There be lootin' to do - Skulls & Shackles

Game Master Spazmodeus

Here be a despicable crew of pirates!

Today's Date: Moonday, 28th of Lamashan, 4712 AR
Weather: Sunny and hot

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Infamy: 29 Disrepute: 14 Plunder: 16


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Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Yes, but, would you really have Sandara walk in a wedding dress worn by ghoul whores? That'd stink.

"Yes, then i'd have to ask you to make it official."

With you saying to wait for the right time...this?
Hopefully in better times, but still that'd be pretty epic, imo here. :)


Male

As the group splits up to pursue their tasks, Edward heads over to Samms and Rosie. They both look amused by his question, though Rosie seems...less helpful.

"Lookin' t'dock, are ye?" she chortles. Samms shakes her head as Rosie continues to make puns under her breath. "I don' know what sorta colors or animals Sandara likes in partic'lar, sir, but it has t'be said that she loves anythin' t'do wit' the sea. She's got that seagull feather in 'er hat, an' all her tattoos have sea themes...aye, I'd reckon that'd be the way to go." The slightly older woman's eyes twinkle.

Unfortunately, Edward has less luck with the men and women in the tavern. They listen to his opening statements readily enough, but don't quite seem ready to take the plunge...

You can't take 10, but people CAN assist you (and it's a DC 20).

Isaac, meanwhile, makes inquiries and discovers that the bartender is also the equivalent of a local shopkeep. The big man listens as Isaac explains that you all have loot to sell. "Well, show me what yeh've got," he says with a shrug. "Name's Tryg, an' I'll see what's like to be somethin' I can sell."

You can sell up to 2,500 gp worth of stuff here; I'll leave it up to you all what exactly you choose to sell.

Anything else for the remainder of the day?


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

@Edward

Well, the dress wasn't on any of them. :) Also, I didn't mean that type of scenario. What I meant was that we've only be sailing with this crew for a few weeks in game. You're right, though. That would be epic.

@Norv

Isaac smiles at Tryg. "Good to be hearin'. Le' me talk to me crew an' I'll brin' it to ye." He goes off to talk to the others about this and aid Edward in recruiting.

Diplomacy (aid another): 1d20 + 9 ⇒ (3) + 9 = 12


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Okay, assuming the fancy dress was not used by the ghoul whores...at all, then Edward could consider it.

Recruiting aside, Edward checks the town for a wood carver shop, or carpenter, and tries to make use of his leisure time at one of Riddleport's woodcarvers.

Amateur woodcarving: 1d20 + 1 ⇒ (17) + 1 = 18
For this.
As a polished, painted & varnished pendant cameo.

Gotta exert effort, no?


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel smiles and offers [b]"If the dress needs a good cleaning, I can handle that for you, and make it smell like a clean, new garment." prestidigitation

Then she circulates among the townsfolk, telling them of their story and how they fought for their lives and their ship and about the determination and skill of officers and crew alike. She offers a friendly berth to anyone who wants to join them who has any sailing or heavy weapons (ie ballista or cannon) skills.

diplomacy to spread their tale and recruit new crew: 1d20 + 15 ⇒ (16) + 15 = 31


Male

As Isaac steps forward to help, the sailors sitting around Edward perk up slightly in interest, apparently finding the younger man's story backed up by his captain just that much more believable. Meanwhile, across the room, Arhiel is entertaining a group of men (and one or two women) with tales of your exploits to great success. In the end, you all manage to recruit almost a dozen sailors before nightfall.

The following men and women have said they're going to join you when you set sail from Rickety's Squibs a week from now: [list]

  • Pateba Nine-Toes, a Mwangi man with an infectious grin
  • Big Jack Corix, a Chelaxian man who isn't as big as his name would suggest
  • Annalisa Cliffslagsdam, a quiet dwarven woman who seems impressed by your group's bravado
  • Zahur al-Kinshi, a Rahadoumi man eager to be back on a vessel that feels familiar
  • Simbala Ngozi, a Bonuwat woman who looks sturdy and tends to have slight smirk
  • Ori the Red, a Taldan with an eyepatch who's the oldest of the newcomers
  • "Lucky" Bao, a Tien skinny, lanky Tien man who can't be older than 20
  • Daniel Baradin, a pox-marked Chelish man with a lisp
  • Suuktidi Wild-Eye, a Bekyar man with a firm handshake and lazy eye
  • Runa the Black, an Ulfen woman with jet-dark hair and eyes
  • and Allie Aprova, a Varisian girl of around 17.

    With crew recruited and bellies filled with food and drink, you retire to your quarters upstairs and, despite the constant muffled noise coming from the dry-dock, you sleep well that night. Before going to bed, Edward spends a few hours carving out a little cameo from some driftwood, using tools he borrowed from your new friend Big Jack. The next day is revealed to be sunny and blisteringly hot once more, but it seems that you have no responsibilities in this small town besides relaxing and enjoying yourselves.

    No events on this day, so feel free to post any actions/make any rolls you want, even if it's just exploring the town. Remember that most actions (recruiting crew, increasing infamy, etc.) represent a full day's work, so you can't make multiple attempts in a single day.

    GM Screen:

    Recruits from Isaac and Edward: 1d4 + 2 ⇒ (3) + 2 = 5
    Recruits from Arhiel: 1d4 + 2 ⇒ (4) + 2 = 6
    Percent of recruits who are male: 1d100 ⇒ 63 (So, 7/11)


  • AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
    skills:
    climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

    Arhiel spends the first full day in port circulating through the little town, getting to know all the locals, and the new members of the crew, and doing a little shopping as well.

    Things to buy:

    a few alchemist fires
    a couple of acid flasks
    something pretty to wear (in the way of jewelry, perhaps a necklace or earrings... nothing TOO expensive, just something new and pretty to commemorate the recent events)

    Is the town large enough to actually earn some infamy? if so, she'll work on that tomorrow.


    Male

    In one of the greatest peculiarities of this AP's rules systems, while some towns are small enough to make it virtually worthless to sell plunder, no town is too small to boost your Infamy. Make of that what you will. :P

    Although there is an Infamy cap that moves with your level, so I suppose that may be one reason that wasn't a concern to the writers.


    Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
    Skills:
    Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

    Alabaster stays close to Isaac in the tavern, his holy symbol and his weapons displayed prominently.
    My actions while in this town will be using Alabaster's share of loot to cast Masterwork Transformation on his cutlass and his pistol. If he doesn't have enough for both, then the cutlass gets the treatment first. The goal is to transform the cutlass so that the pommel and guard take on the appearance of a kraken, with the tentacles forming the bell guard and the head as the pommel, with the holy symbol of besmara in each of the kraken' eyes. Whenever we attempt to raise our infamy, he'll use it as a prop to convince people that the crew really is the chosen of besmara, and she transformed the weapon of her priest as a reward. I'm coming up with a description of the pistol in my head now.


    Male

    Arhiel spends the day circulating about the village, getting to know the locals and chatting with the newest members of your crew. Allie eagerly introduces Arhiel to her adoptive father, a surly old Zenj man named Bikmelu. "I hear that you are taking Allie away from me," he says in clipped, melodious Taldane. "Well, she is outgrowing her pants here anyway. Bah! Leave an old man to die, that's what she does." He turns to back to the woodworking he's doing while Allie rolls her eyes and mouths, "Ignore him" to Arhiel. She kisses her father on the cheek and he sighs and chuckles. As you make you're way out, their talking quietly in Polyglot, and the old man doesn't seem quite so angry as he pretended.

    Pateba, who's got a wife and young boy in one of the small houses outside the Commons, happily points you to the home of a middle-aged woman named Chandra Bristlewick, whom he refers to as the "steward." You find her tending to a small garden in the back, chanting quietly as she works. Apparently she's the one in charge of making sure Rickety's people stay healthy and happy, and she's happy to sell you some of the alchemist's fire and acid that she's brewed up "just in case." Many of the locals who aren't working are happy to show you their scrimshaw jewelry work, as well.

    Alabaster, meanwhile, spends most of the day in the tavern, keeping an eye on those surrounding his captain...until, that is, he pulls out his cutlass and begins chanting over it. This makes some of the surrounding men and women nervous until they see Besmara's holy symbol and hear her name in the chant; then it only makes them wary. But after an hour, his cutlass has slowly transformed into a much more elaborate, kraken- and Besmaran-festooned blade. The warpriest hefts it with a smile.

    Alchemist's fire and acid flasks can be bought at the usual rates (20 and 10 gp each, respectively); any jewelry around here probably wouldn't fetch more than a single gold piece for something elaborate/a set, most would be around 5 sp. Alabaster, assuming Isaac (or someone) sells all the loot you should have plenty of cash to cast one masterwork transformation, but might be a little short on two.


    Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
    Skills:
    Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

    I figured I'd be short on two, so I'll worry about the pistol later. I'm satisfied with the cutlass for now. I'll be assisting any checks to press and/or recruit crew as well. I wasn't needed for the check here but later on I'm sure I will be.

    Alabaster holds his blade up and looks out over those gathered at the tavern.
    Ye'see, iffen ye live by tha Queen, she be rewardin' ye right good. This'un be named Brineblood, Blade o' Besmara!

    He sheathes it with a mightily dramatic gesture and stands beside Isaac.
    Any o' ye what signed on with us be in fer a right good time. I be promisin' ye that!

    Ive always been partial to the name Freedom's Fire for the ship for this module, but I'm sure you guys can come up with something better. :)


    Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

    Isaac wakes up to the sweltering heat. He decides to forgo his overcoat due to the heat, keeping his green shirt open a little. While in the tavern, Isaac decides to converse with the new crew, getting to know them better. He looks around at everyone. "Ahoy, ther'. I be Isaac Sil'erman', the Cap'n o' th' ship. I be thankin' ye all fer joinin' up wit' me an' me crew. I be wantin' to learn mor' 'bout each o' ye."

    Diplomacy (if needed): 1d20 + 9 ⇒ (3) + 9 = 12

    Isaac then sees Alabaster transforming his cutlass into a finer one. When he speaks, Isaac silently listens, impressed by how far the lad has some.

    Trying to attain Infamy and Disrepute...

    Isaac also tells a few stories to help increase their fame and spread the word of their crew. He does embellish some parts of his stories.

    Bluff to help win Infamy and Disrepute: 1d20 + 7 ⇒ (1) + 7 = 8

    Well, that went well.

    Rosie...

    Later, Isaac approaches Rosie. He smirks and wipes his forehead, his skin getting a light sheen of sweat. "Ahoy ther', Rosie. I be checkin' to see how ye be doin' here. E'erythin' goin' well?"

    Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

    Shopping...

    Isaac makes a quick stop to the bartender to try and sell some of the things they the have.

    Has everyone gotten their share of the loot that they want? I'm thinking that maybe we could use the weapons to help outfit the crew (if that's an option) and use the more more food related items for the crew's use while at see. Also, what money we have, we can split up.

    I also want to try and pass out rest of the loot from the mutiny. I know that I would like Plugg's cutlass and it was agreed that I would take it. So I just added it to my alias.

    So here's a small list of what I want to sell:

    Isaac (personally):
    - cutlass

    Group:
    - 2 daggers
    - Mwk daggers
    - 2 barrels of cheap perfume
    - 12 silver hatpins
    - leather armor
    - 6 spears
    - 5 pounds of pepper
    - silver tankard
    - 3 bottles of fine Chelish perfume
    - various gems

    Since we're bringing up ship names, I have a suggestion. I wanted to surprise everyone. I was thinking about The Ranak, in honor of our past player who's departure led to some of the best RP.


    Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
    Skills:
    Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

    Alabaster stands by Isaac as he addresses the new crew. He offers them a winning smile, his hand on the pommel of Brineblood.
    Diplomacy Aid: 1d20 + 7 ⇒ (3) + 7 = 10

    He nods and help embellish the tales, adding a few bits of his own here and there, and praising Besmara for her aid in some of the more "impossible" situations that Isaac comes up with.
    Bluff Aid: 1d20 + 1 ⇒ (7) + 1 = 8

    We may have just failed miserably.


    Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
    +4 bonuses vs:
    bardic performance, sonic, and language-dependent effects.
    Init+6 Perc.+10 Performance 20/20

    Edward would like a bottle of perfume....obvious reason. :)
    The suggestion to arm the crew with the weapons sounds good to me.

    Diplomacy to the new crew: 1d20 + 13 ⇒ (13) + 13 = 26
    The silver tongued bard is on a roll again, if Isaac's attempt didn't fully pay off.
    Edward is playing this from their own angle, with it being an adventure one can come home from richer in both pockets and experience, in friends and fun. Plus, of course, that the team already aboard is a great group.


    Male

    Sorry, Edward, is that Diplomacy to recruit new crew, chat with the ones already recruited, or raise Infamy?


    Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
    +4 bonuses vs:
    bardic performance, sonic, and language-dependent effects.
    Init+6 Perc.+10 Performance 20/20

    Hmm, since we won them over to join, that could be infamy & glory.
    Do you want one for anything else?

    General chat with the newcomers.: 1d20 + 13 ⇒ (7) + 13 = 20


    Male Human (Mwangi) Aquatic Druid 4
    Status:
    • HP: 30/30
    • AC: 14, T: 11, F: 13
    • F:6, R: 2, W: 8, Init: +1; Perception: +11
    • Channels Used: 1/7
    • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
    • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

    Are we selling anything or just splitting coin?

    Can't really buy anything until I know what the cut is. Crew weaponry is covered by the masterwork weapons upgrade right? So wouldn't giving them individual weapons be a waste? I assume they all have a few daggers here and there plus can use belaying pins etc.

    -Posted with Wayfinder


    Male

    Posting in Discussion to update/clarify some things on buying and selling (I hope).


    Male

    Some of the new crew are working when Isaac approaches the group with Alabaster at his side, but "Lucky" Bao, Big Jack, Zahur, Runa, and Annalisa are lounging in the Commons. They rise, somewhat warily, when you approach, but Lucky and Big Jack smile at his friendliness. "Ain't too much t'tell," Lucky says with a grin, sitting down once Isaac does. "I were born on Shenchu Bay, so I'm a Shackles rat born 'n bred. My folks're from Tien, originally, as you probably guessed." "I've much the same story, but from Drenchport originally," Big Jack comments. "She, meanwhile, is from up north."

    "It is true," Runa says with a clipped, Skaldic accent. "From Kalsgard, originally I am. But I pledge my sword to you--the Blood-Eagle I serve no longer."

    Zahur tells you, "I fell afoul of the Pure Legion back home, I'm afraid. My step-sister fell for a bleedin' Desnan, I helped out. Here I am, now."

    Annalisa, the dwarf, is very quiet. "My people lived originally on the eastern coast of Osirion. My family was exiled several decades ago; Meanwhile I've found my way here."

    All of them are pretty cheerful and seem to warm up to the two of you quickly--though Isaac's tale telling brings more laughter than awe. Edward's contributions, though, are well-received--this crew seems excited to be part of such a friendly and enthusiastic crew. You earn 1 point of Infamy and Disrepute!

    In the evening, the five of you sell the loot you acquired during your stay on that fly-infested island, and split up the cash. The gentleman behind the bar is perfectly content to take what you've got on hand--"If you've no use for it, I can sell it on or sell some here!"--and when you split the profits, you're each left with several hundred gold coins, some of which Arhiel uses to settle her debts (if any) with the druid and jewelers on the island.

    You all head to bed that night feeling rested and remarkably refreshed!

    Isaac:
    When you approach Rosie, she's playing her fiddle on the docks by the water. She pauses and grins at your approach. "'Course I'm f#+#ing well, my cap'n, ne'er been better! Eager t'get back on the bloody water, though, that's fer sure. 'Ow're you?"

    The next day is hot and clear once more, and there's nothing to do but swill rum, eat, and whatever you can find to occupy your time...which might be easier than you'd think. Around noon, Pateba Nine-Toes sticks his head into the Commons, where you're all eating, and says, "Pardon me, future cap'n, sirs, and ma'am, but if you are interested some o' us who're off-duty're gettin' a game o' nine-pins goin' down by the boathouse. Got a cask o' beer that's been cooling in th'estuary t'go along with it." He pauses, clearly waiting to see how many of you take him up on it.


    AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
    skills:
    climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

    "While I'm not skilled in the playing, I'd love to watch and maybe wager on it. Sounds like fun!"


    Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
    Skills:
    Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

    Alabaster rises.
    Aye, I be game. Anythin's better than waitin' on land...


    Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

    The Crew...

    Isaac nods at each of them and smiles. He's glad to have them aboard as well.

    The Locket...

    During his free time, Isaac works on trying to remove the portrait of the woman from the silver locket.

    Rosie...

    Isaac approaches Rosie and sits down next to her. "I be coin' well. Jus'... still shocked tha' I be Cap'n now. I be dreamin' o' this fer years. Didn't e'pec' it to be happenin' this soon in me lif'. It be... a wondrous feelin'."

    Isaac looks out at the ocean before asking, "Rosie, I be wonderin' abou' som'thin'. Wha' would' ye be sayin' th' relationship between us is? I mean, we be good frien's, ain't no doub'. Bu', be ther' som'thin'... mor' righ' now?"

    The Next Day...

    Isaac wakes up to even more sweltering heat. He groans and gets out of bed. While he eats lunch, Pateba pokes his head in and asks for people to play nine-pins. Isaac thinks for a moment before saying, "I be joinin'. Not much o' a gambl'r. Bu', it be soundin' fun."


    Male

    Isaac:
    You get the portrait out of the locket without difficulty.

    "Oh, Lordy," Rosie says. She puts her fiddle down and turns to face you. "Look, Isaac, yer my cap'n, an' I like, admire, and respect ye. Bu' right now, we're fleein' on a li'l boat across the Fever Sea, about t'start our lives as pirates in our own right, an' hopin' we don' run inta Barnabas Harrigan an' have 'im rip our beatin' 'earts outta our chests fer stealin' 'is tub. So...it ain't exactly the bes' time fer me t' be startin' a relationship wit' anyone."

    There's a silence for a few minutes, then she leans over, punches you on the shoulder, and winks.

    "But don' count yerself outta the runnin' jus' yet."

    Pateba looks at the rest of you, somewhat puzzled. "Well, we have never wagered on the game before...but a first time, for everything, I suppose! I will see you there." With a little nod, he heads off.

    I'll leave a few hours for anyone else to post whether they're going or not, but if I haven't heard I'll just assume that Jesal and Edward accompany you guys to the game.


    Male Human (Mwangi) Aquatic Druid 4
    Status:
    • HP: 30/30
    • AC: 14, T: 11, F: 13
    • F:6, R: 2, W: 8, Init: +1; Perception: +11
    • Channels Used: 1/7
    • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
    • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

    In for the game

    -Posted with Wayfinder


    Male

    Just going to assume that Edward comes along...sorry, this took longer than planned!

    Once you've tucked away your lunches, you all head down toward the boathouse. The sky is the color of iron, and the sun beats down mercilessly. It occurs to you that this area hasn't seen rain in some time; many of the plants are yellowed or browning. But you have things of a more sportsmanlike nature on your mind.

    On the edge of the estuary, you can see several of Rickety's workers getting ready for the game in the shade. While several of them are setting up the pins, Allie and Pateba are enthusiastically hauling on a rope, drawing the promised cask out of its cooling place in the water.

    Suddenly, the rope tightens. There's a tense moment as Pateba and Allie look puzzled, and then she screams--and he yells--as the rope streaks back into the water. Allie staggers backward, clutching her hands, as Pateba plunges into the water, dragged by the rope! From the thrashing in the water, it's clear that he's not alone...you can see something in the water with him, that looks like a 5'-long snake!

    COMBAT! ROUND ONE

    As you see the disaster occur, Edward and Arhiel react quickly, moving toward the water before the rest of you have the chance to.

    Initiative
    Arhiel, Edward<----
    Foes
    Alabaster, Isaac, Jesal
    Friendly NPCs

    Tactical Map Remember that the creature in the water has cover from attacks on land!

    Vitals:
    HP: 60 | AC/T/FF: 21/18/13 | Fort +5 Ref +12 Will +9 | CMD: 27 (can't be tripped)

    GM Screen:

    Initiative Alabaster: 1d20 + 3 ⇒ (1) + 3 = 4
    Initiative Arhiel: 1d20 + 2 ⇒ (18) + 2 = 20
    Initiative Edward: 1d20 + 2 ⇒ (11) + 2 = 13
    Initiative Isaac: 1d20 + 2 ⇒ (4) + 2 = 6
    Initiative Jesal: 1d20 + 1 ⇒ (9) + 1 = 10
    Initiative Selissa: 1d20 + 8 ⇒ (3) + 8 = 11


    Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
    +4 bonuses vs:
    bardic performance, sonic, and language-dependent effects.
    Init+6 Perc.+10 Performance 20/20

    "Holy....Pateba!?"

    Knowledge/ insert whatever?: 1d20 + 1 ⇒ (11) + 1 = 12

    Edward starts up an inspire, about not letting down hope.


    Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

    Rosie:
    Isaac frowns a bit when Rosie describes their current situation. But, that turns into a full grin when she winks at him and says that he still has a chance. He chuckles. "Well, I be makin' it one hell o' a run, then." He looks at the sea for a bit. He then digs into his pocket. "Tak' o' look at this." He pulls out the locket and shows it to her. "I be findin' it on th' isl'. It be belonging' to th' las' livin' member o' Th' Infernus. It's a locket. Her'." He puts it in her hand and opens it, showing the inside. "It be empty now. Bu', mayhaps, som'on' new will be in it." He looks at Rosie. "It be a gif' to ye. A token o' me af'ections. To be showin' ye how much' I car'."

    Diplomacy w/ the gift (if needed): 1d20 + 9 ⇒ (1) + 9 = 10

    Waiting on my move. Just thought I'd take care of the RP with Rosie first.


    Male

    Ongoing RP with Rosie:
    Rosie smiles and accepts the locket, gently hanging it around her neck and tucking it below her shirt. "Well, thank ye fer tha', cap'n. It's a right noble gift." She stretches, then hops off the piling she sits on and starts to head off the dock. "Gettin' late, sir. We'd best head in." She smirks at you. "Not quite ready t'be spendin' the f%*!ing night out here with ya. Not yet, at least." She winks, then laughs and heads off.

    Edward, sadly, has no idea what the creature is. It'll be Knowledge (Dungeoneering) if someone else wants to try!


    AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
    skills:
    climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

    Arhiel moves onto the dock and shoots a pair of magic missiles at the critter.

    mm damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10


    Male

    ROUND ONE (cont'd)

    As Edward calls out to Pateba and starts up a story about how we should never lose hope, not even when faced by horrific snake monsters in the water, Arhiel dashes onto the dock and unleashes bolts of silvery force at the creature. It writhes and the water boils around it as the bolts hit, and it turns its attention away from Pateba...

    And turns toward Arhiel. Rearing up out of the water, you can see a good half of the creature for the first time, and you're shocked to see that the massive aquatic snake has a humanlike face framed by slender spines and brightly colored frills! The creature hisses at you, enraged, "Ussssse magic againssst me, will you?!" It chants some words in an unknown tongue, and you briefly see a shimmer in the air before it.

    Alabaster, Isaac, and Jesal are up!

    Tactical Map Same note about attacks from land, etc.

    Initiative
    Arhiel, Edward
    Foe
    Alabaster, Isaac, Jesal<----
    Friendly NPCs

    Spellcraft DC 16:

    The creature cast a shield spell!

    Vitals:

    HP: 50 | AC/T/FF: 25/18/17 | Fort +5 Ref +12 Will +9 | CMD: 27 (can't be tripped)

    GM Screen:

    Selissa Spellcraft: 1d20 + 11 ⇒ (18) + 11 = 29
    Spells used: 3rd, none; 2nd, none; 1st, 1.


    AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
    skills:
    climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

    "Wait... you can speak? Why attack here? There are too many foes with and without magic... why not just leave us in peace? We've done you no lasting harm... "


    Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
    Skills:
    Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

    Alabaster smiles.
    I was thinkin' I'd be divin' in after ye, but ye jus' gave me tha perfect shot...

    He calmly draws his pistol, and concentrates for the briefest of moments before pulling the trigger.
    Swift Action to cast Divine Favor, move toward to the edge of the water, and fire!

    Attack, Divine Favor: 1d20 + 8 ⇒ (4) + 8 = 12
    Damage: 1d8 + 4 ⇒ (5) + 4 = 9


    Male Human (Mwangi) Aquatic Druid 4
    Status:
    • HP: 30/30
    • AC: 14, T: 11, F: 13
    • F:6, R: 2, W: 8, Init: +1; Perception: +11
    • Channels Used: 1/7
    • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
    • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

    Jesal casts Gozreh's trident.


    Male Human (Mwangi) Aquatic Druid 4
    Status:
    • HP: 30/30
    • AC: 14, T: 11, F: 13
    • F:6, R: 2, W: 8, Init: +1; Perception: +11
    • Channels Used: 1/7
    • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
    • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

    "Ya bein a creature of da sea? Dis place bein here for a spell. Dis not bein ya home, dis one thinks. "

    Jesal looks around for others of its ilk.

    Children, maybe?

    -Posted with Wayfinder


    Male

    I'm not totally comfortable botting Isaac in this situation just because if he dives in the water or something that's a pretty significant development...so I'm going to delay him to this initiative count.

    The creature, if it would have responded to you, simply shrieks in rage as Alabaster takes a pot-shot at it that goes wide in any case. As Jesal summons a bolt of forked lightning into his hand, Allie dashes down to the water's edge and helps Pateba clamber back, gasping, onto the shore. The creature snarls as it sees its initial target retreat out of immediate reach.

    ROUND TWO!

    You see no other creatures like this one, or any immediate indication as to what might have drawn it.

    Arhiel and Edward are up for the heroes!

    Tactical Map

    Initiative
    Arhiel, Edward, Isaac<-----
    Foe
    Alabaster, Jesal
    Friendly NPCs

    Vitals:

    HP: 50 | AC/T/FF: 25/18/17 | Fort +5 Ref +12 Will +9 | CMD: 27 (can't be tripped)

    GM Screen:

    Pateba Swim: 1d20 + 5 ⇒ (19) + 5 = 24
    Allie Assist Climb: 1d20 + 5 ⇒ (19) + 5 = 24
    Pateba Climb: 1d20 + 5 ⇒ (20) + 5 = 25


    AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
    skills:
    climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

    Arhiel withdraws from the dock, not wanting to be such an obvious target and then sends another magic missile at the creature...

    "Withdraw and go away and the pain will stop... don't make us kill you."

    mm dmg: 2d4 + 2 ⇒ (2, 2) + 2 = 6


    Male

    Arhiel's missiles streak through the air as she retreats, but slam into an invisible barrier that flares briefly with light. The creature lets out a hissing laugh.

    Spellcraft DC 16:
    That's an active shield spell that they collided with!


    AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
    skills:
    climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

    oh crap, I forgot about the shield spell

    spellcraft: 1d20 + 11 ⇒ (16) + 11 = 27

    oh well... hopefully I'll remember next round.... just brain farted and forgot all about it


    Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

    Sorry about that.

    Isaac waits for Allie to get Pateba out of the water. He then runs forward, drawing his cutlass. He dives into water and furiously swims, attacking the creature.

    Swim (if needed): 1d20 + 19 ⇒ (15) + 19 = 34

    Charging Attack: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
    Damage: 1d6 + 5 ⇒ (5) + 5 = 10
    Crit Confirm: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
    Extra Damage: 1d6 + 5 ⇒ (5) + 5 = 10

    I'm wondering if I can do a charge attack against the monster. This is just in case I can. If I can't then it's going to be 2 move actions to draw weapon and move next to the monster.

    Round Actions
    Full-Round Action: Charge attack against the monster.

    +2 to attack rolls, -2 to AC.

    EDIT: Ongoing RP with Rosie:
    Isaac smiles as Rosie takes the locket. Isaac laughs at her comment as she leaves. He notices that she left her fiddle behind (it didn't say that she picked it back up) and walks after her, making sure not to damage it. He returns it back to her. "Woul' be a sham' to los' this."


    Male

    Sadly (and I really, really hate to say this, given the crit) you can't charge through water unless you have a swim speed. Sorry. :(

    Delaying Edward...

    ROUND TWO (cont'd)

    Isaac dashes forward and dives into the water, cutlass drawn, as Arhiel's spells fizzle against the monster's protective magic. The creature turns to him, enraged, as he draws near, and sinks its fangs into Isaac's neck! The would-be captain screams as he feels a burning sensation spread from the vicious wound into his body.

    Isaac takes 9 points of damage, and 2 points of Constitution damage! At the start of your next turn, make a DC 17 Fort save; failure means another 1d2 points of CON damage. :(

    Edward, Jesal, and Alabaster are up!

    Initiative
    Arhiel, Isaac
    Foe
    Alabaster, Edward, Jesal<----
    Friendly NPCs

    Tactical map

    Vitals:

    HP: 50 | AC/T/FF: 25/18/17 | Fort +5 Ref +12 Will +9 | CMD: 27 (can't be tripped)

    GM Screen:

    Bite Attack: 1d20 + 9 ⇒ (20) + 9 = 29
    Damage: 1d10 ⇒ 5
    Confirm??: 1d20 + 9 ⇒ (6) + 9 = 15
    Bonus Damage: 1d10 ⇒ 4
    Tail Slap: 1d20 + 4 ⇒ (4) + 4 = 8
    Damage: 1d6 + 1 ⇒ (1) + 1 = 2
    Spells used: 3rd, none; 2nd, none; 1st, 1.
    Isaac Fort DC 17: 1d20 + 2 ⇒ (1) + 2 = 3
    CON Damage: 1d2 ⇒ 2


    Male Human (Mwangi) Aquatic Druid 4
    Status:
    • HP: 30/30
    • AC: 14, T: 11, F: 13
    • F:6, R: 2, W: 8, Init: +1; Perception: +11
    • Channels Used: 1/7
    • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
    • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

    Jesal will attempt to command the creature with a channel.

    -Posted with Wayfinder


    Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
    +4 bonuses vs:
    bardic performance, sonic, and language-dependent effects.
    Init+6 Perc.+10 Performance 20/20

    If it resists Jesal's spell, Edward starts casting a sleep spell.


    Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
    Skills:
    Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

    Alabaster lets his friends cast their magic while he reloads his pistol. If their magic fails, he just shoots the damned thing again.
    Attack: 1d20 + 8 ⇒ (9) + 8 = 17
    Damage: 1d8 + 4 ⇒ (4) + 4 = 8


    Male

    Sorry for the delay...normally I try to post in the mornings, but today ended up being CRAZY. Onwards!

    Jesal reaches out to the creature with his mind, channeling his connection to the ocean, but feels it instantly thrown off; Edward's spell is likewise negated.

    This creature has too many hit dice to be controlled by a channel or subject to a Sleep spell; Edward, since you'd have seen the channel fail first (and any RL situation would help you figure that out), I'll let you retcon that standard action if you'd like.

    Alabaster's trusty pistol, however, has a bit more luck; he manages to score a hit on the writhing creature--just barely--and it shrieks in pain! Allie and Pateba stagger away from the bank of the river, toward the safety of the trees.

    ROUND THREE!

    Isaac and Arhiel are up--Isaac, remember I need that Fort save!

    Initiative
    Arhiel, Isaac<----
    Foe
    Alabaster, Edward, Jesal
    Friendly NPCs

    Tactical Map

    Vitals:

    HP: 42 | AC/T/FF: 25/18/17 | Fort +5 Ref +12 Will +9 | CMD: 27 (can't be tripped)


    AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
    skills:
    climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

    Arhiel starts summoning a dolphin to fight for her.


    Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

    So, I'm assuming that the 2 points of Con damage gives me a -1 to my save.

    Fortitude Save DC 17: 1d20 + 2 - 1 ⇒ (5) + 2 - 1 = 6

    Nope.

    Swim: 1d20 + 19 ⇒ (3) + 19 = 22

    Isaac grunts as he takes the creature's fangs. He glares at it and swings the cutlass.

    Attack: 1d20 + 9 ⇒ (9) + 9 = 18
    Damage: 1d6 + 5 ⇒ (1) + 5 = 6


    Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
    +4 bonuses vs:
    bardic performance, sonic, and language-dependent effects.
    Init+6 Perc.+10 Performance 20/20

    Intimidate snake thing?: 1d20 + 9 ⇒ (6) + 9 = 15
    Yeah..probably not :)


    Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
    Skills:
    Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

    Alabaster concentrates for a moment, and his pistol begins to glow crimson.
    Fervor to cast Magic Weapon

    he then reloads and fires again!
    Attack, Divine Favor, Magic Weapon: 1d20 + 9 ⇒ (8) + 9 = 17
    Damage: 1d8 + 5 ⇒ (6) + 5 = 11


    Male

    You're correct about the penalty, Isaac. You've also got bigger problems, because it's CON damage; see below. :(

    ROUND THREE (cont'd)

    Edward desperately (but unsuccessfully) bellows and tries to distract the creature while Arhiel starts chanting, intoning the words to a familiar spell that will summon a dolphin to fight for you. Isaac, despite the poison coursing through his veins, swings at the serpent again, but can't quite connect with it. He feels himself getting very weak as the poison continues to sap him...

    The serpent, however, has been distracted by Arhiel's chanting. She writhes through the water past Isaac (who swings again, but just misses the lightning-fast creature) and rears out of the water to screech some word that sends a bolt of hissing, clear liquid at Arhiel. The mage cries out in pain as the liquid strikes her, burning her skin--but fortunately she manages to maintain her focus on the spell she's weaving.

    Alabaster turns his pistol again and manages to blast the creature--just barely--as Jesal and Edward prepare to act.

    Arhiel takes 6 acid damage, but is still casting her spell. Isaac unfortunately takes another 2 CON damage (and therefore takes another -1 penalty to Fort saves). Jesal and Edward are up for the heroes.

    Now, Isaac, here's the bad news about CON damage: it affects your Fort saves, and your hit points. For every two points of damage you take, you have a -1 penalty on Fort saves; and when you have such a penalty, you lose hit points from your current and your total equal to that penalty x your HD. So at the moment, your current and maximum hit points are reduced by 8: your -2 penalty times 4.

    If I'm correct, this leaves you at 12/21 hit points. Is that right?

    Tactical Map

    Initiative
    Arhiel, Isaac
    Foe
    Alabaster, Edward, Jesal<----
    Friendly NPCs

    Vitals:

    HP: 31 | AC/T/FF: 25/18/17 | Fort +5 Ref +12 Will +9 | CMD: 27 (can't be tripped)

    GM Screen:

    CON damage: 1d2 ⇒ 2
    Spellcraft: 1d20 + 11 ⇒ (14) + 11 = 25
    Isaac AoO: 1d20 + 9 ⇒ (11) + 9 = 20
    Damage: 1d6 + 5 ⇒ (2) + 5 = 7
    Acid Arrow Touch attack: 1d20 + 14 ⇒ (3) + 14 = 17
    Damage: 2d4 ⇒ (3, 3) = 6
    Arhiel Concentration DC 17: 1d20 + 9 ⇒ (12) + 9 = 21

    Spells used: 3rd, none; 2nd, 1; 1st, 1.


    Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

    You're right about the hp, Norv. I figured that my hp would be down. I just didn't know by how much.

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