GM Greaek's Skulls and Shackles (Inactive)

Game Master Greek Stronghammer


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*Creeak, creaak, creeak, creaak*
You all remember last night, The wild laughter, the heady joy of excess, the scent of stewed meat, and the scent of perfume. Seeing the brothers that you've not seen for so long, you have all changed so much.
You wake up to a pounding headache, The sickly scent of cheap wine in your mouth, the hard floor beneath you, the steady creaking, and the feeling of the room swaying beneath you as if you were still drunk. You sit up and look around, seeing only the three of you, and an attractive human woman. As you are looking around you hear a set of heavy foot prints, and all of a sudden you find a lantern shining light into your eyes, as This man and 6 other pirates weilding saps come in, and the man with the whip cracks it in his hand and says “Still abed with the sun over the yardarm? On your feet, ye filthy swabs! Get up on deck and report for duty before Cap’n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!"


Male Half-orc Druid 1 | 11/11 HP | AC 19, T 13, F 16 | init +4, perception +6, Darkvision | Ref +3, For +5, Wi +5

Kelar growls at the man as he tries to shake the fog from his head. He raises slowly to his feet as he looks around, and gradually figures out where they must be. After a few moments, he glares at the speaker and replies "What? Harrigan? Never heard of her. Least ye could do is tell us the name of this tub ye've drug us to." He continues glaring at the pirates as he stretches, stalling and waiting for his brothers to rise.


Male Half-Orc Sorcerer 1 | AC 12 16, T 12, FF 10 14 | HP 8/8 | Fort +2, Ref +2, Will +2 | Init +2 | Perception +0; darkvision 60 ft | Thunderstaff 6/6 |
Spells:
1st - 4/4

Gormak shakes his head, trying to clear away the cobwebs. His head aches, and he can feel a knot on the back of his head from where he must have suffered a blow. He remembered going down to the dock to watch the waves, and then darkness.

Holding his hand up to shield his eyes from the lantern light, he sees both of his brothers - a good omen, they were still together, and could perhaps escape whatever circumstances they found themselves in.

He smiles as Kelar stands and demands the name of the ship they are on - for it must be a ship, the way it sways and at the mention of the yardarm. Standing, he fixes the man with a whip with eyes the color of the ocean, with a gleam that speaks of storms and turbulent waves in them, and says, "If you wanted us to be up by a certain time, perhaps you should have offered to hire us. I find money to be a far more effective means of ensuring promptness than hitting someone on the head or drugging them."

Diplomacy: 1d20 + 3 ⇒ (4) + 3 = 7


"Harrigan is your new master and captain now, and it's a he. This 'tub' is the Wormwood, and your new 'home. If it's not abundantly clear you're our slaves now.

At Kelar's comment the man smiles sarcastically and lashes his whip at Gormack Whip: 1d20 + 6 ⇒ (19) + 6 = 251d3 + 2 ⇒ (3) + 2 = 5 non-lethal damage "Hitting people is pretty effective Halfy, and we don't have to give you money, you're our slaves now. Hurry up, we'll give you your jobs."


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

"What......" Darvan slurs as he squints and tries to clear the cobwebs from his head and the sand from his eyes.

"The last thing I remember is following that cute barmaid to the back room....."

"What was in that rum? My head feels like there's a little man with a drum in there and my stomach like it's circling a whirlpool."

He stands up, looking a little green.


Male Half-Orc Sorcerer 1 | AC 12 16, T 12, FF 10 14 | HP 8/8 | Fort +2, Ref +2, Will +2 | Init +2 | Perception +0; darkvision 60 ft | Thunderstaff 6/6 |
Spells:
1st - 4/4

Gormak's eyes flash in rage, as the human whips him, but he merely smiles and says, "I didn't say you had to - I just said that money guarantees promptness." Gormak stretches and says, "You're standing between me and the door. Will you move so I can go out on deck and see what my job is?"


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

"Yeah..... clear the way there. If I'm going to hurl, I'd rather it was over the side, not down here."


male Gillman swashbuckler Picaroon Panache 3/3 | HP 13/13 | Init +3 | Perception +5 | Fort +2 | Ref +5 | Will +1 (+3 enchant)

Rath lifts his head up off the floor where he fell and looks around. "Ugh the hell did I drink last night?" seeing the inside of a ships haul and hearing the argument between the Orcs and the pirates he wakes up pretty fast. "Oh wonderful." He mumbles as he gets up.


Male Half-orc Druid 1 | 11/11 HP | AC 19, T 13, F 16 | init +4, perception +6, Darkvision | Ref +3, For +5, Wi +5

"Oh, sure, you can try to crew a ship with pressers. It might even work, for a little while. Sooner or later, though, it'll end badly. You'll get an adept, and suddenly there's holes in your hull, or everything's on fire. Or worse, a bard, and two days out your entire crew turns on you. It's just not sustainable."

Kelar recalls what their mother had to say, and heads out onto the deck, offering a menacing grin to the lead pirate as he goes.


Before I make this post I need to set an expectation for something. you will have to make rolls when I tell you, but only explicitly when I tell you. I will tell you to roll another roll in the spoiler results, that's the only situation when you should make a check that I don't say before the spoiler. Now that that's out of the way
He steps aside and leads you up one deck, and another. As you walk roll perception

DC 10 perception:
You sense the Aftertaste of oily Nutmeg on your tongue. Roll a Craft (Alchemy) check
You all start to remember having some sort of spicy rum last night
15 Craft (Alchemy):
You recognize this as a clear sign of oil of taggit poisoning. You realize that this probably had to do with the poisoning, the food hiding the taste.[/b]
Roll an intelligence check [spoiler=DC 10 int]You remember seeing the Whip guy last night.

You guys reach the top deck, and realize that you have none of your equipment, except a holy symbol, a light weapon, a spell component pouch, or thieves’ tools (your choice), which you feel in the undergarments. It also becomes clear that you are on a large ship, in the middle of the ocean, far from land. There are many figures clumped by the mainmast, looking at 2 figures. One looks like This and another man who looks like This The first man shouts “Glad you could join us at last! Welcome to the Wormwood! My thanks for ‘volunteering’ to join my crew. I’m Barnabas Harrigan. That’s Captain Barnabas Harrigan to you, not that
you’ll ever need to address me. I have only one rule—don’t speak to me. I like talk, but I don’t like your talk. Follow that rule and we’ll all get along fine. “Oh, and one more thing. Even with you new recruits, we’re still short-handed, and I aim to keep what crew I have. There’ll be a keelhaulin’ for anyone caught killin’ anyone. Mr. Plugg! If you’d be so kind as to make pirates out of these landlubbers, it’ll save me having to put them in the sweatbox for a year and a day before I make pies out of ’em.”

The man spins around and walks away, leaving Mr. Plugg to deal with you. Plugg smiles and he looks down at you and smiles unpleasantly.


male Gillman swashbuckler Picaroon Panache 3/3 | HP 13/13 | Init +3 | Perception +5 | Fort +2 | Ref +5 | Will +1 (+3 enchant)

perception: 1d20 + 5 ⇒ (11) + 5 = 16

While walking up to the main deck Rath notices a strange aftertaste, but not knowing anything about potions and such he ignores it for now.

As his new "captain" is giving his speech Rath looks around at the gathered pirates taking in as much as he can. "Rule number 1 on a pirate ship, make friends, or at least allies."


Male Half-orc Druid 1 | 11/11 HP | AC 19, T 13, F 16 | init +4, perception +6, Darkvision | Ref +3, For +5, Wi +5

Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Alchemy: 1d20 ⇒ 9

Kelar listens to the Captain's speech, while looking around the horizon, trying to determine where they might be, and wishing he could get this taste out of his mouth.


Male Half-Orc Sorcerer 1 | AC 12 16, T 12, FF 10 14 | HP 8/8 | Fort +2, Ref +2, Will +2 | Init +2 | Perception +0; darkvision 60 ft | Thunderstaff 6/6 |
Spells:
1st - 4/4

Perception: 1d20 + 0 ⇒ (9) + 0 = 9

Gormak glances around at the other 'volunteers', as they were called. He's glad he still has his dagger, in case he needed to defend himself. He wasn't particularly keen on being keelhauled, and he wasn't looking to do murder, but it never hurt to be prepared. The Captain gives a speech, summed up as not to kill each other and don't talk to him. Gormak doesn't have an issue with either of those requests, so he turns his attention to Mr. Plugg. Plugg was a stupid name, but he suspected he'd regret it if he commented on that, so kept his mouth shut.

Choosing a light weapon - Eschew Materials covers my component needs.


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

perception: 1d20 + 5 ⇒ (11) + 5 = 16

Darvan spits to try to clear the bitter taste from his mouth.

He stretches and reaches behind him as if to rub the soreness in his back, checking to see if his holdout dagger is still concealed behind his back.

He looks around to see if we're still in port or if there's any land in sight.


Male Half-orc Druid 1 | 11/11 HP | AC 19, T 13, F 16 | init +4, perception +6, Darkvision | Ref +3, For +5, Wi +5

Forgot to pick my one piece of gear - I'll take a divine focus. Given the setting, I think a cutting from a jungle vine instead of the traditional Druidic holly sprig.


male Gillman swashbuckler Picaroon Panache 3/3 | HP 13/13 | Init +3 | Perception +5 | Fort +2 | Ref +5 | Will +1 (+3 enchant)

I'm also going to go with the dagger


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

"So what's the story mister Plugg?" Darvan asks the pirate.


Plugg says "Let's start with a little game, everyone climb the mainsmast. The first person to make it up get's an extra portion of dinner today.
Here's how this is going to work: First things first roll initiative. You all need to climb to the crow's nest, which is 60 feet above the ground. You are climbing at quarter speed with a successful dc 10 climb check. We'll start with 5 rounds.


male Gillman swashbuckler Picaroon Panache 3/3 | HP 13/13 | Init +3 | Perception +5 | Fort +2 | Ref +5 | Will +1 (+3 enchant)

Init: 1d20 + 3 ⇒ (4) + 3 = 7
Climb: 1d20 + 5 ⇒ (14) + 5 = 19
climb: 1d20 + 5 ⇒ (8) + 5 = 13
climb: 1d20 + 5 ⇒ (8) + 5 = 13
climb: 1d20 + 5 ⇒ (2) + 5 = 7
climb: 1d20 + 5 ⇒ (5) + 5 = 10


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

initiative: 1d20 + 2 ⇒ (17) + 2 = 19

climb: 1d20 + 7 ⇒ (5) + 7 = 12
climb: 1d20 + 7 ⇒ (10) + 7 = 17
climb: 1d20 + 7 ⇒ (13) + 7 = 20
climb: 1d20 + 7 ⇒ (11) + 7 = 18
climb: 1d20 + 7 ⇒ (5) + 7 = 12


Male Half-Orc Sorcerer 1 | AC 12 16, T 12, FF 10 14 | HP 8/8 | Fort +2, Ref +2, Will +2 | Init +2 | Perception +0; darkvision 60 ft | Thunderstaff 6/6 |
Spells:
1st - 4/4

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

Climb: 1d20 ⇒ 7
Climb: 1d20 ⇒ 5
Climb: 1d20 ⇒ 13
Climb: 1d20 ⇒ 11
Climb: 1d20 ⇒ 20

Gormak gets a slow start, not having done much climbing in Port Peril.


Male Half-orc Druid 1 | 11/11 HP | AC 19, T 13, F 16 | init +4, perception +6, Darkvision | Ref +3, For +5, Wi +5

Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Accelerated climb: 1d20 - 1 ⇒ (18) - 1 = 17
Climb: 1d20 + 4 ⇒ (14) + 4 = 18
Climb: 1d20 + 4 ⇒ (16) + 4 = 20
Climb: 1d20 + 4 ⇒ (12) + 4 = 16
Climb: 1d20 + 4 ⇒ (18) + 4 = 22

Kelar takes a running leap at the rigging, and scurries up quickly.


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

"Try and keep up brothers!" Darvan calls over his shoulder.


Plug watches as you all scurry up the rigging, he's particularly impressed with the druid
Heights
Darvan: 37.5
Kelar: 45
Gormak: 30
Rath: 30
Roll another 5 rounds, and we should have a winner.


male Gillman swashbuckler Picaroon Panache 3/3 | HP 13/13 | Init +3 | Perception +5 | Fort +2 | Ref +5 | Will +1 (+3 enchant)

climb: 1d20 + 5 ⇒ (2) + 5 = 7
climb: 1d20 + 5 ⇒ (7) + 5 = 12
climb: 1d20 + 5 ⇒ (3) + 5 = 8
climb: 1d20 + 5 ⇒ (17) + 5 = 22
climb: 1d20 + 5 ⇒ (1) + 5 = 6
The RNG gods are not with me this day


Male Half-orc Druid 1 | 11/11 HP | AC 19, T 13, F 16 | init +4, perception +6, Darkvision | Ref +3, For +5, Wi +5

Climb: 1d20 + 4 ⇒ (13) + 4 = 17
Climb: 1d20 + 4 ⇒ (17) + 4 = 21
Climb: 1d20 + 4 ⇒ (12) + 4 = 16
Climb: 1d20 + 4 ⇒ (12) + 4 = 16
Climb: 1d20 + 4 ⇒ (17) + 4 = 21


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

Darvan picks up the pace.

Accelerated climb: 1d20 + 2 ⇒ (18) + 2 = 20
climb: 1d20 + 7 ⇒ (16) + 7 = 23
climb: 1d20 + 7 ⇒ (6) + 7 = 13
climb: 1d20 + 7 ⇒ (5) + 7 = 12
climb: 1d20 + 7 ⇒ (19) + 7 = 26


Rath and Gormak can't hope to keep up with Darvan and Kelar, though Kelar is higher up than Darvan, Darvan takes a risk and tries to jump to a higher up rope, and he finds himself level with Kelar, and barely beats him to the Crow's nest.
The four of you climb down, and Plugg pats Darvan on the back "An extra portion at dinner, and you get to be the rigger, which means you work for me."
He then pokes the other three in the stomach, each time asking "Do you have any experience as a cook?"


Male Half-orc Druid 1 | 11/11 HP | AC 19, T 13, F 16 | init +4, perception +6, Darkvision | Ref +3, For +5, Wi +5

Kelar grunts. "I know my way around a little. Won't taste good, necessarily, but won't make you sick." Gormak's the one who can really cook. I'll let him speak up if he wants to, though.


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

At the top of the mast, Darvan looks around to see if land is in sight.

perception: 1d20 + 5 ⇒ (10) + 5 = 15


male Gillman swashbuckler Picaroon Panache 3/3 | HP 13/13 | Init +3 | Perception +5 | Fort +2 | Ref +5 | Will +1 (+3 enchant)

Rath scratches the back of his head, "Cooking is not one of my many talents no."


You think you can see the shackles in the distance... maybe


Male Half-Orc Sorcerer 1 | AC 12 16, T 12, FF 10 14 | HP 8/8 | Fort +2, Ref +2, Will +2 | Init +2 | Perception +0; darkvision 60 ft | Thunderstaff 6/6 |
Spells:
1st - 4/4

Gormak raises his hand. "I have some experience cooking. Haven't had any real training, but I figured out a few things."


male Gillman swashbuckler Picaroon Panache 3/3 | HP 13/13 | Init +3 | Perception +5 | Fort +2 | Ref +5 | Will +1 (+3 enchant)

Rath strongly pats Gormak on the back "And we have a volunteer! Just hope you don't born the kitchen down like I did once." Rath laughs as he turns back to Plugg. "So that's two down, what've you got for the rest of us boss man." Rath asks with a big smile.


Plugg says "Cook you are, I'll bring you to Mr. Kroop, the ship's cook, hopefully, you're not constantly drunk all the time, making your food take like piss." and he sarcastically smiles at Rath warmly "You and the other guy get the best damn jobs on the ship, you are swabs, so enjoy that."
waitin on something from Dorvan, and then I can tell you about your jobs on the ship


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

"Rigger works for me .... doesn't sound like I've got much choice."


male Gillman swashbuckler Picaroon Panache 3/3 | HP 13/13 | Init +3 | Perception +5 | Fort +2 | Ref +5 | Will +1 (+3 enchant)

Rath looks to Plugg as Darvan rejoins the group. "So swab, could be worse. what's the job for today boss man?"


Everyone roll a d6


male Gillman swashbuckler Picaroon Panache 3/3 | HP 13/13 | Init +3 | Perception +5 | Fort +2 | Ref +5 | Will +1 (+3 enchant)

1d6 ⇒ 5


Male Half-orc Druid 1 | 11/11 HP | AC 19, T 13, F 16 | init +4, perception +6, Darkvision | Ref +3, For +5, Wi +5

1d6 ⇒ 3


Waiting on Darvan


Scourge starts by leading Gormak to the kitchen, pushing him towards the door and saying "Better hope Kroop is sober enough to give you the rundown on the kitchen duties. Good luck, and don't you try to poison us, we'll know and you'll pay for it." and he walks upstairs.
When he comes back up he smiles at Rath and Kelar. He points a finger at Kelar then Rath "You swab the deck, ask Scrimshaw to give you some holystones. And you get to run message duty, ask Rosie to show you the ropes."
He then turns and points at Darvan "You can take the upper rigging today, if you have any questions then you can ask Barefoot."
You can see your job charts on the slideshow which I've linked here, and in the description when they will work. The first slide it says the basic things and what rolls you need to make for your job.


Male Half-Orc Sorcerer 1 | AC 12 16, T 12, FF 10 14 | HP 8/8 | Fort +2, Ref +2, Will +2 | Init +2 | Perception +0; darkvision 60 ft | Thunderstaff 6/6 |
Spells:
1st - 4/4

So, do I roll a d6 to determine what my job is that day, or do you do that?

Gormak walks into the kitchen, looking for Kroop and hoping that he's sober enough to at least tell him where everything is. Maybe he could talk Kroop out of drinking for a day or two - or at least have him wait until after dinner to do so.


male Gillman swashbuckler Picaroon Panache 3/3 | HP 13/13 | Init +3 | Perception +5 | Fort +2 | Ref +5 | Will +1 (+3 enchant)

Gormak, pretty sure that's what the earlier d6 was for.
"I'm not really sure who Rosie is, oh well here goes nothing."
Rath attempts to make eye contact with any of the crew that's nearby, specifically the female members as he assumes Rosie is a girl. He'll walk up to the first one to maintain eye contact and introduce himself, asking if they happen to be Rosie.

rolls:

Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16
Con: 1d20 + 2 ⇒ (17) + 2 = 19


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

Darvan sets to work in the top rigging.

climb: 1d20 + 7 ⇒ (18) + 7 = 25

dexterity: 1d20 + 2 ⇒ (12) + 2 = 14

In addition, Darvan finds time in the top rigging to chat up Barefoot.

"Oi there, you must be Barefoot? Darvan is my name. How long have you been aboard? Has the plunder been any good?"

diplomacy(Barefoot): 1d20 + 0 ⇒ (17) + 0 = 17

(I don't see a slide for Barefoot, so I assume he is an unimportant member of the crew)


Male Half-orc Druid 1 | 11/11 HP | AC 19, T 13, F 16 | init +4, perception +6, Darkvision | Ref +3, For +5, Wi +5

Kelar asks around until he figures out who Scrimshaw is, then sets to his assigned task. As he does, he tries to chat with Scrimshaw, asking how long he's been aboard, how the ship's been faring lately, and so forth.

Swab, swab, swab the deck! (Str): 1d20 + 4 ⇒ (6) + 4 = 10

For future reference - how easy/hard would it be to cast Guidance without being noticed?


Male Half-Orc Sorcerer 1 | AC 12 16, T 12, FF 10 14 | HP 8/8 | Fort +2, Ref +2, Will +2 | Init +2 | Perception +0; darkvision 60 ft | Thunderstaff 6/6 |
Spells:
1st - 4/4

Right! That makes sense. Let's see...that's Cooking...so...if Kroop is sober, I don't need to make a check. I'm gonna make a check regardless, just let me know if he's sober or not.

Profession (cook): 1d20 + 4 ⇒ (11) + 4 = 15

While he worked on preparing the meal, he tried to chat a bit with Kroop, to see if he could get the cook to open up. "So, Kroop, could you tell me what it's like to work on the Wormwood? Anything important you could tell me to keep me from getting on the Captain's bad side?"

Diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21

Using the Influence action as my Daytime action.


male Gillman swashbuckler Picaroon Panache 3/3 | HP 13/13 | Init +3 | Perception +5 | Fort +2 | Ref +5 | Will +1 (+3 enchant)

influence: 1d20 + 7 ⇒ (18) + 7 = 25
Between messages Rath attempts to make small talk with Rosie ”So Rosie, how did you end up here? I don’t suppose you had any more choice in the matter than the group I showed up with eh?” Rath flashes Rosie a smile before continuing. ”You also wouldn’t happen to know what became of our possessions by any chance? I simply don’t feel right without my flute.”


Male Half-orc Druid 1 | 11/11 HP | AC 19, T 13, F 16 | init +4, perception +6, Darkvision | Ref +3, For +5, Wi +5

Missed the part about a daytime action.

While he works, Kelar steals what glances he can into the hold, keeps an eye on the ship's bearing and speed, and tries to figure out their location and possible destinations.

Sneak: profession(sailor): 1d20 + 4 ⇒ (2) + 4 = 6

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