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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Skull & Shackles roll20 | Reign of Winter roll20 |

Not many things bother a manticore, but an enlarged, grotesque creature from the depths of nightmares is enough to give it a second thought and keep it at bay.

The pirates shake in their boots, even the ones not affected by the cold chill. If not for the captain, they may have already turned and jumped overboard. Instead, as commanded by their captain, they release their bolts, sending several at the giant Sandman and the frothing dwarf. Three bolts puncture Sandman and his blood begins to cover the deck while only one manages to pierce Falgrim's hide.

After firing, all of the pirates drop their heavy crossbows to the deck and draw cutlasses, moving closer to the rails. The cold continues to bite into the exposed skin of several of them.

Sandman takes 15 points of piercing damage from 3 heavy crossbow bolts. Fargrim takes 8 points of piercing damage from 1 heavy crossbow bolt. Baltzar takes 10 points of piercing damage from a Manticore spike.

The manticore continues to fly 60 feet above.

Round 2 - Player's Turn! Everyone goes

DM Rolls:

Pirate #1 Heavy Crossbow vs. Sandman: 1d20 + 3 ⇒ (5) + 3 = 8
Pirate #2 Heavy Crossbow vs. Sandman: 1d20 + 3 ⇒ (13) + 3 = 16
Pirate #3 Heavy Crossbow vs. Sandman: 1d20 + 3 ⇒ (10) + 3 = 13
Pirate #4 Heavy Crossbow vs. Sandman: 1d20 + 3 ⇒ (13) + 3 = 16
Pirate #5 Heavy Crossbow vs. Sandman, staggered: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
Pirate #6 Heavy Crossbow vs. Falgrim, staggered: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
Pirate #7 Heavy Crossbow vs. Falgrim, staggered: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17
Pirate #9 Heavy Crossbow vs. Falgrim: 1d20 + 3 ⇒ (6) + 3 = 9
Pirate #10 Heavy Crossbow vs. Falgrim: 1d20 + 3 ⇒ (1) + 3 = 4
Piercing damage to Sandman: 1d10 ⇒ 7
Piercing damage to Sandman: 1d10 ⇒ 3
Piercing damage to Sandman: 1d10 ⇒ 5
Piercing damage to Falgrim: 1d10 ⇒ 8
Cold damage: 1d6 ⇒ 5
Pirate #5 Fortitude save vs. DC 16: 1d20 + 5 ⇒ (17) + 5 = 22
Pirate #6 Fortitude save vs. DC 16: 1d20 + 5 ⇒ (8) + 5 = 13
Pirate #7 Fortitude save vs. DC 16: 1d20 + 5 ⇒ (10) + 5 = 15
Manticore spikes #1, shaken vs. Baltzar: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Manticore spikes #2, shaken vs Johara: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Manticore spikes #3, shaken vs. Sandman: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Manticore spikes #4, shaken vs. Rosie: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
Piercing damage to Baltzar: 1d6 + 5 ⇒ (5) + 5 = 10

The roll20 map has been updated.


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)

Did the Manticore save vs. my Slumber Hex?

Baltzar takes a 5-foot step to Sandman, then casts Cure Moderate Wounds on Sandman

Cure Moderate Wounds: 2d8 + 4 ⇒ (4, 1) + 4 = 9


Skull & Shackles roll20 | Reign of Winter roll20 |

The Manticore is more than 30 feet away and outside of the range of the slumber hex.


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)
The Many-Faced GM wrote:
The Manticore is more than 30 feet away and outside of the range of the slumber hex.

I moved closer on the roll20 map (and still had 5 feet of movement left) so I was 15 feet away from him, 20 after my 5-foot step to heal Sandman. Unless you are saying he's actually OFF the map area and not where you put him? If so, I missed where you said that apparently?

Screenshot with ruler

EDIT: Ah I see where you said he was "still out of range" so he's not where you put him on the map, apparently. So in that case I would have readied an action for Slumber when he flew overhead?


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Female Undine Sea Witch 4 | HP 29/29| AC 17 Touch 13 Flatfooted 14 | Saves F +2 R +4 W +5 | Init +3 | Darkvision 60, Perc +9/11, Swim Speed 30

To clear that up: Manticore spikes have a range of more than 100 feet. They will usually stay well out of range and assail their targets from afar. In this case, the Manticore is flying overhead, circling above our ship like a ground attack plane, unloading at it's choosen targets. Unless either of you starts moving straight up via levitation or a similar effect, it WILL remain out of range until it runs out of spikes(meta-knowledge, there, but no guarantee this one does, or just how many spikes it has, exactly- so not really a spoiler I suppose)

For a moment, Nivian considers using another spell - but the ones she hit before were still freezing, and the others? Well, Fargrim was busy bashing their heads in.
Instead, she focused on tugging on the strands of Fate, granting Fargrim Fortune, and starting to sing, an ancient song of glory and battle.

Fortune Hex on Fargrim, Move action to 'Cackle' and prolong it.
Fargrim gets to re-roll one d20 roll he makes during the next turn(well, any turn while he is near me and I'm still singing)


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)

Ah, okay so yea I was confused because it looked like the GM maybe missed my entire post or something? I didn't even get a 'you cant' do that' just we all moved on to 2nd round like I'd failed.


Female Human Bard (Dervish Dancer) 4 | HP 33/33 | AC 14 T 13 FF 11 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +7, Sense Motive +7 | Bardic Performance 14/14 rounds | Bard Spells: 1st—4/4 2nd—2/2

Climb: 1d20 + 5 ⇒ (15) + 5 = 20

Johara shimmies down the mast and rushes to Nivian's side, drawing her scimitar as she goes.


I misunderstood. There's nothing on the map to indicate the Manticore's height above us so I thought it was on the same level, just flying over the water.

Thanks for the healing Baltzar.

GM, did any of the enemy sailors provoke from me when they fired their crossbows? I have a 20 reach right now.

The Nightmare Man raised a hand and sent cloying shadows to bind the Captain of the other ship.

Using Adhesive Spittle
Touch Attack, size: 1d20 + 2 - 1 ⇒ (15) + 2 - 1 = 16
Hit = Entangled for 4 Rounds. DC 16 Reflex or be stuck to the ground for that long.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Fargrim looks down at the bolt in his arm as if it were nothing more than a bee sting. He methodically wraps his chain around his forearm and begins moving towards the other ship, preparing to crush more heads. "Surrender now and you will live! Fight and die!" His dwarven-chain lashes out once more!

Attack: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Damage: 1d10 + 7 + 6 ⇒ (5) + 7 + 6 = 18

Actions: Move - Change Dorn-dergar to normal length. Free - 5' step. Standard - Attack the sailer to Fargrim's right.


Skull & Shackles roll20 | Reign of Winter roll20 |

My apologies for the lack of clarity regarding the manticore. Sandman's Attack of Opportunity last round missed. (I rolled a 2.)

As the crossbow bolts fly, Sandman's war club comes down, tearing through rigging and slamming into the ship's rails. He then spits a massive glob at a pirate, ensnaring the man. Baltzar sends healing magic into the giant nightmare sealing some of his wounds. Nivian blesses Fargrim with good fortune who in turns curses a pirate with ill fortune, shattering the man's collar and shoulder bones. Johara moves around the ship to get into position.

The pirates move to deploy a boarding plank and Sandman makes one man pay, bringing his gigantic club down on the man. He tries to deflect the blow with his arm at the last moment and while successful, it costs the man the use of his arm. The others are able to get the plank in place and begin to board the Covenant. Others move to surround and engage Fargrim, but the mad dwarf's chain takes the first one off of the boarding plank and drops him into the drink to be crushed between the two ships as they bounce and grind against each other. The manticore makes another pass overhead, this time hurling spikes down at Conchobar, Fishguts, Johara and Nivian. Luckily, none of the spikes find flesh.

Fargrim takes 8 points of slashing damage.

Round 3 - Player's Turn! Everyone goes

DM Rolls:

Sandman AoO: 1d20 + 4 ⇒ (2) + 4 = 6
Sandman AoO: 1d20 + 4 ⇒ (19) + 4 = 23
Bludgeoning damage: 2d8 + 4 ⇒ (1, 5) + 4 = 10
Pirate vs. Fargrim: 1d20 + 4 ⇒ (6) + 4 = 10
Pirate vs. Fargrim: 1d20 + 4 ⇒ (18) + 4 = 22
Slashing damage to Fargrim: 1d6 + 2 ⇒ (6) + 2 = 8
Pirate vs. Fargrim: 1d20 + 4 ⇒ (3) + 4 = 7
Fargrim AoO: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Bludgeoning damage: 1d10 + 7 + 6 ⇒ (8) + 7 + 6 = 21
Reflex save vs. Adhesive Spittle: 1d20 + 2 ⇒ (11) + 2 = 13
Pirate vs. Sandman: 1d20 + 4 ⇒ (6) + 4 = 10
Pirate vs. Sandman: 1d20 + 4 ⇒ (4) + 4 = 8
Pirate vs. Sandman: 1d20 + 4 ⇒ (9) + 4 = 13
Manticore spike vs. Johara: 1d20 + 8 ⇒ (3) + 8 = 11
Manticore spike vs. Nivian: 1d20 + 8 ⇒ (10) + 8 = 18
Manticore spike vs. Fishguts: 1d20 + 8 ⇒ (1) + 8 = 9
Manticore spike vs. Conchobar: 1d20 + 8 ⇒ (6) + 8 = 14

The roll20 map has been updated.


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)

Does Nightmare Man look like he needs more healing? I would heal others but I can't get close enough this round, plus that manticore would more than likely one-shot me if I got too close.


Currently at 28/41


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 tosses another Cure Moderate Wounds on Nightmare Man.

Cure Moderate Wounds: 2d8 + 4 ⇒ (2, 6) + 4 = 12


Female Human Bard (Dervish Dancer) 4 | HP 33/33 | AC 14 T 13 FF 11 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +7, Sense Motive +7 | Bardic Performance 14/14 rounds | Bard Spells: 1st—4/4 2nd—2/2

Johara steps slightly to the side to engage one of the pirates attacking the tremendous Nightmare Man and hopefully take some pressure off of him.

5' step, begin battle dange, attack

Scimitar attack, battle dance, heroism: 1d20 + 6 + 1 + 2 ⇒ (14) + 6 + 1 + 2 = 23
Scimitar damage, battle dance: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10


The nightmare man stared at the sailor in front of him, pulling the darkness in his mind up to the surface.

1st the Mask makes a Demoralize check against the target. Hopefully that will soften up his saves.

Intimidate: 1d20 + 7 ⇒ (17) + 7 = 24

2nd, Sandman cast Slumber Hex, DC 19 (SLA, so no AoO)

Is the net icon my Adhesive Spittle spell? If so, I targeted the enemy captain,
not a regular sailor.


Skull & Shackles roll20 | Reign of Winter roll20 |

Corrected the spittle, Captain is now marked.

The man cowers as he stares up at the giant nightmare in front of him, questioning what drove him to this action. Before he can find an answer, he falls to the deck unconscious as sleep takes him to a better place. Baltzar continues to heal Sandman's wounds as Johara begins her dance of death. The blade of her scimitar bites into the leg of a boarding pirate as blood begins to pour out as an artery is nicked.

Fargrim and Nivian are up.

DM Rolls:

Will save vs. DC 19 slumber, shaken: 1d20 + 1 - 2 ⇒ (2) + 1 - 2 = 1

The roll20 map has been updated.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Cleave Attack: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Damage: 1d10 + 7 + 6 ⇒ (1) + 7 + 6 = 14
Cleave Attack #2: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9 Using Fortune!
Cleave Attack #2: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Damage: 1d10 + 7 + 6 ⇒ (4) + 7 + 6 = 17

Fargrim gives into the raging song of battle that Nivian weaves with her words and swings his ancient dwarven weapon about, smashing into two of the injured sailors with a sickening crack! He takes a step back and stretches out the length of chain with a humorless smile.

Using Cleave to attack the two injured sailors near Fargrim. He will then take a 5' Step. Then using a Move action to change Dorn-dergar to 'Reach' mode.


Female Undine Sea Witch 4 | HP 29/29| AC 17 Touch 13 Flatfooted 14 | Saves F +2 R +4 W +5 | Init +3 | Darkvision 60, Perc +9/11, Swim Speed 30

Just as a heads-up, the ones in the frostfall-area would take another 1d6 ⇒ 5 cold damage at the start of my turn
Nivian focuses the fortune she provides on Johara as well, while keeping up the singing empowering the fate-changing effect.
Standard to give Johara Fortune, Move to extend on both her and Fargrim. The cheesy way would be to start that up during our final approach to an enemy vessel so everybody is fortunate :) That may be TOO cheesy, though, albeit if we ever go into a ranged fight, I'll definitely make our gun crews fortunate - at least the gunners taking aim and rolling to hit...


Skull & Shackles roll20 | Reign of Winter roll20 |

Fargrim's chain drops two more into the drink as they attempt to board the Covenant. Nivian shares her good fortune with Johara as Fargrim capitalizes on his.

Meanwhile the pirates flood onto the deck surrounding Sandman, but not before his enormous club clobbers one across the arm, nearly shattering the bone. The others move into position and strike out with their cutlasses but most of them dare not anger the giant monstrosity. One, braver than the rest, or possibly just fearing for his life, strikes true and buries his blade deep in the giant's leg. The captain, despite being covered in goo, manages to find his whistle. A sharp note rings through the air and the manticore comes crashing down into the deck of the Covenant. The ship rocks from the impact which causes the manticore's bite to miss the towering nightmare man by a hair.

Sandman takes 8 points of slashing damage.

Round 4 - Player's Turn! Everyone goes

DM Rolls:

Sandman AoO: 1d20 + 4 ⇒ (15) + 4 = 19
Bludgeoning damage to pirate: 1d10 + 3 ⇒ (5) + 3 = 8
Pirate vs. Sandman: 1d20 + 4 ⇒ (3) + 4 = 7
Pirate vs. Sandman: 1d20 + 4 ⇒ (2) + 4 = 6
Pirate vs. Sandman: 1d20 + 4 ⇒ (20) + 4 = 24
Pirate vs. Sandman, confirm: 1d20 + 4 ⇒ (10) + 4 = 14
Slashing damage to Sandman: 1d6 + 2 ⇒ (6) + 2 = 8
Manticore vs. Sandman, charge: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14

The roll20 map has been updated.


Female Human Bard (Dervish Dancer) 4 | HP 33/33 | AC 14 T 13 FF 11 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +7, Sense Motive +7 | Bardic Performance 14/14 rounds | Bard Spells: 1st—4/4 2nd—2/2

Johara slashes out at the sailor between herself and the Nightmare man.

Scimitar attack, dervish dance, heroism, flanking: 1d20 + 6 + 2 + 1 + 2 ⇒ (10) + 6 + 2 + 1 + 2 = 21
Scimitar damage, dervish dance: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Then she twists and steps slightly back, hopefully out of reach of the manticore.

Attack, then 5' step.


HP 32/41

I'm pretty sure the Manticore is in range now, based on the description and the lack of elevation numbers on the map.

"Nivian, the beast." The Nightmare Man's otherworldly dual-voice said in a tone far too calmly for the chaos of the fight. He seemed to be completely unfazed by his wounds.

Waiting for Nivian, hoping she decides to hit the Manticore with Misfortune.

Delaying until after Nivian's action, then Slumber Hex DC 19 (as an SLA it doesn't provoke)


Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1

If it manages to make it's save vs Slumber, the Mask will use Fearsome Shadows (as Cause Fear spell, DC 12. Effects up to 7 HD.


Female Undine Sea Witch 4 | HP 29/29| AC 17 Touch 13 Flatfooted 14 | Saves F +2 R +4 W +5 | Init +3 | Darkvision 60, Perc +9/11, Swim Speed 30

Nivian had not needed Sandmans notification - the deck rocking when the beast came crashing down was sufficient-focusing her mind on trying to draw the fortune out from the creature, she attempts to shift fates in their favor, her song of battle and glory suddenly taking on gloom undertones of death and decay.
5 foot step between Johara and Fargrim, Standard to Misfortune Manticore(DC 16), Move action to prolong effects


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

Doesn't Misfortune automatically effect a target for one round regardless of the save?


Female Undine Sea Witch 4 | HP 29/29| AC 17 Touch 13 Flatfooted 14 | Saves F +2 R +4 W +5 | Init +3 | Darkvision 60, Perc +9/11, Swim Speed 30

you are thinking of evil eye, which would complete the witch trilogy... Evil eye to lower saves, misfortune to force double rolls, slumber to bring it home...misfortune has a very powerful effect, makes sense to allow a save :-) I am not a pugwampi, after all...


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Attack: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16
Damage: 1d10 + 7 + 6 ⇒ (8) + 7 + 6 = 21

Fargrim turns to glance at the manticore on the deck before twirling his dorn-dergar around and letting the heavy ball fly towards the remaining sailor standing before him! He was never one to leave an enemy at his back...

If that attack hits, then Fargrim will move across the platform onto the enemy vessel to come up behind the sailors around Sandman.


Skull & Shackles roll20 | Reign of Winter roll20 |

Baltzar still has a round 4 action.

Johara draws a thin line of blood across the sailor's back. The man seems shocked, and staggers around as his hands try to reach back to the wound. Fargrim's chain swings through the air and catch another sailor directly across the face, breaking the man's nose and jaw and sending him toppling to the deck of his own ship. Nivian turns her attention to the large beast as it crashed down onto the Covenant. With a barely a coherent word spoken in it's direction, it can already feel that it is not welcome as ill fortune creeps into it's very being. The dreams of demons turns and with little more than a look, sends the consciousness of the mighty manticore off to another word as it's body tumbles to the deck with a snore.

The pirates, with no where else to go and feeling the end coming near, fight on with renewed vigor. Two manage to open fresh wounds on the enlarged Sandman. The last swings his sword feebly before succumbing to his own wounds and falls over, bleeding to death. The last thing he hears is the panicked whistle of the captain, still stuck in place.

Sandman takes 12 points of slashing damage from two cutlass slashes.

Round 5 - Player's Turn! Everyone goes

DM Rolls:

Manticore Will save vs. Misfortune: 1d20 + 3 ⇒ (4) + 3 = 7
Manticore Will save vs. Slumber: 1d20 + 3 ⇒ (8) + 3 = 11
Pirate vs. Sandman: 1d20 + 4 ⇒ (12) + 4 = 16
Pirate vs. Sandman: 1d20 + 4 ⇒ (12) + 4 = 16
Pirate vs. Sandman: 1d20 + 4 ⇒ (2) + 4 = 6
slashing damage to Sandman: 1d6 + 2 ⇒ (3) + 2 = 5
slashing damage to Sandman: 1d6 + 2 ⇒ (5) + 2 = 7

The roll20 map has been updated.


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)

Sorry, in round 4 I will heal whoever needed it the most, and then round 5 the same, hold until someone needs healing. Feel free to roll the heals if you need to in order to move along, I have two Cure Moderates left, so 2d8+4 each.


Female Human Bard (Dervish Dancer) 4 | HP 33/33 | AC 14 T 13 FF 11 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +7, Sense Motive +7 | Bardic Performance 14/14 rounds | Bard Spells: 1st—4/4 2nd—2/2

Post destroyed due to board error.

Johara lashes out at the same pirate as before, turning in a full pirouette before ending with her scimitar curved across her body and her free hand over her head.

Scimitar attack, dervish dance, heroism, flanking: 1d20 + 6 + 2 + 1 + 2 ⇒ (12) + 6 + 2 + 1 + 2 = 23
Scimitar damage, dervish dance[/dice: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 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

Current HP 28/41

The nightmare man stepped away from the crowd and brought his massive club down on the manticore.

5' adjust away to avoid AoOs. (since Rosie is small and I'm large I'm going to assume she can stand next to me or get out of the way easily enough)

Coup de Grace: 6d8 + 12 ⇒ (2, 6, 7, 2, 3, 3) + 12 = 35 I think that's a DC 50 fort save or die?

I'm being careful to hit this thing in a way that keeps it on the deck of the ship. I want this corpse. :)


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Fargrim lets out a sudden, maddened-laugh at the thud of the manticore succumbing to his Captain's magics. He turns his attention to whistling captain of the vessel and grins. "No escape, Captain. Surrender to us and survive. Or die like your men there." He jerks his head towards the numerous fallen pirates. He slowly approaches the Captain, twirling his dorn-dergar around and sends blood, bits of brain matter and bone flinging in all directions to emphasize his point.

If the Captain surrenders, then Fargrim will hold his attack, but he he does anything other drop his weapon, then the following attack will happen as a Readied Action.

Attack: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Damage: 1d10 + 7 + 6 ⇒ (5) + 7 + 6 = 18


Skull & Shackles roll20 | Reign of Winter roll20 |

I bet you do!

Sandman's huge tree of a club comes down onto the manticore's head, crushing it's skull and snapping it's neck at the same time. With his prized companion now dead, and the mad dwarf a few feet from him, the captain gives his whistle one last long signal of surrender. All but one of the remaining pirates toss down their cutlasses. The last one spits, and again attempts to stab the giant nightmare. Fargrim, in return unleashes his coiled chain into the back of the stubborn fool. The impact alone snaps his spine and he topples to the deck, no longer moving.

Baltzar heals Sandman for 9, but Sandman takes another 8 points of slashing damage.

Combat Over!

DM Rolls:

Come on 20!: 1d20 ⇒ 3 So close!
Cutlass vs. Sandman: 1d20 + 4 ⇒ (17) + 4 = 21
Slashing damage to Sandman: 1d6 + 2 ⇒ (6) + 2 = 8
Baltzer cure moderate to Sandman: 2d8 + 4 ⇒ (2, 3) + 4 = 9


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Fargrim grins as he removes all the captain's weapons from him and starts shoving across the planks. "Move! Who else is aboard?"


HP 33/40

The nightmare man stood, bloody but mostly uninjured from the many wounds he had received. Baltzar's tending had allowed him to simply absorb every attack the enemy crew had swung his way. As he stood among the carnage his wounds congealed into ropy scars that darkened until they were the black of charred flesh, then seemed to simply vanish becoming ragged windows into the void of night. Moments later the whole ordeal was only a few more otherworldly scars amid the tapestry already marring his massive form.

Casting Scarify converting damage to nonlethal: 2d6 + 4 ⇒ (6, 3) + 4 = 13

While Fargrim went about organizing the remaining enemy crew, the Nightmare man strung the corpse of the Manticore upside down from the yardarm. Then he cut it's tail clean off with a massive obsidian knife. He looked over to Fishguts. "Butcher it. Keep the bones."


Female Undine Sea Witch 4 | HP 29/29| AC 17 Touch 13 Flatfooted 14 | Saves F +2 R +4 W +5 | Init +3 | Darkvision 60, Perc +9/11, Swim Speed 30

Stopping her singing, Nivian made her way over to the enemy Captain, stepping next to him with a charming smile:"Now, you survived to this point, which is great. Especially for you, I suppose. If you don't want that luck to run out, you'd best start telling us about that little island you departed from. Because we really, really would like to learn more. And I'm afraid we have no gifted torturer among us. You know, it's easy to inflict a great amount of pain to someone, make them talk, but you need a certain amount of skill to make sure they survive. So, it would probably be healthier for you if you simply start talking. Oh, and mind you, we'll ask some of your underlings as well. If there's any unexplained differences between what we hear, there will be torture, after all..."
Intimidate Assist: 1d20 + 6 ⇒ (4) + 6 = 10 I suppose Sandman wants to make the actual scary impression that makes him comply.


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Intimidate: 1d20 + 14 ⇒ (17) + 14 = 31

"They only need their tongues to speak. The rest is optional." the Nightmare Man said in his strange multiple voice. "Practice your torture if you wish. I will not permit them to die until after your lesson."


Skull & Shackles roll20 | Reign of Winter roll20 |

The captain looks looks back over his shoulder defiantly at Fargrim. "Ain't no one else aboard. Just the goods in the hold."

Fishguts nodded eagerly at Sandman's order. It had been some time since they had had this much meat on board that wasn't fish, and even longer since Fishguts had personally butchered something. Most provisions brought on board were already cut and salted for the voyage. He started to give Sandman a quizzical look at the mention of the bones, but thought better of asking and just shrugged before moving to get started.

As Nivian began to question the captain, his defiant look quickly faded as the enormous nightmare sliced into his prized manticore, or what was left of it. "What's to know? Dozens more like 'em. Infested with savages they are. Good thing is they breed like roaches, always more slips to take."


The Nightmare Man stared at the captain for a long moment, then scanned the rest of the crew.

"What is your name, Captain?" he commanded.


Female Human Bard (Dervish Dancer) 4 | HP 33/33 | AC 14 T 13 FF 11 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +7, Sense Motive +7 | Bardic Performance 14/14 rounds | Bard Spells: 1st—4/4 2nd—2/2

At the mention of always having more savages to take, Johara straightens angrily and says tensely, "Slavers?"


The Nightmare Man gave a single, slow nod, striding across the gap between the ships in one massive step. He turned his tree-trunk sized warclub sideways and slowly moved forward, corralling the enemy crew and their captain all the way to the prow. He gestured to the hold knowing what Johara would find there. "Go."

Nivian and Johara seem like the right two to go free the slaves. Fargrim and I should stay up here to keep control of the captured enemy crew. Baltzar can command our own ship and crew while we work.


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)
The Nightmare Man wrote:
Baltzar can command our own ship and crew while we work.

Sounds good. Sorry I'm so quiet lately, still here though.


Female Undine Sea Witch 4 | HP 29/29| AC 17 Touch 13 Flatfooted 14 | Saves F +2 R +4 W +5 | Init +3 | Darkvision 60, Perc +9/11, Swim Speed 30

Nivians facial features froze when the men's profession was revealed. With a bitterness in her voice, she answered Johara without looking at the girl:"Not anymore. The slaver will be a slave, soon enough."
They had only guaranteed for his survival, after all, not for his freedom, or fate...
Turning away, towards the hold, Nivian finally faces Johara, a smile on her lips that could or could not be genuine:"Come, let us free some 'Savages'.."


Female Human Bard (Dervish Dancer) 4 | HP 33/33 | AC 14 T 13 FF 11 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +7, Sense Motive +7 | Bardic Performance 14/14 rounds | Bard Spells: 1st—4/4 2nd—2/2

Johara nods to her captain and moves eagerly and quickly to the ship's hold to find their human cargo and liberate them.

"This ship has been captured," she says as she works, severing ropes or searching for the keys to unlock manacles, and picking locks where necessary, "and you will no longer be its merchandise. The captain will explain your choices, but they will be your choices to make."

She works diligently, patiently, never stopping until every one of the captives is freed of ropes and chains. Then, and only then, does she finally straighten and look up at Nivian again. "Thank you. Freeing them has freed me."


Female Human Bard (Dervish Dancer) 4 | HP 33/33 | AC 14 T 13 FF 11 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +7, Sense Motive +7 | Bardic Performance 14/14 rounds | Bard Spells: 1st—4/4 2nd—2/2

DM & Nivian:
I presume we want to offer some of the slaves a chance to work on our ship, or they can go their own way next time we put into port?
Is there anything else we need to do with this vessel at this point?


Skull & Shackles roll20 | Reign of Winter roll20 |

"I am William Nottington and this here is the Slip Knot. Quickest ship of slip delivery for the glory of the queen." He speaks with pride. Like only a true born Chelish man could.

The hold covers stand open. Peering up from the depths of the ship are dozens of sets of eyes. Men, women, even children, all of varying ages and sizes, huddle together in the darkness below. None of them make a sound save for the occasional whimper. Some are bound with rope or bloodied cloth. Others who are less resistant simply stand unbound with no where to go.

They don't understand your words but every slave recognizes freedom. Some of the elders are apprehensive but the younger ones smile and nod fervently.

Up to you what you want to do with them. They are worth three plunder points though.


Female Human Bard (Dervish Dancer) 4 | HP 33/33 | AC 14 T 13 FF 11 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +7, Sense Motive +7 | Bardic Performance 14/14 rounds | Bard Spells: 1st—4/4 2nd—2/2

"Captain... does anyone speak Polyglot? Or whatever language they speak? I think they know we might free them... but it will be difficult to have them aboard ship if we can't communicate," says Johara.


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 says something to the slaves.

Polyglot:
"Do you understand?" Baltzar asks the slaves.


Female Undine Sea Witch 4 | HP 29/29| AC 17 Touch 13 Flatfooted 14 | Saves F +2 R +4 W +5 | Init +3 | Darkvision 60, Perc +9/11, Swim Speed 30

Nivian watches as Johara works:"I do speak Polyglot, as well. But there will be no difficulty...they understand what is happening, and it will be a short trip back to the island. If any of them decide to come with us, reinforce our crew, they will learn fast enough. There is only so many words they need to know to start working, after all."

With a grin, she turns to Nottington:"If yours was the quickest ship, that means others will be even easier prey? How droll.", Ignoring the man again, she turns to the others:"I am willing, and fully expecting to do a lot of things. But I am not going to benefit from enslavement of innocent people. We took possession of a ship, and we most certainly can make some money off it."
Pointing at the Slavers, she shrugs:"Now, the question is if the Chelish would pay ransom for their lackeys, or if we should give them a taste of their own medicine, and sell them to the slips for a handful of trinkets."

Choices/offering options: I think we may want to do that on the island :) By our initial agreement, on portfall the captains hat wanders within the coven - Sandy is possibly a bit intimidating, so Baltzar may seem a good choice?

GM/Johara:
Yep, we want to offer them a chance to stay, but since they were just "captured" on that island full of savages, it would seem the more sensible thing to return them there, rather than let them exit at the next port. Who knows, maybe the village elders scrounge up some pearls or something as reward...the other vessel, we're definitely keeping with us for now with a skeleton crew. Ships are crazy expensive. Even if it's not a new ship, and a stolen one, and needs to be refitted and sold at a lowered price, it should put some money into our covers - something good to keep those with less strong feelings about slavery in the crew from wondering why we're simply giving up a load of cargo worth several plunder points...


Female Human Bard (Dervish Dancer) 4 | HP 33/33 | AC 14 T 13 FF 11 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +7, Sense Motive +7 | Bardic Performance 14/14 rounds | Bard Spells: 1st—4/4 2nd—2/2

DM/Nivian:
That's a really good point, if we can repatriate them, so much the better. If their home village was razed when they were captured, we can at least give them a new life.

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