The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


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HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

GM:

In the morning, when Grok comes back to the quartermaster's store, anything weighing less than a pound has been dragged from nooks and crannies and arranged on the floor in the shape of a evilly grinning face with scars over the eyes. Every thing in the arrangement is moist to the touch and blood red for one hour.


Curse of the Crimson Throne Roll20
--Sandman-- wrote:

Sandman has a +3 diplomacy. Should be a 19 there.

Sandman shrugs and heads to bed. He could feel the pain chuckling inside him. In a day or so, she'd be begging to give the mask back.

[dice=Con check DC 14, Endurance]1d20+4+4

Doh, yeah you do. And noted.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Careful Sandman...while the intent is clear, think about what you'd do in that situation if you were her. Do you hand it back to someone who could use that power against you, or do you throw it overboard? Maybe lets try diplomacy again the next day before going with the horror show? Just a suggestion...your call obviously.

@GM, will fetch the lucky rabbit's foot, and some oil for Rillum, put in a waterskin, if thats possible.


Curse of the Crimson Throne Roll20

The sun has been up for a score of minutes or so and most of the crew are getting ready for the day. Several crew members have already gone up to the main deck for breakfast. As you look around, this is the first time the six of you have been left alone.

You have about 2 more minutes before the below happens.

Mere seconds after the morning bell tolls indicating the start of the work day, four pirates make their way back down the stairs and block the only exit. None of them have weapons drawn, but their crackling knuckles, wide grins, and the look in their eyes tells you all you need to know.

The roll20 map has been updated. There is no surprise round.

Order
1. Aerel
2. Rhemus
3. Rillum
4. Nivian
5. Baltzar
6. Pirates
7. Sandman

Initiatives:

Sandman: 1d20 ⇒ 6
Rhemus: 1d20 + 5 ⇒ (14) + 5 = 19
Nivian: 1d20 + 3 ⇒ (11) + 3 = 14
Rillum: 1d20 + 3 ⇒ (15) + 3 = 18
Aerel: 1d20 + 5 ⇒ (15) + 5 = 20
Baltzar: 1d20 + 2 ⇒ (6) + 2 = 8
Pirates: 1d20 + 2 ⇒ (6) + 2 = 8


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

She doesn't know what is causing it unless she has Detect Magic. Even if she has Spellcraft it will only reveal the spell effect, not its origin. Maybe she'll put two and two together and guess its one of the the masks Sandman was talking about. We'll see.

Also, the mask weighs less than a pound, so if she tosses it overboard it can probably just make itself come back like a frisbee.

Sandman isn't actually the one messing with her. He does't know what the mask is doing. He just knows it well enough to know that its probably doing something.


Curse of the Crimson Throne Roll20
Nivian Mazu wrote:

Careful Sandman...while the intent is clear, think about what you'd do in that situation if you were her. Do you hand it back to someone who could use that power against you, or do you throw it overboard? Maybe lets try diplomacy again the next day before going with the horror show? Just a suggestion...your call obviously.

@GM, will fetch the lucky rabbit's foot, and some oil for Rillum, put in a waterskin, if thats possible.

That's fine, noted.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum glances toward Rhemus, "Thes do not appear, do not seem pious. They do not follow your, Besmara's code. Is permissible to smite on her behalf?" He laughs to himself.

Rillum takes the wine skin of oil given him by Nivian, opens it with one paw, and a takes a lit lantern in the other.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar hears Rillum, and frowns as she nods slightly to him.

So how do we do combat (I guess I should mention this is my first real PbP I was in one a few months ago, but some of the other players quit posting, so it kinda died before it really got started)? Should I go ahead and post what I am doing, or come back in a few hours and see how far the initiative has gone?


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus is the last to roll out of his hammock and he looks like he has not slept well. Large dark bags hang under his red bloodshot eyes, and he moves listlessly.

He notices that only recently press-ganged crew are left in the lower deck, so he decides to quickly 'Create Water' and drench himself with two gallons of cool and clean water, and washes his face.

"Aah!! That was what I needed... Anybody else wants some clean water to clean up with?", he offers the rest of the crew.

If there are no takers...

He walks over to Sandman and Rillum, "I noticed you two know each other from Port Peril... Having friends in this s@*$hole is important... he looks around furtively, "I can help you get stuff from the galley. I know Rillum was keen on getting access to the kitchens and wanted to be the cook's mate. Let me know what you are looking for and I will see what I can find."

EDIT: This was said during the 2 minutes before the 4 thug pirates showed up.


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Curse of the Crimson Throne Roll20

You may post your actions out of order, but they will happen at their initiative count. If your action becomes invalid, I'll notify you and you can change it. If you are unable to respond within a timely manner, I will GM bot your character, and will most likely perform either their most common action, or the least dangerous action.

It would also be beneficial to include your actions in ooc, as shown below as an example. They do not need to be very specific. It helps to know that you've taken all of your available actions.


Move Action: move 30 ft. towards X.
Standard action: attack with longsword


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Once the 4 pirates show up:

These four shi&%#@ds have weapons, but they are coming at us unarmed... They showed up mere seconds after the morning bell tolled, could this be a Pirate Initiation, or could they have been sent by Mr. Scrouge or Mr. Plugg?

"Boys the morning bell just tolled, you don't want to be late... Or is blocking our path your assigned tasks for this morning?"

Sense Motive on Pirates: 1d20 + 7 ⇒ (4) + 7 = 11

"Get out our way before you get hurt. We out number you, are stronger and have Besmara on our side", showing his holy symbol of the Pirate Queen as he speaks.

Intimidate: 1d20 + 3 ⇒ (8) + 3 = 11


Curse of the Crimson Throne Roll20

"Heh, 2 women, a rat, and a halfling. This is gonna be fun" says what can only be the brains of this particular group, since he can apparently count to 2. "You're right about dat bell though, pity if you get lashed for being late."


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish
Rhemus Frayne wrote:


"Aah!! That was what I needed... Anybody else wants some clean water to clean up with?", he offers the rest of the crew.

"Water, yes. Wash off filth, dirt, blood. Is nice to not be an animal.

Rhemus wrote:


He walks over to Sandman and Rillum, "I noticed you two know each other from Port Peril... Having friends in this s#%@hole is important... he looks around furtively, "I can help you get stuff from the galley. I know Rillum was keen on getting access to the kitchens and wanted to be the cook's mate. Let me know what you are looking for and I will see what I can find."

Rillum looks appraisingly at Rhemus. "Need my spices, I need my recipes . . . If not them, I need containers, clean, glass. I need heat and fire. If you help, my recipes, spices help you, help us both." He hesitates a moment. "help . . . crew. but men who steal, who take from me are not . . . crew. agreed?"


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus casts 'Create Water' for Rillum.

"I will get what I can. Heat and fire? Hmmm, the stoves are always on, maybe we can access the galley at night and cook your recipes. Crew does not steal from crew. Agreed."


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

well, we can theoretically post out of order. But unless the others delay, I may catch someone if I color spray them.
Assuming I am certain they are looking for trouble, thats what I would aim to do.

The 2 minutes before, I spend getting ready for the day, making sure Carth is hidden well, and taking Rhemus up on his offer of water.

Since bell indicates workday, I suppose plenty people would be up on deck. Easiest thing would be to bypass them and get up to deck. Killing someone means kielhauling, and if we knock them out for a prolonged time, they may be missed and we'll have to answer questions for scourge and plugg. While we were attacked, it's their word against ours, and I think Plugg doesn't like us too much. If we all(us and them) just come up on deck, they know it may be dangerous trying something like this again, but would probably keep their mouths shut as they can't prove anything. This ooc basically summing up Nivians thought process about the situation.

okay, some posts happened since I started writing. Since their hostile intent is known, Nivian would get in a position to try and catch 3 of the 4 in a color spray. Will Save DC 14 for them. Only if the others delay a bit or she can do so without including one of her own side in the area of effect.

She will not try to mask her spellweaving, just move into position, cast the spell, and say "Move, or face the consequences!" as firmly as she can.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
The Many-Faced GM wrote:
"Heh, 2 women, a rat, and a halfling. This is gonna be fun" says what can only be the brains of this particular group, since he can apparently count to 2. "You're right about dat bell though, pity if you get lashed for being late."

Rre the icons in the d20roller correct? Looks like the 4 thugs are 2 women, 1 half-orc and 1 human, or you just pulled 4 icons from somewhere?

"He! I can say the same about your crew... 2 women, an ugly bastard and 1 idiot. This will be fun."

Round 1: Rhemus casts a spell and gets into a defensive combat stand.

He casts 'Shield of Faith'
EDIT: AC 16 (+3 Dex (reduced fatigue), +1 size, +2 deflection)


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish
The Many-Faced GM wrote:
"Heh, 2 women, a rat, and a halfling. This is gonna be fun" says what can only be the brains of this particular group, since he can apparently count to 2. "You're right about dat bell though, pity if you get lashed for being late."

Rillum carefully and deliberately pours oil onto the deck in a semicircle between himself and the pirates, then holds the lit lantern high.

"I tire, I am weary of these games. Step forward and burn. Step away and we work, toil one more day." Rillum does not waver his gaze. There is no evidence of sniveling in him and he weirdly seems taller. The lantern will fall. He will not take a beating from these men.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
The Many-Faced GM wrote:

You find a lot of items that are not really worth taking. Pieces of catapults that have been disassembled, several barrels of oil, ballista parts, spare sheets, ropes, carpentry tools, empty lanterns, waterskins, sacks, grappling hooks, baskets, several caged pigs, other assorted goods, and a lucky rabbit's foot.

I also pick up any one carpentry tool that could be used to make holes in a ships outer hull, with some patience. A Hand-Drill or the like. If I can find something. I'll then stash it away, or ask Baltzar if her Romello could hide it up in his sleeping spot for me.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

To Nivian the previous night: "Sure, he can do that."

Current Scene: Baltzar tugs her bodice down a bit to make sure her tattoo is showing as she says a prayer to Besmara for protection, then she looks at the pirates as if she's daring them to attack her (but not doing an actual intimidate action, due to the spell use)

Spellcraft DC 16:
She's casting Mage Armor, using her holy symbol tattoo as a divine focus.


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Curse of the Crimson Throne Roll20
The Many-Faced GM wrote:


Order
1. Aerel
2. Rhemus
3. Rillum
4. Nivian
5. Baltzar
6. Pirates
7. Sandman

Aerel seems to be slow getting out of his hammock.

Rhemus assumes a defensive posture while casting a spell on himself.

Rillum pulls out a waterskin and begins to dump the oil inside of it on the floor in front of him.

Nivian approaches the pirates and a rainbow of color leaps from here hands causing one of the pirates to go limp and collapse. The other two miraculously shut their eyes just in the nick of time.

Baltzar adjusts her cleavage distracting the pirates' attention away from the spell she casts on herself.

Pirate number #1 is unconscious on the ground.
Pirate number #2 moves up to Nivian and decks her for 2 points of nonlethal damage.
Pirate number #3 moves up to Sandman and slugs him in the jaw for 2 points of nonlethal damage.
Pirate number #4 moves up to Rillum but slips in the oil and falls prone.

The pirates turn is over. Sandman goes first, and then Round 2 begins so everyone can post actions for Round 2.

Round Two: Fight!

Pirate Rolls:

Will Save Pirate #1: 1d20 - 1 ⇒ (13) - 1 = 12
Will Save Pirate #2: 1d20 - 1 ⇒ (20) - 1 = 19
Will Save Pirate #3: 1d20 - 1 ⇒ (19) - 1 = 18
Unconscious, Blinded, & Stunned: 2d4 ⇒ (2, 2) = 4
Blinded and Stunned: 1d4 ⇒ 2
Pirate 2 Attacks: 1d20 + 3 ⇒ (6) + 3 = 9
Pirate 2 Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Pirate 3 Attacks: 1d20 + 3 ⇒ (17) + 3 = 20
Pirate 3 Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Acrobatics DC12: 1d20 + 2 ⇒ (12) + 2 = 14


Curse of the Crimson Throne Roll20
Nivian Mazu wrote:
The Many-Faced GM wrote:

You find a lot of items that are not really worth taking. Pieces of catapults that have been disassembled, several barrels of oil, ballista parts, spare sheets, ropes, carpentry tools, empty lanterns, waterskins, sacks, grappling hooks, baskets, several caged pigs, other assorted goods, and a lucky rabbit's foot.

I also pick up any one carpentry tool that could be used to make holes in a ships outer hull, with some patience. A Hand-Drill or the like. If I can find something. I'll then stash it away, or ask Baltzar if her Romello could hide it up in his sleeping spot for me.

Acknowledged and noted.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum watches the pirate slip and fall, but does not laugh. He's steps back out of the thug's immediate reach and holds the lantern high.

"We are waiting the rest of this out. Attempt to get up, stand, you burn."

5 foot step back, ready action to throw lit lantern at prone pirate if he attempts to stand.

Throw Anything eliminates improvised weapon penalty. ranged attack with lantern: 1d20 + 4 ⇒ (7) + 4 = 11 damage as thrown club: 1d4 - 3 ⇒ (4) - 3 = 1 plus check/save to see if he catches on fire.

Add 1 to attack roll and 4 to damage if the lantern can be considered a splash weapon.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Nonlethal damage: 1d3 + 2 ⇒ (3) + 2 = 5

Sandman was in a rotten mood this morning and was thrilled to have someone to hit.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Nivian, realizing that did not work as well as she hoped, takes a look at the pirate who tried decking her.
I'll remember your face...
Following that, she moves towards the stairs, blocking the way up for anybody but her allies.
"You fools. You are trapped here with us. You will learn the price of angering a sorceress!"
Following that, Nivian mindlessly does some somatic components and syllables from other spells, while focusing on activating her Misfortune Hex on her attacker.

Move Action: Move to stairs. Since we are all unarmed, I expect no AoO
Standard Action: Misfortune Hex on Pirate #2, DC14 Will Save. Inverse masking the spell-like ability, pretending to do some gestures and words mindlessly without thinking.(if any of them has spellcraft, I suppose he could figure it out easily).

@Correction below: Even better ^_^ In that case using Misfortune against pirate 2 for trying to hit me...but it's not a deadly offense then that warrants waiting in order to try to drop him from the rigging.


Curse of the Crimson Throne Roll20

CORRECTION: Pirate #2's punch goes wide and misses Nivian. No damage.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Now that the pirates have show actual hostility (moved token to the pirate I am attacking... seems to have been 15 feet so I will 'charge' him)

Claw attack vs. Pirate (Nonlethal): 1d20 - 2 ⇒ (19) - 2 = 17

Damages (ignore if attacks miss)

Claw: 1d4 ⇒ 1

EDIT: Oh, and do we get flanking bonus? If so I forgot to figure that, just did -4 for nonlethal and +2 for charge.

And on that note I need to head to bed, probably won't be back until later tonight... Got to run errands in the morning then hopefully going to be playing We Be Goblins Free! in the afternoon. :D


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0
Rhemus Frayne wrote:

Rhemus returns quietly to the hammock he has been assigned and looks around for the strange elven man he noticed crying in the Crow's Nest, That is one strange hombre... However he looks strong and climbed the rigging like a monkey. He is another ally I need on this ship. He was carrying strange nets hanging from his belt when I saw him at the Formidably Maiden. Maybe he will appreciate this gift.

If Aerel is still awake he will hand him the net and harpoon, saying in elvish, "This is for you. Hide it for now."

From last night

The elf looks out from his primitive mask of hair as the halfling approaches him. At the proffered items, he quietly accepts them nodding his understanding to the halfling. Carefully, and surprisingly quickly, folding the net, he places it under himself in the hammock. Aerel struggles with hiding the metal shod six foot shaft of wood attached to fifty feet of hempen rope. He finally decides to tightly wrap the rope around the haft of the harpoon until it has all been used and then, holding the weapon above his head with both hands, he drives it into the hull hard enough to hold it's own weight just under the deck above between the beams, hopefully out of plain sight.

-----------------------------------------------------------------------

Next morning

Rising out of his hammock, he sees the other crew members going about their business as they prepare for the day. He notices the halfling from the crow's nest and last night. Nodding to him in recognition, he motions for fresh water, too. Basking in the impromptu shower, he feels cleaner than he has in weeks.

When the pirates descend into the hold, he ignores them. As they begin to bully and harass the other newcomers, he grabs up the net, takes a step forward and attempts to snare one of the pirates with it.

Melee touch attack w/10' reach: 1d20 + 2 ⇒ (6) + 2 = 8


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Round 2 Action - cannot see encounter Map so please adjust accordingly

Rhesus steps up to Pirate attacking Nivian and tries to flank him. He attacks with a vicious uppercut

Attack + Fatigue + Flank: 1d20 - 1 + 2 ⇒ (2) - 1 + 2 = 3

That misses the Pirate completely.


Curse of the Crimson Throne Roll20

Round 1 Recap:

Aerel slides towards the pirates flinging the net in the process but it sails wide of the target.

Rhemus assumes a defensive posture while casting a spell on himself.

Rillum pulls out a waterskin and begins to dump the oil inside of it on the floor in front of him.

Nivian approaches the pirates and a rainbow of color leaps from here hands causing one of the pirates to go limp and collapse. The other two miraculously shut their eyes just in the nick of time.

Baltzar adjusts her cleavage distracting the pirates' attention away from the spell she casts on herself.

Pirate number #1 is unconscious on the ground.
Pirate number #2 moves up and takes a swing at Nivian but misses completely.
Pirate number #3 moves up to Sandman and slugs him in the jaw for 2 points of nonlethal damage.
Pirate number #4 moves up to Rillum but slips in the oil and falls prone.

Round 2

Order
1. Aerel
2. Rhemus
3. Rillum
4. Nivian
5. Baltzar
6. Pirates
7. Sandman

Rhemus moves to flank the pirate attacking Nivian but uppercuts nothing but air.

Rillum holds up a lit lantern threatening the soaked pirate on the ground with a fiery bath.

Nivian dashes towards the stairs and curses the pirate that swung at her with ill luck.

Baltzar shows her inner fury and charges a pirate, taking a swipe at his chest and barely drawing blood.

Pirate #1 continues to drool unconsciously on the floor.
Pirate #2 turns his attention to the halfling and ignoring his new found misfortune, slugs Rhemus for 3 points of nonlethal damage.
Pirate #3 wallops Sandman for 4 points of nonlethal damage.
Pirate #4 cowers on the floor pleading for his life.

The pirates turn complete, both Aerel and Sandman need round 2 actions, and everyone including Aerel and Sandman should post their round 3 actions.

Pirate Rolls:

Pirate #2 Will save ws. Misfortune DC 14: 1d20 - 1 ⇒ (12) - 1 = 11
Pirate #2 Attack vs. Rhemus AC 16: 1d20 + 3 ⇒ (14) + 3 = 17
Pirate #2 Misfortune Attack vs. Rhemus AC 16: 1d20 + 3 ⇒ (17) + 3 = 20
Pirate #2 Damage vs. Rhemus: 1d3 + 1 ⇒ (2) + 1 = 3
Pirate #3 Attack vs. Sandman AC 12: 1d20 + 3 ⇒ (20) + 3 = 23
Pirate #3 Critical Confirmation vs. Sandman AC 12: 1d20 + 3 ⇒ (5) + 3 = 8
Pirate #3 Damage vs. Sandman: 1d3 + 1 ⇒ (3) + 1 = 4


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum growls at the prone pirate. (Loud enough for Nivian to hear.) "Leave, stand and leave. Do not turn. Do not strike another. Otherwise . . ." He raises the lantern again, and watches as the thug scurries back to the stairs and up to the deck. I hope.

free action talk, delay action until after pirates turn. If the prone pirate does anything other than what I describe, I throw the lantern at him. Otherwise . . .

As the immediate danger flees, Rillum looks to see who else might need help and watches Sandman trade some vicious blows. He launches the lantern,

throw anything lantern: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12 size, Dex, into melee, add one if can be considered a splash weapon

damage as club: 1d4 - 3 ⇒ (4) - 3 = 1 add four if it can be considered a splash weapon and a (probably much reduced) chance of catching on fire.

Then backs deeper into the hold to find something else heavy to throw, a footstool maybe?


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Being no good in a Fist-Fight, and almost out of options, Nivian attempts to curse Pirate 3 with Misfortune, as well(if he's still standing when her turn comes up).

If Pirate 3 already is down when it's her turn, she will instead move to Pirate 1, take possession of his weapon and use it to cut his belt/trousers(or starting to do so if it takes longer).

So, if Pirate 3 is still up on her turn:
Standard Action: Misfortune on Pirate 3, DC 14 Will, again trying to mask it, spending full round to do so.

If Pirate 3 is already down on my turn:
free action: 5-foot step to pirate 1.
move action: pick up his weapon(i expect he carries one)
Standard Action: try and cut open his belt/pant

(Intent of last action is to humiliate him, so others can laugh at him if he shows up with his pants down stumbling on deck, way after the bell tolled. I'd expect we could garner some respect from those in the crew ill-disposed towards us lest they meet a similar fate, and an improvement in standing from those who suffered at their bullying before)


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Round 2

After taking a second blow Sandman simply reaches out and grabs the other man by the face.

Slumber Hex, DC 15. "Catch" him with my move action. If he manages to save obviously I will have missed.

Poor guy's already misfortuned. I'm going to post my next action with the assumption that he's out.

round 3

Following through, he drives the other man's head down into the side of the stairs with a sickening crunch.

Non-lethal coup de grace
Damage: 2d3 + 4 ⇒ (1, 2) + 4 = 7
DC 17 fort save or unconcious.

If Rillum's attack knocks him out before my slumber hex, I coup de grace on round 2. I want this guy out for a long time.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

This time she makes a double swipe (two natural claw attacks) at the same pirate, again not trying to kill him, just teach him a lesson.

Claw (nonlethal): 1d20 - 4 ⇒ (1) - 4 = -3
Claw (nonlethal): 1d20 - 4 ⇒ (6) - 4 = 2

Damage rolls (ignore if attack is a miss)

Claw Damage: 1d4 ⇒ 1
Claw Damage: 1d4 ⇒ 2

Wow, okay that was pathetic...


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus reels under the blow of the Pirate, and growls back in anger, swinging away with his fists:

Round 3 action:
Attack+Flanking-Fatigue: 1d20 + 2 - 1 ⇒ (5) + 2 - 1 = 6
Damage: 1d2 - 1 ⇒ (2) - 1 = 1


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Curse of the Crimson Throne Roll20

Round 1 Recap:

Aerel slides towards the pirates flinging the net in the process but it sails wide of the target.

Rhemus assumes a defensive posture while casting a spell on himself.

Rillum pulls out a waterskin and begins to dump the oil inside of it on the floor in front of him.

Nivian approaches the pirates and a rainbow of color leaps from here hands causing one of the pirates to go limp and collapse. The other two miraculously shut their eyes just in the nick of time.

Baltzar adjusts her cleavage distracting the pirates' attention away from the spell she casts on herself.

Pirate number #1 is unconscious on the ground.
Pirate number #2 moves up and takes a swing at Nivian but misses completely.
Pirate number #3 moves up to Sandman and slugs him in the jaw for 2 points of nonlethal damage.
Pirate number #4 moves up to Rillum but slips in the oil and falls prone.

Sandman returns the favor to pirate #3 with a crack to the jaw.

Round 2 Recap:

Aerel moves up to help Nivian down the pirate and lands a solid blow.

Rhemus moves to flank the pirate attacking Nivian but uppercuts nothing but air.

Rillum holds up a lit lantern threatening the soaked pirate on the ground with a fiery bath.

Nivian dashes towards the stairs and curses the pirate that swung at her with ill luck.

Baltzar shows her inner fury and attacks a pirate, taking a swipe at his chest and barely drawing blood.

Pirate #1 continues to drool unconsciously on the floor.
Pirate #2 turns his attention to the halfling and ignoring his new found misfortune, slugs Rhemus for 3 points of nonlethal damage.
Pirate #3 wallops Sandman for 4 points of nonlethal damage.
Pirate #4 cowers on the floor pleading for his life.

Sandman attempts to knock out his opponent but the pirate does not go down easily.
Sandman, you're fighting against pirate #2, the one to the west of you. Pirate #3 is misfortuned, the one north west of you.

Round 3

Order
1. Aerel (GM Botted)
2. Rhemus
3. Rillum
4. Nivian
5. Baltzar
6. Pirates
7. Sandman

Aerel moves to flank a pirate with Rhemus but misses with a right cross.

Rhemus tries to strike back at the pirate but misses.

Rillum's will be heard, he launches a lantern in the combat only to have it land softly in a hammock.

Nivian curses another pirate with ill fortune.

Baltzar tries to claw the eyes out of a pirate but the pirate seems very focused on her claws now and manages to avoid them this time.

Pirate #1 continues to drool on the floor.
Pirate #2 swings at Baltzar but is too afraid of her claws to connect.
Pirate #3 swings at Sandman again and connect on a glancing blow for 2 points of nonlethal damage.
Pirate #4 stands up and runs away provoking an attack of opportunity from Sandman. Sandman catches the pirate with a backhand as he runs by in a panic.

Sandman, the pirate did not fall to your slumber hex. Please redo your action for round #3. This also begins round 4!

Pirate Rolls/Botted PCs:

Aerel attack (round 2) on Pirate #2: 1d20 + 2 ⇒ (17) + 2 = 19
Aerel damage (round 2) on Pirate #2: 1d3 + 2 ⇒ (3) + 2 = 5
Pirate #3 Slumber Will save DC 15: 1d20 - 1 ⇒ (18) - 1 = 17
Pirate #3 Misfortune Save DC 14: 1d20 - 1 ⇒ (8) - 1 = 7
Aerel attack (round 3) on Pirate #2, flanked: 1d20 + 4 ⇒ (1) + 4 = 5
Pirate #2 attacks Baltzar: 1d20 + 3 ⇒ (9) + 3 = 12
Pirate #3 attacks Sandman: 1d20 + 3 ⇒ (12) + 3 = 15
Pirate #3 attacks Sandman (misfortune): 1d20 + 3 ⇒ (16) + 3 = 19
Pirate #3 damage on Sandman: 1d3 + 1 ⇒ (1) + 1 = 2
Sandman attack of opportunity on Pirate #4: 1d20 + 2 ⇒ (13) + 2 = 15
Sandman damage on Pirate #4: 1d3 + 2 ⇒ (3) + 2 = 5


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Nivian will move to Pirate 1, take possession of his weapon and use it to cut his belt/trousers(or starting to do so if it takes longer).

free action: 5-foot step to pirate 1.
move action: pick up his weapon
Standard Action: try and cut open his belt/pants(whatever causes them to stay up without being held manually)

Sorry guys, got nothing else to contribute at this time, so after I'm done ruining his clothing, I would probably start moving up to deck...just as a headsup. Melee is not really a useful option for me, even if I hit I could do a maximum of 1 nonlethal.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman growled and swung again.

1d20 + 2 ⇒ (16) + 2 = 18
1d3 + 2 ⇒ (3) + 2 = 5


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Love the descriptions, though clawing their eyes out doesn't sound particularly nonlethal lol


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum picks up a stool and moves into position to bean a pirate's crown with the thing.

Move to pick up, move to position as indicated on the map.


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

Aerel takes a 5' step back and again swings the net at the pirate between Rhemus and himself.

Flanking reach melee attack: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13

If successful, the pirate is entangled.


Curse of the Crimson Throne Roll20

Round 1 Recap:

Aerel slides towards the pirates flinging the net in the process but it sails wide of the target.
Rhemus assumes a defensive posture while casting a spell on himself.

Rillum pulls out a waterskin and begins to dump the oil inside of it on the floor in front of him.

Nivian approaches the pirates and a rainbow of color leaps from here hands causing one of the pirates to go limp and collapse. The other two miraculously shut their eyes just in the nick of time.

Baltzar adjusts her cleavage distracting the pirates' attention away from the spell she casts on herself.

Pirate number #1 is unconscious on the ground.
Pirate number #2 moves up and takes a swing at Nivian but misses completely.
Pirate number #3 moves up to Sandman and slugs him in the jaw for 2 points of nonlethal damage.
Pirate number #4 moves up to Rillum but slips in the oil and falls prone.

Sandman returns the favor to pirate #3 with a crack to the jaw.

Round 2 Recap:

Aerel moves up to help Nivian down the pirate and lands a solid blow.

Rhemus moves to flank the pirate attacking Nivian but uppercuts nothing but air.

Rillum holds up a lit lantern threatening the soaked pirate on the ground with a fiery bath.

Nivian dashes towards the stairs and curses the pirate that swung at her with ill luck.

Baltzar shows her inner fury and attacks a pirate, taking a swipe at his chest and barely drawing blood.

Pirate #1 continues to drool unconsciously on the floor.
Pirate #2 turns his attention to the halfling and ignoring his new found misfortune, slugs Rhemus for 3 points of nonlethal damage.
Pirate #3 wallops Sandman for 4 points of nonlethal damage.
Pirate #4 cowers on the floor pleading for his life.

Sandman attempts to knock out his opponent but the pirate does not go down easily.

Round 3 Recap:

Aerel moves to flank a pirate with Rhemus but misses with a right cross.

Rhemus tries to strike back at the pirate but misses.

Rillum's will be heard, he launches a lantern into the combat only to have it land softly in a hammock.

Nivian curses another pirate with ill fortune.

Baltzar tries to claw the eyes out of a pirate but the pirate seems very focused on her claws now and manages to avoid them this time.

Pirate #1 continues to drool on the floor.
Pirate #2 swings at Baltzar but is too afraid of her claws to connect.
Pirate #3 swings at Sandman again and connect on a glancing blow for 2 points of nonlethal damage.
Pirate #4 stands up and runs away making his way to the stairs.

Sandman connects with a vicious haymaker drop the pirate to one knee.

Round 4

Order
1. Aerel
2. Rhemus(GM Botted)
3. Rillum
4. Nivian
5. Baltzar
6. Pirates
7. Sandman

Aerel swings the net around sending it towards the pirate ensnaring him.

Rhemus punches the entangled pirate, pressing his advantage.

Rillum grabs a bar stool and moves to flank the combat.

Nivian grabs a cutlass off of the drooling pirate and slashes the pirate's belt.

Baltzar follows Nivian's lead and scores herself a dagger off of the drooling pirate.

The pirates surrender, wanting nothing more to do with you.
Pirate #1 begins to stir as she slowly regains consciousness.
Pirate #2 surrenders.
Pirate #3 withdraws back up the stairs.
Pirate #4 withdraws back up the stairs.
Nivian, since you are now armed, you can make an attack of opportunity if you wish against pirate #3 as he rushes past you up the stairs.

Otherwise combat has ended.

Pirate/Botted Players Rolls:

Rhemus attack vs. entangled Pirate #2: 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14
Rhemus damage vs. Pirate #2: 1d2 - 1 ⇒ (1) - 1 = 0


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman dragged the blind pirate up the stairs closely following the retreating pirates as they backed out toward the main deck. He didn't say anything but his glare spoke volumes as he carefully memorized every face.

Intimidate: 1d20 + 9 ⇒ (17) + 9 = 26


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

Aerel took a few precious seconds to carefully refold the net and stuff it between the ceiling and the harpoon to try to hide it from view. He then hustled to catch up to the others and gain the main deck.


Curse of the Crimson Throne Roll20

Sandman - How far are you dragging the blind pirate? All the way to the main deck? While dragging her, her pants begin to slip down around her knees.

Aerel - Are you restraining the previously entangled pirate or just turning him lose?

Day Jobs:

Rigger
Aerel: 1d6 ⇒ 6 Mainsail Duties

Cook's Mate
Fishguts Sobriety Check: 1d2 ⇒ 1 Sober
Rhemus: 1d6 ⇒ 6 Special Occasion

Swabs
Rillum: 1d6 ⇒ 5 Runner
Nivian: 1d6 ⇒ 2 Rat Catcher
Baltzar: 1d6 ⇒ 6 Repair
Sandman: 1d6 ⇒ 1 Man the Bilges


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman's plan was to drag them both up on deck and dump them somewhere near scourge at the top of the stairs. Any objections?


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

the pants less one is a girl? Well that won't do. Crud.

Halfway up the stairs sandman stops. The blind girl he was dragging up the stairs had lost her pants. He sighed.

"Pull yourself together and walk. Later, when you're trying to figure out who's side you're on, remember that I let you keep your dignity when I didn't have to. Ask yourself who else would do that in my place."


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0
The Many-Faced GM wrote:
Aerel - Are you restraining the previously entangled pirate or just turning him lose?

Oh, I didn't realize that was a viable option.

Seeing the large man handling two of the pirates upstairs, the elf follows suit. Leading a third pirate up on deck still wrapped in a net, he deposits him with the other failed assailants.


Curse of the Crimson Throne Roll20

There are two pirates basically in your possession. The female pirate that was color sprayed, and is currently still blind and stunned. Then there is the pirate that Aerel entangled. You can free the pirate, send him on his marry way back up to the main deck and refold and keep the net. Or you can carry him while he's still entangled in the net up the stairs, which means you won't get to keep the net hidden.


Curse of the Crimson Throne Roll20
--Sandman-- wrote:
Sandman's plan was to drag them both up on deck and dump them somewhere near scourge at the top of the stairs. Any objections?

Nope, no objections. Just wanted to make sure I understood what was happening.

Everyone hustles up the stairs so as not to be late for the start of the work day. Two battered and bruised pirates make the main deck first and Master Scourge begins to smile. As the rest of the crew arrives on deck, his smile gives way to a brief look of confusion, which then returns to his normal scowl. Everyone is on time and the lash goes lonely this morning.

Don't forget the Daytime Ship Activities for bonuses or additional actions

"Swabs with me, riggers to the sails, and you" he says, pointing at Rhemus"get your arse to the galley."

Aerel is on Mainsail duties, and spends most of his day raising and lowering the mainsail. DC 10 Profession (sailor) check or Strength check. Also a DC 10 Constitution check to avoid being fatigued at the end of the shift.

As Rhemus enters the galley, Fishguts is already busy at work muttering to himself about the special occasion. "We need to butcher a pig and cook it for dinner. Good eats tonight" he says. Profession (cook) DC 10 or Survival check.

Nivian is back on rat catching duties with four other swabs. DC 10 Stealth check, Survival Check, or Dexterity check to catch enough vermin.

Baltzar is put on repair work today fixing all manner of equipment. DC 10 Profession (sailor) or Dexterity check.

Rillum is named the runner for the day, which invokes several chuckles and a few jokes. This gives you almost free access to most areas of the ship. The job itself requires a DC 10 Acrobatics check and a DC 10 Constitution check toi avoid fatigue after the shift ends.

Sandman is sent down to the bilges to put his size and strength to use. Bilge work requires a DC 12 Strength check and a DC 10 Constitution check to avoid being fatigued at the end of the shift.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Before Rhemus headed to the Galley, Sandman asked "I have a favor to ask. See if Mr. Kroop would be willing to part with a jug or bottle of something. I need to bribe our quartermaster."

bilges, work diligently: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15
con, endurance: 1d20 + 4 + 4 ⇒ (8) + 4 + 4 = 16

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