Human Cleric of Besmara (3)

"Sure. As I told, you tell me what ails you and I check if I can fix it." Sandara replies. She takes a closer look at everyone.
Heal: 1d20 + 6 ⇒ (3) + 6 = 9

She then casts two restoration spells on the ones who look a bit anaemic and channels positive energy to heal.
LR: 1d4 ⇒ 1
LR: 1d4 ⇒ 4
Chanel: 2d6 ⇒ (3, 3) = 6


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

"I am good, lets get back out there, bust some skulls or squash some flyin' bugs."

Estelle checks her gear and then moves back over to the long boats.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

While she does that Lito casts Detect magic to determine what all is magical from the loot they brought back.

I know the ring, pistol and wand are magic. What else?


Narrator

Spellcraft Bracers DC19:
Lesser Bracers of Archery

Spellcraft Pistol DC 17:
+1 Pistol

Spellcraft Spear DC 24:
Vidictive Harpoon (small)

Spellcraft Potion DC 21:
Potion of Water Breathing

Spellcraft Wand DC19:
Summon Nature's ally (12 charges)

Read Magic Whale Skull:
The writing in scrimshaw are arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch.

All I could come up with. Might not be complete.


Male Gillman Water Kineticist 2 ____ 34 HP

"The store below the kitchen may well be the best place to store all this." A13 Trytton says as he lifts some goods and weighs it in his hands


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Lito studies the equipment or a moment and points out the magic items.

Spellcraft Bracers: 1d20 + 5 ⇒ (11) + 5 = 16
Spellcraft Pistol: 1d20 + 5 ⇒ (9) + 5 = 14
Spellcraft Spear: 1d20 + 5 ⇒ (11) + 5 = 16
Spellcraft Potion: 1d20 + 5 ⇒ (18) + 5 = 23
Spellcraft Wand: 1d20 + 5 ⇒ (5) + 5 = 10

I am out of practice on this formal magic identification thing, but I know that the potion lets one breath underwater. I may have to brush up on this If I'm going to do this often.

He picks up and looks at the skull. Mumbling a few more words.
As I thought, The carvings here have a number of arcane spells on them. Most are beyond me, but some could be very useful like alter self, enlarge person and slow. We will most likely sell this, but untill we do, I would like to study this to enhance my magic skills.

Ok who wants to go back to the island, just Estelle and I?


Male Gillman Water Kineticist 2 ____ 34 HP

"I will as well if more people want to."


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

After getting Owlbear and whats his name set up to place the bed in the Captains room, Estelle will reappear on the deck.

"Sos we going yet? I gots a bit more fight in me yet. Sandara ye stay close ta me and I will keep ye safe."


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Lito goes into the boat and looks around.
Estelle, Trytton and myself, anyone else want to go back on land?


Narrator

Everyone eager for more excitement jump into the boat and it sets sail once more to the beach.

On the side of the beach before the jungle is the predominant vegetation again is a field of some sort of corn. The crops have gone wild, creating a high barrier wafting gently in the breeze. The corn is about eight feet high which doesn't help when looking where to move.

Perception DC20:
Watching the corn sway in the winds like waves shows by patterns that move against that, that something large must be moving through it.


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

Besmara orders the rest of the crew to lower the other boat too to drag the Man's promise back from the riff. "Don't stand around sleeping! The ship starts moving and if ye don't want ta lie like a fish on the dry for another day ye better hurry."


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Perception: 1d20 + 9 ⇒ (7) + 9 = 16

Shall we? Lito indicates the others should lead the way.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

Estelle will move up to 10 feet away from the corn maze and have a look, not wanting to get to close to anything on this island.

Look at the corn: 1d20 + 8 ⇒ (11) + 8 = 19

"has to be somthink living in there? Lots of food for something."

Estelle will follow Lito, keeping an eye out for anything.


Male Gillman Water Kineticist 2 ____ 34 HP

Perception: 1d20 + 7 ⇒ (13) + 7 = 20
"There is something big in there. It is parting the corn like a shark does water." Trytotn says pointing it out


Narrator

The corn is standing close. It's either hacking through it or you'll be squeezing through it. No straight rows with space to walk between.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Somethin in corn? Burn it? Pluck, fly up high and look.

Pluck flaps above the corn.


Narrator

Perception DC20 while moving through the corn:
You find a rotting body. It still grasps a purse containing 45 gp and 3 small obsidians worth 10 gp each in a skeletal hand.

Perception DC20 while moving through the corn:
You find a rotting body. It has a rusted iron dagger in a scabbard inlaid with pearls worth 75 gp.

Perception DC20 while moving through the corn or DC 12 with detect magic:
You find a rotting body. It has a potion of water breathing attached by a metal hook to a rotting leather belt with a gold buckle worth 25 gp.

I'm glad I'm back home with stable internet. Mobile internet sucks.


Narrator

Pluck:
From above Pluck can see a large lizard move through the field.

And if you take a level wizard or arcane sorcerer with a familiar then Pluck will tell you.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Estelle will go slow, edit Estelle will lean down and look at the body, picking up the belongings.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Staying close to the group, editEstelle will pick up the iron dagger and scabbard. "something hunts in here"

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Staying Close to Lito so he doesn't die.


Narrator

You hear a loud rustling coming closer and suddenly you see the corn part as a large six legged creature approaches that looks like an oversized green earwig. Only that the forceps are at the head and not at the back.

Knowledge(Arcana) DC 13:
It's an Ankheg. Whose bite hurts a lot and even more through the acidic saliva.

Estelle may do a readied attack before she feels the bite.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

Estelle feeling as might as ever winds up to give the beast 1 big punch.

Knock Out DC 16 Fort: 1d20 + 8 ⇒ (16) + 8 = 241d8 + 4 ⇒ (8) + 4 = 12 1d4 Bleed, if hit out cold for 1d6 rounds


Narrator

Fort Save: 1d20 + 6 ⇒ (17) + 6 = 23
Bite: 1d20 + 5 ⇒ (2) + 5 = 7
The beast isn't knocked out, but put off enough to miss.


Male Gillman Water Kineticist 2 ____ 34 HP

Trytton throws a blast at it.
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Confirm: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16
Damage: 2d6 + 7 ⇒ (4, 3) + 7 = 14


Narrator

The big bad monster is washed out from the inside. And like the average turkey who gets that treatment the Ankheg is dead.

The order of these rolls looks suspiciously piraty ;)


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

After the thing is dead Lito casts Detect magic to see if any of the loot they picked up is magical...

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

And when something glows off to the left he heads over and grabs the potion and gold buckle.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Arcana: 1d20 + 7 ⇒ (6) + 7 = 13

Examining the body Lito says:
An Ankheg. Nasty thing with acid bites. I think they live in underground hives, so there might be others on the island.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Noonan just drools


Narrator

After searching the field thoroughly you come to the conclusion that these three are the only victims of the Ankheg. And the last ones too.

There is the path through the jungle you didn't like the first time. Which can be taken backwards too. Just in case someone still has too much fight in them.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Is there any ripe corn in the corn field we can bring back for dinner?

We should probably head back to the ship and help get her off the rocks.


Narrator

Tropical island should always have some ripe fruits. Once you leave please write the ship travel yourself with accompanying prof(sailor) checks.


Narrator

As the crew starts rowing to pull the man's promise it's a rather futile attempt. The ship is lifted up with the waves but left down again before the pulling has an effect.


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

Besmara runs from starboard to port checking what happens. "That's not enough." she mumbles while considering if she could motivate the rowers in some way.

But that won't help much. So she decides to set the jib. With the wind from the side it might tilt the ship a bit and even add some force backwards. To achieve that she ties it to the wrong side so it bulges onto the ship.

Profession Sailor: 1d20 + 10 ⇒ (6) + 10 = 16


Narrator

The combined force from the rowing crew in the boat and the sail manages to get the ship in motion as the wave ridge lifts the ship. But in the trough the bow scrapes over the reef which sounds really ugly and sends shivers through the whole ship.

The next wave lifts the ship up again and with the side force from the wind the bow scrapes sideways over reef ruining the coral growth of decades and leaving ugly scars in the wood. But after two more waves that fell like forever the ship is free and starts to turn quickly with the wind only pushing at the foremost sail.


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

"Gaaaah!" Besmara shouts as the ship sounds as if it would break into pieces soon. "Rosie, check under deck if we get water in. Tibbs - hold the steering wheel." Then she runs to the front to untie the jib and move it to the right side again before it moves out of the wind.

"Ah, f%!*. I'm the captain. Need to think like a captain." Besmara thinks. Running back to the sterncastle she orders "Samms, keep the jib in the wind! Conchobhar get yer ass up in the nest and look out for shoals! Maheem, Ratline, set the spanker." Taking back the wheel she orders "Rosie, check the water on port." and tries to steer the ship clear of the reef.

Profession(Sailor): 1d20 + 10 ⇒ (2) + 10 = 12


Narrator

Minimum crew for the Man's promise is 20. Trying that with half of them either on the island or in the boat doesn't work very good. But the ship moves away from the reef to the open sea. Slow, as it has only two sails set but steady does it move away. Pulling the rowboat along backwards.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

Estelle gets the boat back into the water and holds it still for the others to get in.

"Lets go ye land lubbers" Estelle says with a huge smile.

is it storming out?"


Narrator

The wind blows moderately.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Noonan gets to work bailing, tying ropes, and doing whatever he needs to do to help the ship
Prof-sailor: 1d20 + 6 ⇒ (19) + 6 = 25


Narrator

Noonan readies the boat, sets the sail and takes over the rudder. As everyone is in and Estelle jumping in last the boat is on it's way. Noonan is really good at it. He makes the boat planing over the sea.

But as you come around the eastern end of the island the Man's Promise is gone. To your surprise it no longer sits on the reef. Looking over the sea you find the ship easily. You see it's back and the spanker so it's moving away from you and is already in about half a mile distance.

Using the spyglass:
You see the smaller boat pulled backwards after the ship and hectic movement of the little crew that is aboard the ship. Thoughts like "Where is a professional when you need one." comes to your mind.

Congratulations. You earned yourself a training in ship combat. You're behind half a mile but we assume normal rules. So you have to beat Besmara's sailing skills. As she doesn't want to flee but only struggles to get the ship under control and in deep waters she keeps her 12 for profession sailor instead of rolling anew. Please refer to the Player's Guide to determine your actions.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Pluck, sqawk at Besmara. We're behind her.

SQWAK! Coming up Besmara's behind! Naughty boy! Pluck flaps off after The Promise


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

SO we are doing Pursuit then? 3 opposed Profession sailor rolls?

Profession Sailor: 1d10 + 10 ⇒ (5) + 10 = 15

Estelle stands up in the boat, looking down at Noonan, "Row ye scum, or I will beat yer arse." Her smile never fading from her face.

"The rest of ye get the sails up quick so we can get that sneaky wench."


"There is a boat in pursuit of us" Conchobar shouts from the nest.


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

Besmara looks behind. "At least we don't have to turn around. Do they catch up?"


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Ha, really getting into your role hmm... Do I get to watch when you try to beat Noonan?

Lito jokes as he hauls the mainsail up.

Sailor: 1d20 + 7 ⇒ (11) + 7 = 18


Narrator

As the Man's Promise is pretty slow and three professional sailors work on getting the ship's boat on the way you catch up easily. At least so far.

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