Skull & Shackles (solo, complete) (Inactive)

Game Master Whack-a-Rogue

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Island of Empty Eyes

Infamy: 50
Disrepute: 1
Plunder: 21/22


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The shadow disappears as your harpoon impales it. At the same time, you hear a faint *thud* against the door leading inside the Rock.

You 'killed' the shadow, so she's staggered this round. That means you're up again. XD


Retired to SUMITHA

Following the sound of the thud against the massive wooden door, Elek shakes his head and moves towards the invisible assailant. Deciding it was time to change tactics he calls on the full destructive power of the curse and the wild magic of the fey witches. ”Pòhuài lì, Kuángcháo, Tiānjiā fǎshù diǎn." thrusting the cursed harpoon towards the front of the door where he believes the pirate captain has landed.

Move forward, standard: attack + 2 Fey-forged Harpoon Hand (Charisma damage), Power attack, destructive blast, wild magic, spell point, crafted blast: piercing
attack: 1d20 + 9 + 2 - 2 ⇒ (13) + 9 + 2 - 2 = 22 for damage: 1d4 + 2 + 4 + 4 + 4d6 ⇒ (2) + 2 + 4 + 4 + (3, 5, 4, 2) = 26 +1 crafted blast
invisible: low is bad: 1d100 ⇒ 74


Wild Magic wrote:
The ground directly beneath the space of the caster receives the damage of the effects in addition to the normal targets.

The woman's position is revealed as your harpoon pierces her shoulder in an explosion of power. Looking down, you see the step you're standing on has cracked. Thankfully, the damage is minor.

Concentration DC 17: 1d20 + 15 ⇒ (7) + 15 = 22
With no more room to run and hide, 'Inkskin' is growing desperate. She lashes out once more with her blade, and as she does so, her tattoos fly toward your face and try to attach themselves to your skin!
Rapier: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Confirm?: 1d20 + 7 ⇒ (1) + 7 = 8 Extra Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Regardless of confirmation, I need a DC 14 Fort save or take -1 attack/damage for one round.
Also, regardless of confirmation, I need a DC 18 Will save or have the light level around you become pitch dark - which should impair your vision. It'll move with you.
If you fail the Will save: 3d6 ⇒ (2, 2, 3) = 7 slashing damage (Reflex DC 18 to negate)

Mage: 52pts damage


Retired to SUMITHA

fort: 1d20 + 8 ⇒ (19) + 8 = 27
will: 1d20 + 7 ⇒ (20) + 7 = 27

Jerking the cursed prosthetic from the woman's arm, he jumps back as she pierces his leg with the rapier. He leans back as the tattoos fly at his face. Shifting his feet. "It would have been easier if you would have left." He feints thrusting the harpoon hand at her face, then slashing at her neck while he thrusts the estoc at her thigh.

Feint + 2 Fey-forged Harpoon Hand, Attack: + 2 Fey-forged Harpoon Hand, sneak, fatal thrust, TWF/+ 1 Keen Estoc TWF
feint: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
harpoon: 1d20 + 9 + 2 - 2 ⇒ (9) + 9 + 2 - 2 = 18 for damage: 1d4 + 2 + 4 ⇒ (1) + 2 + 4 = 7 SA: 3d6 ⇒ (6, 4, 3) = 13 FT: 2d6 ⇒ (2, 1) = 3
Estoc: 1d20 + 9 + 1 - 2 ⇒ (10) + 9 + 1 - 2 = 18 for damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9


Both of your attacks find their mark, and 'Inkskin' finally falls. Hopefully your crew is equally successful in their own battles.


Retired to SUMITHA

Seeing the tattooed mage fall, Elek kicks her blade away from her as he sheaths his estoc. 'If Taldan isn't her native language I wonder what was. And why filed teeth?' Grabbing the body he drags it up the stairs and to the edge of the battlements. Pushing 'Inkskins' body over the battlements he lets it fall the four stories to land in front of 'the Rocks' doorway.

" Fēng" Calling on the name of the wind, he steps off of the battlements. But instead of dropping like the dead captain, he draws his estoc as he flies towards his crew bravely repelling the boat. As he lands, hoping the crew was not as driven as their captain, he announces, "Crew of the 'Dragon's Dishonor.' 'Inkskin is dead, lay down your arms!" As he looks towards the condition of his four officers and crew.

so grabbing Inkskin is one move action, dragging her a second? Not sure if getting her over the battlements is free action to drop, of if it's another move action. Calling on the wind is a standard and flying would be a move action. So two or three rounds anyway before he's with his crew. Also trying to find more information about who or what she was (hoping it's not a crew of were-sharks if it is Syl is not going to be happy)
Knowledge (arcane): 1d20 + 9 ⇒ (2) + 9 = 11
Knowledge (civilization): 1d20 + 11 ⇒ (14) + 11 = 25
Knowledge (martial): 1d20 + 9 ⇒ (9) + 9 = 18


With the defeat of her captain, the surviving pirates surrender. The Dragon's Dishonor, however, does not. Whoever Inkskin left in charge appears to have no loyalty to her, as the ship begins to turn away. It seems they prefer to cut their losses and set off on their own.

Your officers a crew have all suffered injuries (especially Breaker), but nothing that Sandara can't fix with a little time. Syl is in especially good spirits as she returns your cloak. Unsurprising, considering how few people come ashore from the sunken longboat crew.
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Along with her sword, Inkskin carried a few items of note.

Loot
Magical brass astrolabe
Magical rapier (see below)
Deep platinum shark brooch (sells for 1,000gp)

Brine's Sting (sells for 4,160gp)
This masterwork rapier has a hilt guard in the shape of a writhing purple sea snake. On a successful hit that deals damage, the target must succeed at a DC 14 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. A new saving throw must be made each time the weapon deals damage. On a successful critical hit against a creature with the aquatic or water subtype, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration as salt crystals form around the wound.
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The most interesting thing you find, however, are the tattoos on her back. They're a mixture of words, symbols, and shapes that look like islands - including one marked with an X.


Retired to SUMITHA

'Blast!' Watching the junk start to flee, Elek shakes his head as he accepts the cloak back from Syl. "I should have told Giffer to fire on the junk and Ratline to be ready to give chase." Shifting his gaze from the Junk he lifts the cloak Syl's general direction then swings it over his left shoulder. "Cool piece of equipment right."

He looks towards the dead captain then "Artful" nodding towards te 'Rock' "Mr Roger'shead up to the Tower ask Lady Smythee if she would join me. Then head to the roof and collect 'Inkskin's' rapier, I think you'll find it interesting." Quickly glancing towards Breaker, then Sandara, "Is he going to be ok?"

Stepping toward the ten sailors who were prisoners, he looks over them for a second. "I'm Captain Kardforgató of the 'Banshee's Revenge' and husband to Lady Smythee of Tidewater rock. So your Captain just led you to attack my home. I'll give you a choice, you can join my crew or you can go back to Little Oppara in irons where I'll put you ashore. But I'll not leave you hear. Whoever wants to join me raise your hands, were all getting back in the longboat and you'll row us to the 'Revenge.'

Influence: 1d20 + 17 ⇒ (12) + 17 = 29
crew: 1d4 + 2 ⇒ (1) + 2 = 3
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Returning to 'Inkskin's' corpse, he frisked the bloody mess finding the Astrolabe and the brooch, holding them up so Sandara can see them. "What do you think Ms Quinn, Magical?" As he rolled the body over he noted the map, he waved his first mate over, "What do you make of these?"

Not sure if Lady Smythee is coming out to speak with us or not :) Rolling 'sailor' for the map, is there another knowledge check other than geography that might help?
Profession (sailor): 1d20 + 12 ⇒ (1) + 12 = 13 Really?
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When they are ready to row back out to the 'Revenge' He points at the body, [b]"We'll take that with us. I'm sure someone should be able to skin her and turn it into a map.


A few pirates decide to join your crew. According to them, "Inkskin was crazy - she killed Captain Soshimira and joined up with the fish people! All because of some creepy jewelry."
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Breaker will be fine, Sandara explains. His fighting style's almost entirely focused on offense, so he tends to take a lot of damage.
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Knowledge (history) is the most helpful one for treasure maps, but Lore (shackles) will also work.

Lady Smythee comes out a few minutes later, flanked by a pair of guards.
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The tattoos on Inkskin's back are poorly drawn, but the design is good enough that you can probably find the location if you spend some time studying your maps and charts.

I actually made it for my home game a couple years back.
Treasure Map


Retired to SUMITHA

'For some creepy jewelry? Well it is profitable.' Nodding to the crews answer Elek gestures towards the row boat. Hearing Breaker will be alright, he gives a slight smile. "Good, it feels like I've been with you two the longest."
-----------------------
Seeing the Lady Smythee Elek stands from investigating the dead captains body. Lifting up the Deep platinum brooch he explains. "The Captain was called 'Inkskin' she teamed up with the Sahuagin for deep platinum. Sounds like the Sahuagin tried to soften us up for her attack. Now that she's dead hopefully they will leave us alone."

He pins the brooch on his cloak as a clasp then gestures towards the map on the dead pirates back. "Take a look at this, tell me what you think of it." As he examine the map again he explains. "I need to return to Little Oppara to fetch my crew. Then I will try and follow the map." He gestures for Breaker and Artful to put the corpse in the rowboat. "I figure it's close enough to leather that we can tan it."

knowledge: History (Untrained): 1d20 + 1 ⇒ (1) + 1 = 2
Lore Shackles (Untrained): 1d20 + 1 ⇒ (4) + 1 = 5 lol, those are truly impressive rolls
Next part of the plan is to sail to Little Oppara to collect cash and crew while sailing, turn the tatoo into a map and study it


"The large island looks like Mancatcher Cove. I vaguely remember a legend about a lost treasure horde. Captain...Wolfe?... I think. Cyrus Wolfe."

Best source for information about pirate legends is Fishguts Kroop, by the way. Assuming you mention it to him, here's what he'll tell you.
“Nearly a century ago, Free Captain Cyrus Wolfe, the blackest-hearted rogue with an even blacker gift for the dark arts, plied the waters off the western coast of Garund and brought fear to ship’s captains and crews – merchants and Free Captains alike! He was a salt covered bastard with bastard filling. Hell's bells, he was made more famous by his daylight raid on the fortified Thuvian port of Aspenthar directly under the nose of the admiralty which left a dozen of the principality’s warships in flames and over a hundred of its citizens carried off as captives for ransom. For that grand bit of butchery, Wolfe was offered the Hurricane Crown by his fellow Free Captains, but it is said that he simply laughed in their faces and told them all to bugger off!

“Wolfe made his biggest haul ever when he surprised a convoy of Katapeshi treasure ships returning from secret Saragavan mines. It has been said that Wolfe divvied up his treasure and hid it all over the Shackles – only Besmara knows where all his secrety troves may be. However, one named hidey hole keeps cropping up: Mancatcher Cove. Folks say that Ol’ Captain Wolfe disposed of his most valuable plunder on an uncharted island somewhere in the Shackles — an island shrouded in the shittiest jungle and surrounded by f!@&ing tall-ass cliffs, save for one pretty little cove, pretty as a pearl but said to be so deep that it descended all the way to the pits of Hell. There Ol’ Wolfe hid his treasure, using his sorcerous powers to reach down into the very heart of Hell to summon forth a guardian beast so terrible that it would crush any ships that dared anchor in the cove.

“Well, less than a year later he was captured by a flotilla of ships commissioned by that vengeful b&~%$, the queen of Aspenthar and the Pactmasters of Katapesh. Even under the horriblest of torture, Wolfe refused to divulge the location of his ill-gotten treasure, and so he was hung from a gibbet over the harbor of Aspenthar, where his bones were picked clean by gulls and crows.”

“Many folks have said that they found this Wolfe’s trove or that one, and there have been many copies of his map of Mancatcher Cove floating about too. But word has it that the true treasure of Mancatcher Cove is still out there waiting to be found... well maybe it has been found, but it is said that all folks who found it, have never been seen again. For it is protected by the diabolical Beast of Mancatcher Cove.”


Retired to SUMITHA

'The treasure of Captain Wolfe. How very interesting.' Raising an eyebrow at Lady Smythee's information, Elek makes a mental note. "Mancatcher Cove, and a lost treasure horde." As Breaker and Artful put the body in the boat Elek turns to the Lady. "Thank you for the information. We sail for Little Oppara then the cove." Giving a polite bow he heads towards the longboat.
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Climbing the Cargo net, Elek calls out "Mr. Rattsberger we sail for Little Oppara to finish our business there." Turning to Sandara, he points at the dead captains back. "Ms Quinn, get with Giffer and Crimson, see if we can get that skin stretched and tanned." Pausing, "Get a copy of it first just in case."

Recalling that his old friend Kroop knew something about everything Eled went below decks heading straight to the 'Fishgut's cabin to inquire what he knew about the free Captain Cyrus Wolfe. As the story finishes Elek raises an eyebrow, "The diabolical beast of Mancatcher cove?" Making a mental note to ask Sandara what she knew about killing a devil or demon, whatever Diabolical meant.

If no ships appear on he horizon, they will continue back to Little Oppara to collect cash and crew.


The voyage back to Little Oppara is, thankfully, uneventful. During that time, Sandara heals everyone's injuries. The portion of your crew that stayed there behaved themselves - at least as much as you can expect pirates on shore leave to. In addition to the sale of the captured ship, you receive a ransom payment of 350gp for Captain Aspar Tharkidor.
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In regards to devils and demons, Sandara has a fair bit of knowledge. Both are evil (and are thus harmed by Good-aligned weapons), resistant to acid and cold, and immune to poison. In addition, devils are immune to fire, while demons are immune to electricity. In regards to weaknesses, devils are weak to silver, and demons are weak to cold iron.


Retired to SUMITHA

Thanking Sandara for the information about what potential may be waiting for them, Elek spent most of the trip back to 'Little Oppara' studying his charts. Occasionally bringing his officers in asking for their recommendation. Eventually looking at the crossed Sahuagin tridents over his cabin door, wondering if the fish men are somehow involved in all of this.
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Docking at 'Little Oppara' only long enough to finish resupplying and gather his bard and crew, Elek collects the monies from Conchobhar, telling the Gnome, "Good work Mr Shortstone."

As the crew settle in he climbs the aft deck holding up the newly skinned map. "We missed out shot at the Dragon's Dishonor but Captain Inkskin gave us something as valuable I think. A map to Captain Wolfe's treasure!" Turning to Ratline, "Mr. Rattsberger, set our heading for Mancatcher Cove."


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After some time consulting your charts, you identify Mancatcher Cove as a small archipelago approximately 110 miles northwest of Tidewater Rock. It's north of the Ushinawa Isles and west of Besmara's Throne.

The voyage there is a good time to hit Level 6. XD As usual, mark all changes in the Discussion tab. Don't forget to choose a Background Feat and increase your resistance bonus to saves to +2.


Retired to SUMITHA

Feeling restless, Elak stays on deck watching with his telescope from the island while Rakkaw uses the farglass in the crows nest. Breathing a sigh, Elek, talking as much to himself as to the other officer on the upper deck. "I wonder if we'll run into any other vessels on our way."

Didn't want to not post, but didn't know if we would interact with any other ships on the way. Do you need any sailing rolls for Mancatcher Cove?


Rakkaw suddenly calls down from the crows nest, "Other vessel-" Pointing your telescope in the indicated direction, you see a ship with black sails hiding behind a small island to the east of Mancatcher Cove.

Fancy a detour? XD


Retired to SUMITHA

Abso-floggin'-lutely

'Black sails, did we catch up with the 'Dragon's Dishonor' Lowering the telescope, Elek calls out. "All Hands on deck! Battle stations!" As he moves across the upper deck he speaks the name of the wind, "Fēng." Adding some of the cursed prosthetics innate magic to it to Lenghen the weather. Pulling Svinglis Eye from his bandolier with his right hand, he opens it as he tells Ratline, "Mr Rattsberger I'll take the helm." Thrusting the cursed prosthetic through the wheel he turns the Revenge into the wind and towards the black sailed ship.

Could he identify what type of sails/boat? Rolling profession sailor the + 4 is for rapid deploy sails, broad rudder, Silk sails and Landlubbers Need Not Apply
Profession (sailor): 1d20 + 15 + 4 ⇒ (12) + 15 + 4 = 31
Profession (sailor): 1d20 + 15 + 4 ⇒ (15) + 15 + 4 = 34
Profession (sailor): 1d20 + 15 + 4 ⇒ (12) + 15 + 4 = 31
Profession (sailor): 1d20 + 15 + 4 ⇒ (15) + 15 + 4 = 34
Profession (sailor): 1d20 + 15 + 4 ⇒ (17) + 15 + 4 = 36
Profession (sailor): 1d20 + 15 + 4 ⇒ (5) + 15 + 4 = 24


As you get closer, you can clearly see that the black-sailed ship is, indeed, the Dragon's Dishonor. Realizing that they've been spotted, the vessel sails straight toward you, apparently eager to face you in combat.

Captain only has +8 to Profession sailor, so it's mathmatically impossible for him to get away at this point. XD As we start combat, you and your crew get the equivalent of a surprise round due to the favorable wind and increased training.


Retired to SUMITHA

Smiling at the sight of the ship turning to face them, Elek releases the helm pocketing the 'Eye'. "Mr Rattsberger you have the helm." Calling to his ballista crews, "Ms Tibbs fire at will." Then drawing his estoc. "Mr Rogers and your crew to the fore, Mr Bones you and your crew to the aft." Turning he smiles at Sandara. "Ms Quinn hold the other third in reserve for a counter attack. I'm flying to take their newest captain." As he walked to the rail he whispers "Dìmàn" calling on the prosthetic's mantle to fly him over. Propelled by the wind, Elek lands on the deck near the helm and the self promoted captain. Lifting the cursed prosthetic as way of inroduction "I am Elek Kardforgató rightful owner of this vessel Surrender and live."

That feels like more than a surprise round, placing the mantle was a standard, flight a move action (or two or three depending on how far away) and Influence at least a standard? Anyway will roll for the influence and see if they'll lay down arms
Influence: 1d20 + 20 ⇒ (2) + 20 = 22 not the roll I had in mind


I assume you placed the mantle sometime before you reached boarding range. It lasts one hour per caster level, after all, so taking three seconds to pre-buff with it is completely viable. XD

The newest captain is a particularly ugly brute who looks to be a brawler. He spits over the rail and cracks his knuckles at your introduction. "Yer vessel, eh? How do yer figure that? Seein' as I'm the one at the helm."
Elek Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Captain Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Influence generally takes one minute per attempt, actually. This captain is the first one who hasn't immediately attacked, though, so you might have a shot at a peaceful solution. It's not going to be easy, though.

Captain


Retired to SUMITHA

How do you figure? I killed his captain and he fled' Sneering, Elek gestures back towards the west. "That's simple, I killed Captain Inkskin in single combat, that makes this ship mine." Shifting into the fighting stance "Artful" taught him, "But you don't listen well and I don't like to repeat an order." Moving quickly forward Elek feinted, slashing with the cursed harpoon, then quickly thrust with the estoc towards the false-captains chest, sidestepping he slashed again with the prosthetic this time for the mans wrist while thrusting with the estoc again.

Not sure the distance so will try the Feint + 2 Fey-forged Harpoon Hand, Attack: + 1 Keen Estoc PA, TWF /+ 2 Fey-forged Harpoon Hand, PA, TWF, sneak, fatal thrust,
feint: harpoon: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
Estoc: 1d20 + 10 + 1 - 2 - 2 ⇒ (10) + 10 + 1 - 2 - 2 = 17 for damage: 2d4 + 1 + 4 + 4 ⇒ (4, 2) + 1 + 4 + 4 = 15 SA: 3d6 ⇒ (1, 2, 4) = 7 FT: 2d6 ⇒ (4, 3) = 7
harpoon: 1d20 + 10 + 2 - 2 - 2 ⇒ (9) + 10 + 2 - 2 - 2 = 17 for damage: 1d4 + 2 + 4 + 4 ⇒ (3) + 2 + 4 + 4 = 13 SA: 3d6 ⇒ (3, 4, 3) = 10 FT: 2d6 ⇒ (6, 6) = 12
Estoc: 1d20 + 10 + 1 - 2 - 2 ⇒ (6) + 10 + 1 - 2 - 2 = 13 for damage: 2d4 + 1 + 4 + 4 ⇒ (1, 1) + 1 + 4 + 4 = 11 SA: 3d6 ⇒ (3, 6, 2) = 11 FT: 2d6 ⇒ (5, 1) = 6
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.


As you begin carving into the captain, he quickly reconsiders his position. "Whoa, whoa, whoa! You make a good point. Hows about we all just take it easy and talk things out? You says yer captain, that's fine by me. How about me and my crew work for you? Then you'd have two ships, and we'll split the booty! That's gotta be less work than killin' me!"

His offer appears to be genuine. He's a bit slow on the uptick, perhaps, but you've definitely made your position extremely clear.
If you'd prefer to keep fighting, he'll take his turn normally.

'Captain': 57pts damage


Retired to SUMITHA

Lowering his bloody weapons, Elek glared at the wounded man. He could sense the darkness of the cursed prosthetic throbbing with his own heart beat, desiring for him to plunge the harpoon into the man. Taking a deep breath Elek nods to the man, "Done." He steps back from the man, sheathing his estoc. Turning towards the 'Revenge' waving has hand and the cursed harpoon. Hoping the observant Rakkaw would see the fight was over and inform his officers.

Returning his attention to his new subordinate, he asks. "Your name?" He gestures towards the 'Revenge' "We will fly to my ship and write an accord."
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"Dìmàn" Casting his mantle on his new subordinate he reaches for the mans hand, "Take hold, we fly." Letting himself be lifted by the storm he had called they flew to the 'Revenge.' Landing on upper deck. "Mr Rattline put us beside that Junk." Looking towards his first mate. "Ms Quinn would you join us my quarters." Leaving the upper deck he began moving quickly towards his cabin with the new captain in tow. Giving orders as he goes. "Mr Rogers, Mr Bones tell the crew to stand down." Pausing for a moment his eyes landed on Jack, "Mr Scrimshaw please send Shivikah to my quarters, I have a task for her."

Once in his quarters Elek headed to the table, drawing out paper and quill. As he sat and began to write, he gestured towards his new subordinate. "Ms Quinn, could you heal him a little, I'd rather he not bleed on my deck." As he wrote the accord Shivikah joined them. Elek paused long enough to explain to her, gesturing towards the other Captain. "Shivikah you are now the first mate of the ship 'Dragons Dishonor.' You are to help our new friend understand how I like things done."

Returning his attention to the document, Elek quickly finished it quickly. Pausing to blow on it to help the ink to dry. Handing the document to the brawler he asked "Any questions?" Once he Captain is done reading the accord Elek hands him the quill pen to sign, Stepping in close, he asks. "Do I need to tell you what will happen if you don't show up every month to pay tribute or if anything untoward happens to my friend Shivikah?"

The Document:

The accord
The 'Dragon's Dishonor' is now a ship in the fleet of Captain Kardforgató under the Captaincy of Put his name here and first mate Shivikah.

The 'Dragon's Dishonor' Will sail under it's captains orders attacking where it may. Every full moon it will sail to 'Tidewater Rock' and pay it's tribute there. At that time any needs the 'Dragon's Dishonor' has or any commands from Captain Kardforgató will be communicated. Tribute will be half the captains portion.

If Captain Kardforgató is not present to accept the tribute it shall be paid to his wife the lady of Tidewater Rock, Agasta Smythee.

Ships Rules:
There will be no theft among the crew. Anyone caught thieving will pay back the debt seven fold.

There will be no fighting with weapons, Any parties wishing to fight will do so bare handed on the deck after dinner so the rest of us can wager on it. Punishment determined by severity of injuries.

There will be no killing of other crew, anyone guilty of murdering a crew member will walk the plank. If in port they will walk the plank starboard side with their hands tied and their gear tied around their neck.

Grog will be optional and served with every meal. We will use a 3/1 ratio, so it's the same amount of rum. Drunkenness beyond the ability to perform ones duties will be punished with the serving of water, the time of punishment will depend on the length and severity of said drunkenness.

Lesser infractions will be punished as the officer on duty see's fit, up to and including the lash.


Not sure if a influence is necessary but will roll just in case. Does the 'Dragons Dishonor have any Plunder? I think they would take half.
influence: 1d20 + 20 ⇒ (9) + 20 = 29


Your new subordinate sniffs and wipes a hand across his nose. "Knuckles Grype's the name." After he's been patched up and read through the accord, he signs his name. "Yeah, I can do that. The bit about brawlin' on deck's a nice touch."
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You now have another captain under your command. Does that make you an Admiral? It's certainly an interesting question to consider.

His ship doesn't have any plunder other than the arsenal and stores. I assume you'll want him to keep them, though, so he can actually hunt down ships for you. XD Stop by Tidewater Rock on occasion, and there'll be treasure waiting.


Retired to SUMITHA

Chuckling at 'Knuckles' compliment, Elek rolls the accord up and hands it to Sandara. "Ms Quinn as our priestess of Besmara would you please hold on to the agreement." Gesturing towards the door he leads his new subordinate Back on the deck.

As the the 'Revenge' comes alongside the 'Dragon' Elek Orders "Mr Jape put the gangplank out for Captain Grype's." Remembering that they had the longboat in tow, he turned to Jack, pointing towards it with his cursed prosthetic. "Mr Scrimshaw use that fancy knife of yours and cut the longboat loose and toss the line to their ship." As Knuckles crossed the gangplank, Elek reminded him. "Remember Captain Grype, Tidewater Rock, every full moon until we make some other arrangement."

As the two ship separated Elek put his mind to working on a communication solution like the rock in his bandolier to communicate with his subordinates. Turning towards Ratline, he called out as he pushed the wind into the sails. "Mr Rattsberger, return us to our original heading, Mancatcher Cove."

You are correct they will need their arsenal and stores. Admiral? maybe but not yet. Maybe he will need to order more flags.


Once you've entered the archipelago, the location on the map is easy to locate, piercing the eastern flank of the westernmost isle, which is also the archipelago's largest. The islands are surrounded by nearly sheer rock cliffs with few beaches and are buried under a shroud of prolific jungle growth.

Mancatcher Cove forms an almost perfectly round bowl in the side of this jungle-cloaked island. The water in this circular bowl is an almost indigo hue compared to the turquoise of the waters surrounding the island, hinting at the extreme depth of the cove. Cliffs surround the bowl on all sides except the entrance, and a few small beaches have formed where the water meets the rock face. The jungle grows thickly atop these cliffs, the massive trees spreading their branches out and over the cove. From these trees a series of interlaced vines have grown like a loose net canopy 100 feet above the water, giving the cove a cavelike quality in the shadows of predawn or twilight. More vines, creepers, and roots extend down the cliffs, creating a dense maze of twisting tendrils that shroud numerous dark hollows in the rock.

Mancatcher Cove
So you can better visualize the area


Retired to SUMITHA

Lowering his spyglass, Elek turns to Sandara, reciting the first three lines from the poem. "From blue blight's embrace, Spy the grave lady's prize tooth. With the dawnflower's first kiss..." I assume the dawnflowers first kiss is the sun." Giving a jaunty smile. "Especially sinse there is a rising sun illustrated on the map." He gestures towards the island, "So I assume whatever the wayward orb is we're climbing above sea level."

Pausing he looks at the large blue pool overshadowed by vines. "And I'd wager that body of water is he blue blight, So I've no idea what the 'grave Lady's; prize tooth is. though I would think the Grave Lady is Pharasma herself. But I wonder if the 'wayward orb' is a reference to the image of the eye."

Shaking his head. "I need to get a better lay of the land. Ms Quinn, you've got the ship, weigh anchor here and wait for my return. I'm going to look about from the air and see what I can see." With that he walked towards the rail of the 'Revenge' calling on the cursed prosthetics mantle, "Dìmàn, Fēng, Fēi" He takes to the air with the intent to fly around the island at a safe distance, then fly over it in smaller circles. Watching for anything that may represent an eye or a tooth and for anything climbable that rises above the jungle floor.

Not sure what he's looking for but wanted to check out the island before he sets foot on it. Anything a perception check will give would be awesome, if he needs any more feel free to roll.
perception: 1d20 + 9 ⇒ (12) + 9 = 21


Further talks with Kroop reveal that Captain Wolfe was known to have lost an eye in battle long ago.
--------------------------------------------------------------------------
While the tree canopy of the jungle is extremely dense, you can hear the cacophany of a multitude of spider monkeys within. The cliff walls of the cove are rough and covered in jungle growth, so they should be fairly easy to climb if needed. They're pocked with scores of naturally occurring shallow caves - enough that a systematic search would require weeks of work. The cove itself is extremely deep. Sandara's laid 600 feet of anchor chain and has yet to hit bottom.


Retired to SUMITHA

After pressing the limit on his mantle's time exploring the exterior cliffs and center of the island, Elek returned to the ship. Landing on the deck he looked at Sandara shaking his head. "Nothing around the exterior cliffs or visible from the jungle canopy that looks like a tooth or an eye." He gestures towards the darkness, "We'll keep the 'Revenge' here and sail the gig into the lagoon." Shifting the cloak on his shoulders, remembering the saughin that attacked before 'Inkskin.' "but not until after I've explored the deep blue first."

Turning towards the rail he drew is estoc, and dove into the water. Swimming into the alcove, he skirted the edge first, swimming into the shallows looking for any sign of saughin or any other signs of life. Then swimming into the center of the lagoon he began to swim deeper, until the Manta Ray's vision could barely pick up shapes.

Going as deep as his vision will allow, or until something attacks
perception: 1d20 + 9 ⇒ (12) + 9 = 21


As you descend into the lagoon, you can eventually see a number of caves in its walls approximately 150ft below the surface. Combined with the caves in the cliff walls, you'll definitely have your work cut out for you searching. Hopefully in the morning, a clue will reveal itself.

Going deeper, you can make out the shapes of numerous shipwrecks at the bottom of the lagoon. However, as you descend further, you find it increasingly hard to breathe - despite the magic of your cloak. By the time you reach 400ft down, the water has become completely anoxic. Descending further will require holding your breath.


Retired to SUMITHA

'Shipwrecks in the deep, I wonder what caused them to sink.' Pausing around four hundred foot, Elek peered into the deep, looking for any sign of what may have shrunk the ships. Returning to the surface of the water, he took a few minutes peering into the many vines crossing from the cliff walls, looking for possible threats to his crew when he sailed the gig into the lagoon in the morning.

just in case
perception: the deep: 1d20 + 9 ⇒ (17) + 9 = 26
perception: the vines/cliffs: 1d20 + 9 ⇒ (15) + 9 = 24
---------------------
Returning to the 'Revenge' Elek climbed the cargo net and returned to the deck. Drawing near to Sandara, he shook his head. "Nothing stands out, except for the vast array of caves above and below sea level." He gestures towards the gig. "In the morning I'll sail the gig into the lagoon, I'll need you to stay here with the ship." He ponders for a moment, "I'll take Mr Rogers, Mr Bones, Mr Hartshorn and Mr Ironbeard at the oars. Tell them to be ready to sail an hour before dawn, I want to be in that lagoon when the sun rises." As he begins to leave, he turns back. [b]"There were dozens of ships at the bottom of the lagoon. I don't know what sunk them, but we need to be ready for anything.

If the night goes easily enough, he will be in the gig with those four in the lagoon at dawn, watching to see if the sun shines on any particular cave.


During the night, you're awoken by the sound of sawing coming from the water under the ship. Coming on deck, you find the watchman missing. That's when you glimpse motion above your head.

What at first appeared to be nothing more than a tangle of thick, twisted vines growing among the canopy of the trees suddenly coils itself into a large mass dangling high above. A large beaklike maw emerges from the center of the fecund mass, numerous thick, grasping vines whipping through the air.


Retired to SUMITHA

Waking from the sound of sawing, Elek, having developed the habit of sleeping in his lamellar armor, rolls out of the hammock hooking his cloak with the cursed harpoon hand and drawing the estoc from it's scabbard with the other. As he steps out of his cabin, flinging the cloak over his shoulders, he realizes the 'Watch' was not in place and starts yelling "All hands on deck!"

Then he see's the the large beak-like maw bearing down on him. "What the blazes?"

Time to roll init? What kind of knowledge check is going to work? He's got Arcane + 10 and Dungeouneering + 6, I doubt if any of his others will help
knowledge: 1d20 ⇒ 5


It's Knowledge (nature), unfortunately.

You hear rapid movement belowdecks as your crew begins to gather themselves. They should be ready shortly.

Feel free to act as desired. There's no need for initiative rolls for this one. XD


Retired to SUMITHA

Sadly one standard action per round. Feel free to interrupt at any time and he will change his action.

One round?
Realizing the thing was not drawing near, Elek tells the cursed prosthetic, "Chéngwéi dàpào" as the cursed harpoon hand becomes the pewter and bronze cannon, he commands the prosthetic to call a storm. "Kòngzhì tiānqì" As he moves to the rail to try and see what may be attacking the hull.
Standard, call storm, move action to the gunwale.
--------------------


Here's what the monster looks like

You see a trio of shark fins circling your ship. You also see a sahuagin poke its head above the water for a second before ducking below again.

Checking to see if you want to revise any actions before I move to Round Two


Retired to SUMITHA

"Blast!" Seeing the Sahuain in the water, Elek realizes he can only deal with one problem at a time. As his officers, pour from the cabins on deck, "Ms Tibbs let's get the ballista's trained on that beast. Ms Blades we have Sahuagin cutting a hole in the hull find where and plug it! Ms Quinn, I"m going after the Sahuagin, get this ship clear of that plant thing."

Realizing he would need to deal with the vines after the attack on the sahuagin, he tells the cursed prosthetic "Tiānjiā fǎshù diǎn" extending the storm to blow on it's own. Seeing Breaker and Artful emerging from the cabin near his, he gestures towards the rails, "Watch for borders and vines from above."

Snearing at the sahuagin he tells the cursed cannon, "Biànchéng yú chā shǒu" as the cannon transforms back into the harpoon hand, he dives into the water, the direction where he saw the Sahuagin.

standard cast lengthen weather, move action dive over the rail.


Once you enter the water, you can see a trio of sahuagin hacking away at your rudder with crude blades. With a curt command in their guttural language, their sharks charge, while the fish-men continue their work.
Bite: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Bite: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Bite: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Retired to SUMITHA

"Blasted Sahuagin!" Frustrated that he must deal with the sharks before he can kill the sahuagin chopping at his ship, Elek thrusts with Estoc, harpoon hand and manta ray tail, again and again, attempting to end the poor dumb animals.

AC 24 Will attack one until it's down then move on. Full attackTwo Weapon/tail: + 2 Fey-forged Harpoon Hand, PA, TWF /+ 1 Estoc PA, TWF, tail PQ
Estoc: 1d20 + 10 + 1 - 2 - 2 ⇒ (20) + 10 + 1 - 2 - 2 = 27 for damage: 2d4 + 4 + 4 ⇒ (4, 4) + 4 + 4 = 16
harpoon: 1d20 + 10 + 2 - 2 - 2 ⇒ (15) + 10 + 2 - 2 - 2 = 23 for damage: 1d4 + 2 + 4 + 4 ⇒ (3) + 2 + 4 + 4 = 13
tail: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20 for damage: 1d6 + 4 ⇒ (5) + 4 = 9
Estoc: 1d20 + 5 + 1 - 2 - 2 ⇒ (4) + 5 + 1 - 2 - 2 = 6 for damage: 2d4 + 4 + 4 ⇒ (2, 2) + 4 + 4 = 12
harpoon: 1d20 + 5 + 2 - 2 - 2 ⇒ (7) + 5 + 2 - 2 - 2 = 10 for damage: 1d4 + 2 + 4 + 4 ⇒ (4) + 2 + 4 + 4 = 14
confirm crit: 1d20 + 10 + 1 - 2 - 2 ⇒ (4) + 10 + 1 - 2 - 2 = 11 for damage: 2d4 + 4 + 4 ⇒ (2, 4) + 4 + 4 = 14


You slay one shark and wound another, but the blood in the water quickly sends the others into a frenzy!
Bite: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14 Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Bite: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10


Retired to SUMITHA

Spinning in the bloody water Elek tries to see through the chum watching the Sahuagin, then again thrusts with estoc, harpoon hand and manta ray tail, attacking the wounded shark first then the final one.

AC 24 Full attack: + 2 Fey-forged Harpoon Hand, PA, TWF /+ 1 Estoc PA, TWF, Tail: PA
Estoc: 1d20 + 10 + 1 - 2 - 2 ⇒ (18) + 10 + 1 - 2 - 2 = 25 for damage: 2d4 + 4 + 4 ⇒ (3, 3) + 4 + 4 = 14
harpoon: 1d20 + 10 + 2 - 2 - 2 ⇒ (10) + 10 + 2 - 2 - 2 = 18 for damage: 1d4 + 2 + 4 + 4 ⇒ (3) + 2 + 4 + 4 = 13
tail: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 for damage: 1d6 + 4 ⇒ (2) + 4 = 6
Estoc: 1d20 + 5 + 1 - 2 - 2 ⇒ (10) + 5 + 1 - 2 - 2 = 12 for damage: 2d4 + 4 + 4 ⇒ (1, 4) + 4 + 4 = 13
harpoon: 1d20 + 5 + 2 - 2 - 2 ⇒ (8) + 5 + 2 - 2 - 2 = 11 for damage: 1d4 + 2 + 4 + 4 ⇒ (4) + 2 + 4 + 4 = 14
confirm crit: 1d20 + 10 + 1 - 2 - 2 ⇒ (4) + 10 + 1 - 2 - 2 = 11 for damage: 2d4 + 4 + 4 ⇒ (2, 2) + 4 + 4 = 12


You carve your way through the sharks, and the sahuagin are quick to respond. Abandoning their work to destroy the rudder, they swim toward you, tridents first.
Trident: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Trident: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Trident: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 Damage: 1d8 + 3 ⇒ (2) + 3 = 5


Retired to SUMITHA

Having no love for sharks, Elek happily carved his way through them on his way towards the Sahuagin. Seeing the three fish men coming towards him thrusting with their tridents, he twisted and dove, avoiding the weapons. He had faced their type before, both on land and in the water, learning how to duel with them. Feinting with his cursed harpoon-hand at the first, he thrust with the estoc at the nearests chest, then bringing the harpoon back quickly thrusting at it's leg, while thrusting with the estoc again and spinning thrusting with the tail as well.

Expert Feint/Unlikely Feint + 2 Fey-forged Harpoon Hand, Attack: + 1 Keen Estoc PA, TWF /+ 2 Fey-forged Harpoon Hand, PA, TWF, sneak, fatal thrust, Tail PA sneak, fatal thrust
feint: harpoon: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Estoc: 1d20 + 10 + 1 - 2 - 2 ⇒ (9) + 10 + 1 - 2 - 2 = 16 for damage: 2d4 + 1 + 4 + 4 ⇒ (2, 2) + 1 + 4 + 4 = 13 SA: 3d6 ⇒ (2, 5, 6) = 13 FT: 2d6 ⇒ (3, 6) = 9
harpoon: 1d20 + 10 + 2 - 2 - 2 ⇒ (19) + 10 + 2 - 2 - 2 = 27 for damage: 1d4 + 2 + 4 + 4 ⇒ (1) + 2 + 4 + 4 = 11 SA: 3d6 ⇒ (4, 5, 6) = 15 FT: 2d6 ⇒ (1, 3) = 4
Estoc: 1d20 + 10 + 1 - 2 - 2 ⇒ (13) + 10 + 1 - 2 - 2 = 20 for damage: 2d4 + 1 + 4 + 4 ⇒ (1, 1) + 1 + 4 + 4 = 11 SA: 3d6 ⇒ (1, 4, 3) = 8 FT: 2d6 ⇒ (5, 5) = 10
tail: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 for damage: 1d6 + 4 ⇒ (6) + 4 = 10 SA: 3d6 ⇒ (5, 4, 5) = 14 FT: 2d6 ⇒ (3, 3) = 6
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.

I'm assuming the tail gets sneak and fatal thrust as well, it the sahuagin who he feinted is killed can the remaining attacks apply to another enemy at normal AC minus sneak and fatal thrust?


You quickly dispatch two sahuagin and grievously wound the other. Rather than surrendering, it bites down on a poisonous spine in its mouth and promptly dies.


Retired to SUMITHA

'Coward. but I guess it's better than retreating and leading me to their village.' Watching the sahuagin take it's on life with disgust, Elek tucks his estoc under his left arm and quickly checking the bodies for any of the deep platinum jewelry.

perception: 1d20 + 9 ⇒ (8) + 9 = 17
----------------------------
Swimming back to the 'Revenge' He catches hold of the cargo net, and pulls himself up. Once he is out of the salt water far enough to change into his normal shape he breathes the word "Dìmàn" placing he cursed prosthetics mantle of flight on himself. As he climbs the cargo net he attempts to see he strange plantlike creature. Once on deck he attempts to determine if the ballista will be able to damage it, or if the ship is ready to be underway.

so casting mantle is a standard and climbing a move action.


The sahuagin don't have anything of note. Back on the Revenge, the battle against the plant monster is still underway. You see a couple ballista bolts protruding from the vine canopy, but whatever's attacking the ship seems to be quite strong. The constant harassment by vine tendrils is making it difficult for your crew to generate combat pressure.

You've lost two crew.


Retired to SUMITHA

"Blast!" Seeing the plant thing still harassing his ship, Elek calls to Sandara, "Ms Quinn, try and get the 'Revenge' out of the things reach." moving over the rail long enough to command the cursed prosthetic to lift him off the ground, " Fēi."

As he assends he tells the harpoon hand "Chéngwéi dàpào" so he can used the cursed cannon when he is near enough. ] As the brass and pewter arm cannon manifest, he aims the weapon at the giant plant telling it ”Kuàisù shèjí" then ” Zhìmìng de mùbiāo."

deck 20 ft. + 40 ft movement, move action to 60 ft high, fires cannon (25 ft + 15) Attack: + 2 shadow wake cannon,, focused blast, deadly aim. rapid shot, crafted blast: piercing
attack: 1d20 + 10 + 2 - 2 - 2 ⇒ (10) + 10 + 2 - 2 - 2 = 18 for damage: 2d6 + 2 + 2 + 4 ⇒ (6, 6) + 2 + 2 + 4 = 20 + non-lethal: 1d6 ⇒ 4
attack: 1d20 + 10 + 2 - 2 - 2 ⇒ (13) + 10 + 2 - 2 - 2 = 21 for damage: 2d6 + 2 + 2 + 4 ⇒ (2, 4) + 2 + 2 + 4 = 14 + non-lethal: 1d6 ⇒ 6


The creature is easy to hit with your cannon, fortunately. You should be able to defeat it rather quickly - as long as it doesn't eat you. Now that you've drawn its attention, vines begin to lash out at you, trying to drag you into its gaping maw!
Vine: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Grapple (only if the vine hit): 1d20 + 23 ⇒ (19) + 23 = 42
Pull (only if the grapple succeeded): 1d20 + 19 ⇒ (19) + 19 = 38
If the grapple succeeded, you also take 1d8 damage + 1 STR damage


Retired to SUMITHA

damage: 1d8 ⇒ 8 and - 1 str

"Blast!" Unable to dodge the flailing vines, Elek curses as he is wrapped up by one. Not sure the best way to fight the thing as it squeezes him, dragging him towards it's maw. Unable to get a good shot at the thing, he tells the brass and pewter cannon, "huí dào yú chā shǒu." Twisting as the weapon shifts to the harpoon, he calls on the full destructive power of the curse and the wild magic of the fey witches. ”Pòhuài lì, Kuángcháo, Tiānjiā fǎshù diǎn." slashing the cursed harpoon at the monster's tentacle that has him wrapped up.

Grappled, dex - 4, attack - 2, free action alter prosthetic, standard: attack + 2 Fey-forged Harpoon Hand (Charisma damage), Power attack, destructive blast, wild magic, spell point, crafted blast: slashing, Pirate ​Hook-Hand Once per day if using it to perform an ability check, skill check, or to make an attack roll, you gain a +1 competence bonus to that roll.
attack: 1d20 + 10 + 2 - 2 - 4 + 1 ⇒ (17) + 10 + 2 - 2 - 4 + 1 = 24 for damage: 1d4 + 2 + 4 + 4 + 5d6 - 1 ⇒ (4) + 2 + 4 + 4 + (2, 1, 3, 1, 6) - 1 = 26 + 5 crafted blast

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