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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Retired to SUMITHA

So with the two evening influences done that is it for the rolls correct.

Smiling as Badger collects her money back, Elek nods, "Well played and I believe I will stop while I am still even. Thank you for the game."
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Getting up from the game, he finds Bonnie enjoying her evening, approaching her he discreetly asks. "Bonnie, Tilly has asked me to help find her Grapple cannon, have you heard anything about it?" Looking around the deck, he moves a little closer, speaking softer. "If I were to need to open a locker or two, do you know anyone who can tickle a lock?"
------------------------------
Bidding Bonnie good night, Elek heads below decks, just in time to see Owlbear coming to the middle deck to sleep. Nodding to the big man, Elek ponders what it would take to befriend Owlbear as he heads to the lower deck and his hammock.


Bonnie frowns. "That's a dangerous game you're asking about. Risking a keelhaulin' if caught. Talk to Syl; she'll either help you or report you."
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Owlbear looks hurt and lonely. None of the wounds you inflicted have been cared for, and you haven't seen anyone even give him the time of day aside from when Scourge forced him to fight you.

DAY SEVEN
1d100 + 1d6 ⇒ (83) + (3) = 86
The rain that started yesterday has only increased. Looks like a major storm is brewing. The good news is that Kroop's sober today, and the weather means nobody's expecting anything special in terms of food. "It's our lucky day! Fancy a day off?"
Share a drink with Kroop and chat a little, and then you're free until evening. +1 rum ration, +1 daytime action


Retired to SUMITHA

'Talk to Syl?' Elek raised an eyebrow at Bonnie, as he looks that general direction. Realizing that Bonnie probably didn't know about the exchange he had with Syl, Aretta, Jape and Fipps. He asks "Isn't she Plugg's girl? Any angle on getting her to help me?"

Sorry, ask her about the grapple cannon, picking the locks or both?
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Seeing Owlbear with the blood still crusted on his face and hands, Elek pauses, 'Bloody Plugg, treating a crewmember this way. It's no wonder they have to shanghai pirates even in Port Peril.' Determined to remedy the situation, Elek begins to formulate a plan.
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Rising early, Elek catches Sandara before he heads above decks. "Um Sandara, later today, would you go with me to see Owlbear, He's still a mess from the fight, I was wondering if you would heal him." Seeing her questioning look, he shrugs. "He's a member of he crew. If there's a fight we need him ready."
-----------------------
Nodding goodbye to the servant of Besmara Elek heads to the galley, not sure what to expect. Surprised finding Kroop sober, Elek is even more surprised when the cook announced that the bad weather had created a free day for them. Finding a clean ceramic bowl, Elek holds it out so Kroop could fill it. Sadly Kroop's rum was no better that the stuff Plugg was pushing. But Elek sat down on a sea chest across from Kroop. sipping the rum.

Does Kroop's rum cause him too be Fatigued? Just in case:
con: 1d3 ⇒ 2

Watching the storm blow, it reminded Elek of when his father sailed the Banshee around the Eye of Abendego. Smiling a little at the memory, Elek looked at his friend. "So Kroop, How many pirate ships have you sailed on?" Waiving his harpoon hand and his good hand in front of him. "Not just ships, merchant ships or slavers or war ships. But Pirate ships."

He looks back out the porthole, turning to the cook, "I'll make it easier, I'll go first. I've been on two. Just two. Here on the Wormwood and on my parents ship the Banshee. She was a good ship. a three masted sailing ship." Shrugging, "Oh, I've served on merchant vessels between then and now: Junks, a couple of Galley's even a Keelboat." He pauses, thinking of his parents. Sipping the rum, He raises an eyebrow at Kroop. "so how many?"
------------------------
When he and Kroop were done talking, feeling the rum, he goes above decks finding Sandara and ask her to join him. Knowing they would find Owlbear watching the lockers, thet head to the lower deck.

Lifting his hands to show the right empty, he holds the harpoon hand behind his back. "Owlbear." Pausing a distance away from the man, so he didn't think they were trying to sneak up on him.. "I'm Elek Kardforgató, this is Sandara Quinn, a priestess of Besmara. I've asked her to come heal you. A fight between a couple of fellows for the entertainment of the crew is a fine thing. But leaving them in pain isn't. I'd like to be your friend I figured this would be a good way to start."

Tell me if I'm taking to much of a liberty with Sandara or what Elek will owe her.
Influence: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 + rum: 1d4 ⇒ 1
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After doing what they could for Owlbear, Elek thanks Sandara. Feeling the rum more than he realized he went above decks looking for Syl. Approaching the woman, he notices she's mending a rope. Gesturing. "Can I help you with that?" As he twists the rope for her, he nods to the hatch going below decks. "I know we got off to a rough start. I don't figure you or Aretta or Jape took to heart what I said to Fipps. But I had to let him know that I wouldn't be trifled with. I would have joined the crew if I had been asked. No reason to Shanghai me. I figure you all were just testing my metal. Nothing wrong with that. I want to be a pirate and part of a good crew. I know Harrigan's reputation, got no problem with it." He makes eye contact with her. "I just wanted to clear the air between us since were shipmates."

Influence: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31 + rum: 1d4 ⇒ 3


Both, actually. XD
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Yes, Kroop's rum is the same as the evening ration.
"Believe it or not, I've only ever served on the Wormwood," Kroop answers with a faraway look. [b]"Afore that, I was a chef. Damn good one, too. Folks would come from miles around just to taste my cookin'. One of 'em was Cap'n Harrigan...." He trails off and takes another large swig of whiskey. "I miss those days."
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No worries; Sandara's written as one of your staunchest allies unless you seriously screw things up. Paizo tends to have a capable and friendly NPC to help players get through the early levels of an Adventure Path. XD

Owlbear sniffles a few times but eventually allows Sandara to touch him with her healing hands. "Owlbear not have many friends. Only Skurge and Plug. They give me feathers like Owlbear. Sometimes give me crabs to crunch."
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That's a very impressive roll - and it's needed. Syl's arguably the most difficult to win over.
Syl lets you take the rope but otherwise keeps her distance. "If you're trying to make friends, it won't work. Plugg doesn't like you, and you're too soft for my tastes."


Retired to SUMITHA

'A chef, no wonder Harrigan shanghaied him.' Nodding, Elek finishes the bowl full of rum. Letting out a small belch, he shrugs. "Once we get to port, we'll see about expanding your horizons." Smiling, "Maybe we can find another captain and first mate who is more appreciative of their crew."
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'Feathers and Crabs? All the abuse he takes and he thinks their his friends because they give him feathers and crabs' Smiling to himself. 'At least I know a guy who has feathers and crabs.'

Nodding as Sandara heals the big man, Elek shrugs. "Feathers and Crabs, I'd like to be your friend too. If you like them, I'll see what I can do." As they prepare to leave, he turns back. "Is there anything else that your interested in?"

As they leave the big man, Elek nods to Sandara. "I am again in your's and Besmara's debt. Please let me know if there is a way I can repay you."
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Raising an eyebrow as the woman calls him soft. Elek holds the rope working the end to make her job easier. 'Soft, or does she mean not cruel?' As the work is finished he shakes his head. "I don't need friends." He holds up the harpoon prosthetic so she can see it suck in the light around him. Whispering the Tien word for cold Hánlěng de." Concentrating for a moment as the space around him drops several degrees. Releasing the concentration almost as quickly, the temperature begins to rise back to normal. "This is a picnic compared to what I've endured. This crew isn't my enemy: you, Plugg, Fipps Owlbear, none of you. Where I'm going and what I'm doing, I need pirates. If I have to prove myself to a few hard cases so be it." Nodding to the woman, he head below decks to speak with Kroop.
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Headed to the galley, Elek quickly tells the cook about his conversation with Owlbear, asking his friend, "So do you have any extra feathers or Crabs I can give him?"
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After speaking with Kroop Elek heads above decks and lining up for the 'rum ration' he quickly passes his cup off to Tilly. Finding himself near Cogward, he lifts the empty cup he got from Tilly. "Sandara tells me you follow Besmara," He smiles, "Kind of a stupid question to ask a pirate on a pirate boat out to sea, isn't it?" Shrugging. "Just wanted to ask, my mom was a priestess. I like to know who's serious about it." he pauses for a moment to see if he can draw the hard man into a conversation that didn't include blades crossing.

influence: Crimson Cogword: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 + rum: 1d4 ⇒ 4
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After he finished speaking with Cogward, Elek noticed Sly by herself near the rail on the port side. Moving over near her, he leans on the rail. looking out to sea. "Just so you know, I do have an ulterior motive speaking with you. I heard your a person who get's things done. I know you and Plugg are a thing and I don't want to interrupt with that." He looks at her squarely. "But I do want to know if there was money to be made discreetly if I could trust you."

Not sure how to influence her, figure appealing to greed may work.
influence: slippery sly: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 + rum: 1d4 ⇒ 3


Kroop grins. "I'd like that." He doesn't seem nearly as pleased when you ask about Owlbear, though. "You're not going to tar and feather him agin, are you? The poor lug doesn't deserve that. He's simple, ya know? I can try to fish up some crabs for him when we get closer to land, though."
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Owlbear doesn't seem to understand your question. Sandara, meanwhile, smiles. "I'll let you know."
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Cogward shakes his head. "Not Besmara, I follow the Lady of Graves. She decides every soul's time to pass on to the next realm. That time is already set, and that's freeing for one such as myself."
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Syl gives you a sly look. "Trust is for fools, and money's a poor motivator. You think you know darkness, but the true darkness can only be found in blood. And blood's what I'll need if you want me on your side."


Retired to SUMITHA

When Kroop asks about taring and feathering Owlbear, Elek shakes his head 'no.' "The big guy said Plugg gives him feathers so he's like a real owlbear. But no, I have no intentions of taring and feathering him. I knew he wasn't the sharpest tool in box, but he seemed to like feathers. Maybe we can find him a cloak made of feathers, I've seen native wear them. That would be something." Elek smiles. "But crabs would be a good start. Though I have no idea when we'll be near land next."
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Realizing he must have misunderstood what Sandara told him, Elek nods listening to Cogward explain his reasons for following Pharasma. 'The time is already set. Soo he'll die when he'll die.' Nodding. "I understand. My apologies, I must have misunderstood what Sandara said." He looks of the port side, looking at the horizon. "Isn't the Lady of Graves also called the Survivor? An admirable goal for us pirates." He get's up, ready to leave, turning back to Cogward. "Either way it's good have something to hold to when things look bad."
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'For fools?... Money a poor motivator?... Ah, she wants blood. But who's?' Raising an eyebrow when Sly makes her statement. Elek pauses for a moment. "An interesting observation Ms. Lonegan. Are we picking sides now? Let me ask, who's blood is it you seek, mine or someone else's?"


Syl shrugs. "It doesn't matter. My knives are thirsty."
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DAY EIGHT
1d6 ⇒ 4
The building storm of the last few days finally comes to a head. The Wormwood is squarely in the middle of a severe storm. The ship is tossed about like a child's toy. All hands are needed on deck - including you. Nobody's concerned about food when the ship's in danger of being destroyed.
You're tasked with keeping the ship's ropes secure and untangled (requiring a DC 12 Profession:sailor or DEX check).

You'll still get a daytime action and Influence attempt as usual, but hold off on advancing to evening.


Retired to SUMITHA

Raising an eyebrow at Sly's 'thirsty' comment. Elek realizes she likes violence for violence sake. Nodding as he departs he smiles, "I will keep that in mind."
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Before he heads to bed Elek heads to the Quartermaster, asking Grok, "Hey Grok, have you ever seen a cloak made out of feathers? How much do you think something like that would cost me in Port Peril?"
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Waking early because of the pitch from the storm Elek rolls out of the hammock. Pausing for a moment he considers telling Plugg he might be able to effect the weather, but thinking better of it, he reports above decks. Relieved that he would be keeping the ropes secure and untangled. He tied himself in with one of the crew lines and set to work.

Sailor: 1d20 + 7 ⇒ (5) + 7 = 12
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As he moved around securing and tightening lines, he notices Barefoot Toppin, struggling pulling a line. Hooking the edge of his harpoon to the gunwale, he grabbed Toppin's line with his right hand and pulled along with her. Nodding, "Haven't had a chance to meet yet. I'm Elek." Looking up to the sky, "Beautiful weather were having right?" As she secured the line, he released it, looking down at her bare feet. "Good idea! I'll wager you don't slipp near as much as leather bottomed boots when their wet."

influence: Barefoot Samms Toppin: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
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Moving along the gunwale, he noticed Tam Tate, pushing against the large winch, it appeared that the anchor had worked it's way loose. Leaning in on one of the levers, he aids Tam in securing the Anchor. Complimenting the dwarf. "By thunder Tam, your bulk is impressive, that would have taken two or three men." He extends his hand. "I'm Elek, a pleasure to sail with you."

influence: Tam “Narwhal” Tate: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33


Grok shrugs. "Seems expensive. I'll keep an eye out next time we dock."
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Samms gives you a friendly grin. "Nice to meetcha! I'm Barefoot Samms. You're right, it's much easier to grip without shoes. Helps with hunting for clams, too. Not that I'm able to do that in the middle of the ocean of course. The weather's not too bad - as long as they don't send me up top!"
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Tam gives you a grunt but doesn't shake your hand. You've seen him being chummy with Scourge, so it makes sense that he wouldn't want to associate with you.
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You're busily untangling a rope when a huge wave washes over the deck, knocking several of the crew off their feet. Conchobar is caught off guard and is carried overboard! You're the only person who seems to have noticed.


Retired to SUMITHA

"Blast, Blast it all!" Seeing Conchobar swept overboard Elek runs to the gunwall, 'Why didn't that swab have a safety rope?' Being near Barefoot Samms, he waives his arms yelling over the storm, he points with his harpoon hand at Conchobar as he lifts his own safety rope with his right hand. "Conchobar went overboard, I'll dive in and get him. Get some help and pull us back aboard." With that he dives overboard, doing his best to swim towards his shipmate, intent on grabbing him and holding on until the others can pull him back aboard.

Harpoon 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. Now seems like a good time to use this
Athletics: swim: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22 I can live with that


You execute a picture-perfect dive and surface within arms-reach of the halfling. Now you just need to tread water until (hopefully) Samms can pull the two of you back onboard.

That will require another Athletics check. It's a DC 20, and you can keep rolling until you hit it since you're attached to a rope. The fewer attempts, the better for Conchobar.


Retired to SUMITHA

Yikes!
Surfacing near Conchobar, Elek attempts to reach his friend, but having difficulty he attempts to grab the halfling again. Thinking Samms barefoot method would certainly make swimming easier he began regretting the tall, cuffed leather boots. Kicking and spinning in the water, sometimes going under himself, Elek finally get's Conchobar's limp body in his grasp. Holding the unconscious halflings head above water. He chuckles to himself, thinking about Conchobar's outfit. His friend was just as vain as he was.

Athletics: 1d20 + 2 ⇒ (1) + 2 = 3
Athletics: 1d20 + 2 ⇒ (3) + 2 = 5
Athletics: 1d20 + 2 ⇒ (7) + 2 = 9
Athletics: 1d20 + 2 ⇒ (6) + 2 = 8
Athletics: 1d20 + 2 ⇒ (20) + 2 = 22
Are we in rounds? Five attempts would be thirty seconds. Here's hoping the little guy is still alive.


Coughing and spluttering, you're pulled back onto the deck of the Wormwood by Samms, Bonnie, and Sandara. Conchobar had the wind knocked out of him and has swallowed a good bit of seawater but is alive. Unfortunately, there's no time for either of you to rest; the storm is still blowing the Wormwood all over the place.
1d6 ⇒ 6
They need help lowering the mainsail so the wind doesn't snap the mast.
DC 12 Profession(sailor) or STR check + DC 12 CON check vs fatigue; you also get an Influence attempt.


Retired to SUMITHA

Con: 1d20 + 2 ⇒ (2) + 2 = 4 so Fatigued

Rolling up onto the deck, Sputtering and coughing, Elek wiped the water from his face with the back of his hand, seeing his friends he smiled. "Thanks ladies." Rolling over as he pushed himself to his feet. the tells Conchobar, "Come on mate, you gotta get up. Can't give Plugg a reason to lash you." Gesturing towards the rope. "And for Besmara's sake, tie yourself off."
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Staggering towards the mast he sees Shivikah struggling with lowering the mainsail. Jumping beside her he wraps the rope she's pulling around the haft of the harpoon. Knowing, due to the shoulder harness that it wouldn't give out, he pulled with all his weight. Turning, he smiles at Shivkah, "A pleasure, Shivkah, right?" As he kept pulling. "I'm Elek, not my first time it a storm, But it was the first time to go over the gunwale in one."

Sailor: 1d20 + 7 ⇒ (11) + 7 = 18
influence: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33


Shivikah's appreciative. "Thanks for the help. Hopefully we'll be out o' this soon so I can get back to winning all of Badger's gold."


Retired to SUMITHA

Raising an eyebrow as Shivakah's comment about 'Badger's gold' Elek chuckles. "I gambled with her once." As he ties off the line he asks "Do you gamble with her a lot? She was flogged twice for cheating. Have you seen her cheat?"

I wasn't sure if we should do the evening rolls yet, but thought I would ask about Badger since she brought it up.


The storm's messed up the normal schedule, unfortunately, so there are no evening rolls.

Shivikah laughs, "Yeah, she's tried a few times. Sucks at cheating just as much as she does at gambling."
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The storm continues unabated for the entire day and night. The entire crew works constantly, sustained only by a quick bit of hardtack. By the time the weather calms to *just* a heavy rain, it's morning.

DAY NINE
1d100 + 1d6 ⇒ (29) + (2) = 31
Kroop's just as exhausted as you, and since everyone was working on deck yesterday, the galley work has fallen behind. Maybe a good meal will help raise everyone's spirits.
Profession:cook DC 10 + CON DC 18 vs exhaustion


Retired to SUMITHA

exhaustion: 1d20 + 2 ⇒ (3) + 2 = 5

Struggling against exhaustion Elek tries to pace himself while prepairing a simple soup for the crew. Putting salted water on to boil. He first butchers one of Kroops chickees that wasn't a pet plucking it and adding it to the pot. Then peeling and dicing carrots, potatoes, onions, radishes and scallions he tosses them in the water as well. Pulling the boiled chicken out he debones it, shreds it and puts it back in the water. Prepping flour, salt, eggs, oil, and water. He makes noodles finally adding them to the chicken soup. Tasting the soup he add more salt and black pepper.

cook: 1d20 + 1 ⇒ (4) + 1 = 5
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Once it's simmering, He heads to the lower decks, taking a bowl of soup with him to Owlbear. Handing the large bowl and wooden spoon to the big man. He ask "So tell me Owlbear what did you do yesterday?"

influence: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
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After he talks with Owlbear for a bit Elek returns to the kitchen, Gathering up the soup and a little left over bread, he takes the food above decks for the crew.

wow, all those suck


"Owlbear play with piggies," the big man says as he noisily slurps up the soup. Despite the poor first impression, he seems to be coming around to you. A little friendliness goes a long way, after all.

Unfortunately, the lack of rest from yesterday catches up to you, and you end up falling asleep after lunch. You're roughly shaken awake by Plugg about an hour later.
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Evening
To your complete lack of surprise, you're punished for laziness during the Bloody Hour. Samms is whipped as well for dereliction of duty during the storm. Scourge takes great pleasure in attempting to turn both of your backs into a bloody mess.
Nonlethal Damage: 3d6 + 3 ⇒ (1, 3, 5) + 3 = 12
Afterwards, while you're nursing your wounds, several of the crew complain to you about the soup. After tasting it, you find that it's far too salty.

As usual, you get an Influence attempt and an evening action.


Retired to SUMITHA

'Curious, do they just keep him down here for fighting?' Nodding as the big man explained that he had been in the hold playing with pigs, Elek nods. "Good, you were safe, I'll see you later, big man."
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Waking with Plugg's boot in his ribs, Elek doesn't know which is worse, The punishment for falling asleep or being caught by Plugg at sleeping. Taking the punishment as well as can be expected, Elek didn't cry out, but he didn't have anything smart to say to the first mate either.
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Barely able to move around, Elek slowly puts his shirt and armor back on, almost to tired to bother. he plods through the rum line, eventually slipping the cup to Tilly. He finds himself sitting near the cabin boy Jack, listening to Rosie Play her fiddle.

Leaning foorward to take the presure off of his back, he nods to Jack. "We haven't met yet, your the cabin boy right? I'm Elek." He pauses for a moment remembering when he was about Jacks age. "I was a cabin boy, seems like a life time ago." he refocuses on Jack, "What do you like most about it?"

influence: 1d20 + 12 ⇒ (11) + 12 = 23
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After Elek was done speaking with Jack, he listened to Rosie play a little more. Her range in songs was impressive. Well impressive for someone on a pirate ship. When she came to a stop he applauded lightly. "Well played Rosie. I don't believe we've had the privilege of actually being introduced. I'm Elek. Where did you learn to play?"

influence: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
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Once he was done speaking with Rosie, Elek headed to his hammock worn ouf from the last two days and the beating he took.

So, one of the night time ship actions is Sleep: gain the benefits of a full night's rest I need for Elek to no longer be fatigued. If this can happen while still taking the two influences, I will. If not please exchange the influence roll with Rosie for the benefit oof a full night's sleep.


Jack smiles up at you. "Hi, Mr. Elek, I'm Jack! Being a cabin boy is lots of work, but I get to see so many neat things. Sometimes I even find cool bones to carve!" He busily carves away on a herring bone with a old, rusty dagger.
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Rosie scowls at you. "You saying I suck? Billions of blue blistering barnacles! Don't mess with me, or I'll chop your other hand off!" For such a tiny lass, she's got quite the mouth. She's not particularly skilled at the fiddle, either, but she's certainly enthusiastic.

Going to bed early to get a full night's rest is, indeed, a ship action, so I ignored the Influence roll for Rosie. On the plus side, you recover from your exhaustion and remove all nonlethal damage.

DAY TEN
1d100 + 1d6 ⇒ (75) + (3) = 78
Kroop has cooking covered, so you're able to spend the day fishing. You've learned that this can easily get you in trouble, though, unless you serve up a nice fish dinner for the officers.
DC 10 Profession (fisherman) or Survival - in addition to the usual daytime action and Influence check, of course.


Retired to SUMITHA

Nodding as Jack shows him the bone and knife, Elek makes a mental note to see if he can get Jack a better knife. Complimenting the boy. "That's pretty good work."
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Not really sure how to respond to Rosie's responce, Elek lifts both hands palm out, well palm out on the right. really more showing the flat of the harpoon tip instead of the edge. Either way, a gesture of surrender. "I'm not messing with you Rosie, I'm just tired and headed to bed." Nodding to her as he gains his feet. 'Have a good night." He, infact, headed straight to his bunk and was quickly asleep despite the wounds from the lash.
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Waking the next morning, feeling better he headed to the kitchen. Letting out an audible moan when Kroop told him he wanted fresh fish for the officers. Not saying anything else he gathered the rod and real, and some hunks of meat for bait. Heading to the deck he placed himself on the port side near the aft of the ship, hoping to catch something in the Wormwoods wake.

fishing: 1d20 ⇒ 8
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A little later that morning he noticed Rosie nearby. Moving over to where she was working, he cast again. while watching the bobber he told her. "We might have gotten of to a bad start last night. I was really tired and if I said something untoward, I apologize. I just wanted to tell you I enjoyed your playing. Yesterday was rough for me and listening to you play reminded me of better times."

influence: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
wow, the dice have gotten cold!

Edit: I totally forgot that I had a 'daytime ship action' from the list. Do you mind if I just do the +4 bonus to job? Or should I do something else since I already rolled the job roll and I know I failed it?


That's perfectly fine. 'Work Diligently' is an excellent use of your action when you get a job that you're not skilled at. XD

You get lucky and catch a few halibut. There isn't enough for the crew, but at least the officers will be happy - which will hopefully save you from another flogging.
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Rosie grins. "Whatcha matter, big guy? Can't take a joke? You're not like Grok and the other music-haters who keep telling me I can't carry a tune if it's put in a chest and handed to me. They're just jealous that I'm naturally gifted and self-taught." She complains about the (honestly, not inaccurate) critics of her musical ability for a few more minutes. "Anyway, you're fine. I'll play for you any time. Wait, that just rhymed! I just did it again!" She giggles as she returns to work.
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For dinner, Kroop whips up a batch of salmagundi, seasoned with an interesting mix of spices. He's definitely a talented chef when sober.

During the Bloody Hour, Tilly is once-again punished for drunkenness. Considering she seems to get pretty plastered on just one mug of rum, giving her yours is almost guaranteed to render her useless the next day. She doesn't seem to mind, though, although her liver will likely regret it in the future.

As usual, you get an action and an Influence attempt.


Retired to SUMITHA

Chuckling at Rosie's, Tirade, Elek smiles. "I will keep that in mind. Rosie, Anytime I need my spirits lifted in song I will call on your services." Holding up the few Halibut he caught, he nods towards the hatch. "I better get theses below to Kroop, he's fixing them for the officers." Walking towards the galley Elek makes a mental note, that when he is a captain that he and the officers would eat the same as the crew, smiling to himself, unless he's entertaining a lady friend.
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Before the reports to the deck for 'the Bloody Hour' Elek notices the Salmagundi, "Well Kroop, that may be the prettiest organization of fish, eggs, vegetables and fruit I've ever seen."
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On deck Elek watches as Tilly is flogged for drunkenness feeling badly about her getting whipped he quickly drank the rum, and when she looked at him he shrugged "I was feeling thirsty"

Never really payed much attention to how to roll all of it
1d4 alchemical bonus to CHA: 1d4 ⇒ 4 for 1d8 hours: 1d8 ⇒ 8 deals 1d3 CON damage: 1d3 ⇒ 3 Fort DC 5: 1d20 + 5 ⇒ (13) + 5 = 18
----------------------
Feeling the rum, he walks over to Aretta, tipping an imaginary hat. "Ms Bansion, right? We weren't properly introduced that morning that Chumlet thought he could push me around." Elek smiles. "Poor Fipps still holds it against me, but Jape and I have come to an understanding, and Syl and I have began talking. Why don't we start over, like it never happened." Extending his right hand, he says. "Hi, I'm Elek. A pleasure to meet you."

influence: 1d20 + 12 + 2 + 4 ⇒ (14) + 12 + 2 + 4 = 32
----------------------------
When he was done chatting with Aretta he heads over to where Maheem is sipping his rum. Sitting down beside the rigger, he nods. "I've seen you up in the rigging, Maheem right? I'm Elek, Where are you from?"

influence: 1d20 + 12 + 2 + 4 ⇒ (14) + 12 + 2 + 4 = 32

I have been forgetting to roll the hrs his cha was effected. I hope rolling everything effected by the rum at one time is ok.


Aretta sniffs sarcastically. "You've started talking to Syl? Of course you would. She'll have all the men on this ship under her thumb at some point. Thank you for deigning to speak with a nobody like me."
--------------------------------------------------------------------------
Maheem nods back. "I've seen you down in the galley. I am Maheem. I am from Garund. Where are you from?"


Retired to SUMITHA

'Deigning to speak with a nobody like me?' Raising an eyebrow, "A nobody? Your a member of the crew, same as me. Of course I'd talk to you." He shrugs, "Only reason I started talking with Syl is because I was told she might be able to help me find Tibbs' Grapple Cannon." He pauses 'Why not.' giving a rakish smile. "You wouldn't happen to know anything about it would you?"

Making a request?
influence: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21
------------------------------
'Hmmm, Garund, ok.' Elek gestures out to see with his harpoon-hand, "Born on a ship out of Port Peril. my great grandfather was a Chelaxian sailor who rebelled against house Thrune. Ended up siding with the pirates in the ensuing battle. Families been pirates ever since."


Aretta gives a sly grin, "I bet she took it. She's always slinking about spying on people, after all. You should check her locker."
--------------------------------------------------------------------------
DAY ELEVEN
As you make your way toward the galley this morning, you're stopped by Plugg. "Got a new job for you: bilges need pumping out. Maybe you can catch some more fish while you're down there." He walks off, chuckling.
That's a DC 12 Strength check + a DC 10 CON check to avoid fatigue

You also notice that quite a few members of the crew are giving you the cold shoulder. Plugg and Scourge were really rubbing their fish dinner in their faces last night. Perhaps they suspect favoritism.
If you check the Crew document, you'll notice some attitude changes. You still get a ship action + an Influence attempt as usual. However, the riggers (and Owlbear) are off-limits until this evening as you're stuck in the bilges all day. Anyone you Influence is sharing your job today.


Retired to SUMITHA

'Curious, I never did ask Sly straight out if she took it. Watching Aretta Elek tries to read her face, Nodding, "Thanks for the tip, I'll keep that in mind."

sense motive: 1d20 ⇒ 16
-----------------------
'Catch some more fish while your down there?' Confused by Plugg's comment, Elek nods. "Aye, Mr. Plugg, the bilges, I'll head that way." He doesn't figure it out until he sees the dwarf looking his way, then spitting. 'Ok, somethings fishy." He heads to the bilge seeing Breaker Bones and Aretta Banson there. Grabbing the other handle on the pump, he hopes that he can at least get them talking to him while they do their task.

bilge: str: 1d20 ⇒ 17
fatigued: con: 1d20 + 1 ⇒ (5) + 1 = 6
----------------------
As he works the bilge, he looks at Breaker Bones on the other side of the pump. "I know Plugg doesn't like me very much. Looking for every opportunity to make me look bad, But why are you down here?"

influence: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
------------------------

Looking at Aretta, he shrugs. "And what got you stuck down here? You don't think Sly got word of us talking about her do you? I know she and Plugg are an Item, that's why you and Jape got flogged and she didn't after the incident with Fipps." He shrugs. "I know he blamed me for just the officers getting fancy food. But that wasn't my fault."

influence: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34


You're unsure if Aretta actually knows or is just trying to get Syl in trouble. It's pretty clear she dislikes Syl, although you've yet to figure out why.
--------------------------------------------------------------------------
The elf's muscles ripple as he works the pump with no apparent effort. "Because I broke a broom while sweeping the deck yesterday."
--------------------------------------------------------------------------
Aretta glares at the mention of Syl. "I don't know why I'm down here, but I'm sure it's Syl's fault. She never gets hard work like the rest of us. She probably stole the grapple cannon, too. If you ask her, she'll probably say it was me, but that's just like her. Always trying to get me in trouble."
--------------------------------------------------------------------------
EVENING
Amazingly, nobody is punished during the Bloody Hour. It seems the lookout spotted a distant sail on the horizon, and the prospect of a potential score has everyone on their best behavior.


Retired to SUMITHA

Evening
Feeling just bad enough, Elek eats the guilt of possibly getting Tilly lashed again and slips her his rum, "Thanks Tilly." He nods towards the ship on the horizon. "Hopefully we'll fight tommorow so there will be no time for 'the Bloody Hour." Gviing a smile that doesn't reach his eyes, "At least not the type that Plugg plans."
-----------------------------
Half believing Anetta, that Sly might know where the Grapple cannon is, Elek, not bothering with a smile, approches Syl. He nods towards the ship on the horizon that they were chasing. "It looks like you'll get a chance to bloody your knives and to see i I'm soft or not." He gestures towards Plugg. "I know you know Plugg has it in for me; probably because he's jealous of my family name. But I also know your smart enough to understand Kroop was only fixing salmagundi for the officers, no matter how many halibut I caught."

He pauses then lets out a sigh looking at the ship on the horizon. "We're going to catch that ship, even if I need to put wind in our sails to do it." Turning back to Sly, he continues. "I know you said Money is a poor motivator, but I have to believe you may still have a use for it." He motions the general direction of "Giffer" Tibbs. "The Gnome "lost" a grapple cannon, I'm thinking it would be very useful tomorrow and I'll wager she's the only one who can use it." He watches Sly carefully. "I'd also wager your the only one who can find it for me on such short notice. I'll pay you twenty gold pieces no questions asked if you can put it in my hand in the morning."
Influence: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
making a request
Influence: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
-----------------------------
Heading to bed early, Elek approaches Sandara before he goes below decks, Pointing to the ship on the horizon. "It will be good to actually be doing some Pirating for a change." lowering his voice. "I'm still feeling the effects of the rum, any chance you could say a prayer for me before we board that ship tomorrow?"

Sleep: gain the benefits of a full night's rest


"I'll see what I can do," Syl says. "If you're not good for the money, though, I'll take payment in blood."
------------------------------------------------------------------------
"Of course!" Sandara responds.
------------------------------------------------------------------------
The Wormwood pursues the other ship (a Rahadoumi merchant vessel called the Man's Promise) all night, gradually gaining all the while. At dawn, less than half a mile separates the two.

DAY TWELVE
When you wake up, a strange contraption is lying under your pillow.

Over the next 12 hours, the Wormwood closes in. During the last hour, Captain Harrigan instructs you and Kroop to slaughter half a dozen pigs, slit their throats, and throw them overboard to attract sharks to the site of the upcoming battle.

You're then summoned to the poop deck with several of your crewmates. "The ship's wheel is on the aft deck, just below the sterncastle. You're going to grapple over, kill the guards on the sterncastle, take the wheel, and guard the ship's boats. Kill anyone who tries to get away on one of the boats. Don't move from the wheel until the fighting's done, or you'll have to answer to me. Oh yeah, as we get close, it's going to get foggy. Just stick to what I told you to do."

Select three crew members to go with you. Kroop, Grok, and Owlbear are busy elsewhere (as are the officers), but anyone else is fair game - regardless of their current attitude towards you.
-----------------------------------------------------------------------
As the Wormwood enters missile range, the Man's Promise begins to bombard the ship with crossbow bolts and a pair of ballistae on the sterncastle. At the same time, banks of heavy mist suddenly envelop the enemy ship.

You're 120ft away from the other ship and are closing at a rate of 30ft/round. Enemy sailors will be shooting in your general direction (and you can do the same once you're in range), but feel free to take any desired actions during this time. We'll enter regular combat rounds once you're close enough to grapple over.


Retired to SUMITHA

Evening day eleven
Smiling at Syl's responce, he shakes his pouch, "Not to worry, I've no reason to test your resolve."
-------------------
Nodding to Sandara, "thank you, I'll come see you, hopefully after I take care of a few things."

Day Twelve
Twelve hours? Do we have time to do the regular days stuff?
Waking with the strange contraption lying in the hammock, Elek investigates it, then tucks it under his left arm. Moving to his sea chest, 'Never hurts to have a backup weapon.' he removes the masterwork hand axe and tucks it in his belt and puts the tanglefoot bag in pocket. Finally taking out the mixed coinage he puts it in his pouch.

Finding "Giffer" Tibbs, he holds up the strange contraption, "Giffer, Is this your grapple cannon?" He smiles and nods towards the ship. "When we get close I'm looking forward to seeing what you can do."
----------------------
assuming it is, if noot we can retcon.
Having finished with Giffer, Elek approaches Syl. Drawing out his purse he balances it on his harpoon hand, counting out twenty gold coins. Handing them to Sly. "As agreed Ms. Lonegan. It's a pleasure working with a professional."
----------------------
Once finished speaking with Syl, Elek finds Sandara, pointing to the Rahadoumi ship, "I'd rather have saved your spells for the attack, But I appreciate you helping me." As she heals the weariness, He nods to the rapier. "You mind if I ask you to watch my back?" He smiles a shark like smile. "I've got the feeling there are those who would put a knife in it."
------------------------
As the time nears, Elek follows the Captains orders, killing the pigs and dumping them over the gunwale. Softly telling Groop. "The bloods a good idea, I wish we were just slitting their throats and butchering them, Then we could dump the blood and offal and save the pig for the crew." How he would do things on his own ship doesn't matter now. As the last pig goes over the Gunwale, He turns to Kroop, "Orders are orders."

Reporting to the poop deck Elek is pleased to see Sandara with them. Not surprised to see Breaker Bones, he was pretty much built for this. Then Elek notices 'Slippery Syl. Raising an eyebrow. 'So Plugg would put his woman in the vanguard. Well at least I can see if she's as good as she claims to be.' He smiles at his usage of words. 'Or as bad as the case may be.'
----------------------------
Standing at the gunwale with those headed to the sterncastle Elek concentrates, speaking the word "Fēng" calling on his ability to create a wind. He points with his cursed harpoon hand, trying to direct away any crossbow quarrels headed toward his vanguard. Once they get near enough he calls out"Chéngwéi dàpào" calling the cannon. Aiming it at a crossbowman on the other ship and telling it to fire. " shèjí."

Using weather sphere (wind) until 25 foot then firing arm cannon (ranged touch attack)
attack: 1d20 + 4 ⇒ (8) + 4 = 12 for damage: 1d6 ⇒ 5


No time for the normal daily activities. The captain wants everyone well-rested and ready for battle.
--------------------------------------------------------------------------
Giffer grabs the contraption with almost childlike glee. "You found it! Just in time to test it out!"
--------------------------------------------------------------------------
The coins vanish from your hand as you extend it. Syl's movements are almost faster than the eye can follow, but you see them go into a hidden pocket as she slinks away.
--------------------------------------------------------------------------
4d100 ⇒ (22, 6, 15, 30) = 73
Attacks: 4d20 + 1 - 2 ⇒ (16, 19, 5, 11) + 1 - 2 = 50
They hit AC 15, 18, 4, and 10
Damage: 1d10 ⇒ 3 (assuming the 18 hits you, of course)

Crossbow bolts fly through the air as the ships close the distance, but your winds keep the worst of the barrage away - even deflecting a shot that was about to hit Sandara. You return fire, and your blast knocks one of the defenders back a step, clearing space so you can attempt to cross over.
Getting across requires a DC 15 Acrobatics (rope swing) or Athletics (jump) check as a Move action. Alternately, you can make a ranged attack roll (targeting AC 11) to grapple over as a full-round action.

Editable Map


Retired to SUMITHA

A little confused did the 18 hit elek? or did everything get blown away?

Grapple: 1d20 + 4 ⇒ (18) + 4 = 22
dang, great roll, sad I played it safe :)

Pleased to see the wind having an effect on the quarrels, he nods to Sandara as the one just misses her.

Letting out a snort as he blasts the crossbowman, Elek thrusts his cannon through the looped rope resting on the gunwale. Grabbing the other grapple at the other end of the rope he swirls the grapple over his head a couple of times and throws the grapple into the rigging. Pulling tight with his right hand he commands the prosthetic "huí dào yú chā shǒu" as it shifts into the harpoon he wraps the rope around the tip of the harpoon. Jumping up on the gunwale, "Come on ya lubbers, you want to live forever?" Laughing he launches himself across the shark infested water, yelling an unintelligible roar. "Aaarrrrggghhhh."

Full round action: Grapple. I believe switching the prosthetic is a swift action, if not please let me know.
Can he land wherever I want him to?


All four of those attacks are targeting you, and I've already factored in the effects of the wind. I did forget that you currently have partial cover, though, so add +2 to your AC until you reach the enemy decks.

At the moment, the maximum you can create is a Weather Category 3: Strong Wind.

Strong Wind wrote:
Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.

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

You're correct; switching the prosthetic is a swift action. You can land anywhere within 20ft of your current position - probably within reach of the injured enemy.

The rest of the boarding party swings or leaps across the water to join you on the enemy decks, screaming battle cries of their own.

I'll update the map and advance the round once I know where you land.


Retired to SUMITHA
Your Benevolent Dictator wrote:
You're correct; switching the prosthetic is a swift action. You can land anywhere within 20ft of your current position - probably within reach of the injured enemy.

moved, looks like your right, safest spot is right in front of him.

Dropping from the grapple, Elek finds himself right in front of the sailor he shot.


The closest sailors draw cutlasses and swing at you and Breaker as you land on the deck of the Man's Promise. The other enemies continue firing crossbows.
Cutlass: 1d20 + 2 ⇒ (5) + 2 = 7 Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Crossbow: 1d20 + 1 - 4 ⇒ (16) + 1 - 4 = 13 Damage: 1d10 ⇒ 5

To keep my posts from getting cluttered with dice rolls, I'll only be rolling attacks that directly target you.

Round Two
Your turn


Retired to SUMITHA
Your Benevolent Dictator wrote:
To keep my posts from getting cluttered with dice rolls, I'll only be rolling attacks that directly target you.

That seems very practical.

Landing on the deck beside Breaker, he gestures at the sailor in front of him, "I'll deal with this one." Bobbing backwards as the sailor slashes at him, he momentarily glares at the one behind who fired the crossbow.

Prepared to unleash chaos, he lifts the dark prosthetic high, calling to it "Tiānjiā fǎshù diǎn! Néngliàng dǎjí! Kuángcháo!" The harpoon blackens sucking in the light around it as he slashes down at the sailor. As his momentum spins him about, he draws the Escot preparing to face the remaining sailors.

Attack: harpoon hand: (add one spell point to add more damage) Energy strike (destructive touch) Wild Surge (increasing your wild magic chance by 100%) Move action: Draws sword. Crafted blast slashing all rolled 1’s and 2’s to 3’s.
attack: 1d20 + 4 ⇒ (8) + 4 = 12 for damage: 1d4 + 3d6 ⇒ (2) + (3, 4, 2) = 11 12
Is this still a touch attack?
Edit:

SoP wrote:
Energy Strike: ...If the target is struck by the attack,...

hmmmm doesn't sound like it.


Energy strike targets regular AC.
--------------------------------------------------------------------------

Wild Magic wrote:
37: Affected creatures gain immunity to the damage type or types of the effect equal to caster level for 1d4 rounds. This applies before the damage of the effect.

Duration: 1d4 ⇒ 3 rounds

Looks like that enemy's immune to slashing damage for a bit. That's inconvenient.

Your opponent barely manages to parry your strike. As he responds with a swing of his own, you can see the fear in his eyes.
Cutlass: 1d20 + 2 ⇒ (13) + 2 = 15 Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Round Three (your turn)
The fog surrounding the battlefield fades away as the Wormwood's battlemage ends her spell. You can see Captain Harrigan and two officers rushing madly for the doors to the captain's cabin below the aft deck, slashing and hacking as they move. You also notice an enemy sailor sneaking up behind Harrigan, boarding pike poised to strike.

Editable Map


Retired to SUMITHA
Your Benevolent Dictator wrote:
Looks like that enemy's immune to slashing damage for a bit. That's inconvenient.

The good news is the harpoon hand attacks like a dagger so it's slashing or piercing, and the escot is strictly piercing. But that will have to wait.

Nodding as the others rush onto the Stern-castle, he encourages them "Take the Stern-castle ya lubbers!" Blocking the sailors cutlass, Elek pauses to view the battle. Seeing Captain Harrigan, nodding as he charges at the forefront of the battle. Elek sees the sailor sneaking upon him with the boarding pike. Imagining the ship under the absolute control of Plugg.

"Blast!" Cursing, Elek commands "Chéngwéi dàpào!" As the dark harpoon changes shape he turns to the Rahadoum sailor. "Don't go anywhere, I'll be right back." Flipping back off of the steps, he lands at the bottom, moving past the Captain, "Beware portside Captain!" as he turns the cannon on the unwary sailor. "shèjí." firing over the sailors shoulder.

move action: Acrobatics, to avoid aoo, 15 ft move, attack: Hand cannon on sailor attacking the captain
acrobatics: 1d20 + 1 ⇒ (14) + 1 = 15
attack: 1d20 + 4 ⇒ (1) + 4 = 5 for damage: 1d6 ⇒ 2
hmmm, that might be a miss


Your hasty shot misses the sailor, but your quick action warns Harrigan of the danger. Whirling around, he strikes with his blade...
Harrigan vs Enemy: 1d20 + 23 - 4 ⇒ (2) + 23 - 4 = 21
Damage: 1d6 + 8 + 12 ⇒ (6) + 8 + 12 = 26
cleaving straight through the boarding pike and almost cutting the man in half. Pulling his sword free, he gives you a nod before vanishing into the cabin.

At the sterncastle, you see that Breaker has slain his opponent and charges furiously at the next group of enemies. This provides the distraction Syl needs to slit a man's throat with a razor.

Round Four
Your turn


Retired to SUMITHA

'Blast, I can't believe I missed, cursed cannon indeed.' Glariing at the cannon, Elek, seeing the captain nod, salutes with the Estoc. 'Now let's try this again.' Turning back towards the steps he see's the man he wounded facing Syl. Running up the right side of he steps, "Good, I'm glad you stayed put." The sailor, hearing his voice, turns just as Elek thrusts at his blade at him. "I don't have to chase you down to finish killing you."

Running the man through he smiles a toothy grin at Syl, "Thanks for distracting him!"

10 ft move, flanking attack: Estoc. Fatal thrust, Sneak attack
attack: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 for damage: 2d4 + 1d6 + 1d6 ⇒ (4, 2) + (3) + (1) = 10


Syl's too busy to respond as she and Breaker converge on another enemy. Honestly, they're kind of scary together. Sandara finishes off her opponent, but another is quick to approach. While the battle continues to rage, you have a brief moment of relative peace.

Round Five (your turn)
An explosion rocks the Man's Promise as Giffer (literally) flies up from belowdecks carrying the unconscious body of the Wormwood's gunner's mate.


Retired to SUMITHA

Flies?

Drawing his estoc from the body of the fallen sailor, Elek turns and watches Giffer Fly out from below decks. 'I wonder if she finally got to try her grapple cannon.' Turning back to the task at hand, Elek notes Sly and Breaker doubling up on one sailor. 'They are just bloody scary.' As he steps over the sailor he killed, telling the prosthetic, "huí dào yú chā shǒu." As the cannon changed int the harpoon he moves quickly across the stern-castle. Reveling in the chaos, he repeats the earlier command "Tiānjiā fǎshù diǎn! Néngliàng dǎjí! Kuángcháo!" Thrusts his cursed harpoon at the sailor who had attacked Sandara. Feeling the dark blade turn of it's own accord, hitting the gunwale behind the sailor. "Blasted bloody curse!"

25 ft movement, Attack: harpoon hand: (add one spell point to add more damage) Energy strike (destructive touch) Wild Surge (increasing your wild magic chance by 100%)Crafted blast piercing all rolled 1’s and 2’s to 3’s.
attack: 1d20 + 4 ⇒ (1) + 4 = 5 for damage: 1d4 + 3d6 ⇒ (2) + (5, 6, 3) = 16
lol that's even worse than the last one!


Wild Magic wrote:
36: The caster gains immunity to the damage type or types of the effect for 1d4 rounds. This applies before the damage of the effect.

Duration: 1d4 ⇒ 3 rounds

--------------------------------------------------------------------------
Taking advantage of your needing to pull the harpoon tip from the gunwale (free action), the sailor tries to stab you.
Attack: 1d20 + 2 ⇒ (3) + 2 = 5 Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Meanwhile, Syl and Breaker end the life of another enemy.

Round Six (your turn)
Three more sailors appear out of the vanishing fog, hoping to escape in the starboard ship's boat.

Editable Map


Retired to SUMITHA

So would Elek know that the sailor has immunity to piercing damage?

Cursing his harpoon as he jerks it free from the gunwale, Elek dodges the cutlass of the sailor. Seeing the three sailors headed to the ships boat, too busy to deal with it himself, he reminds the others, We need to keep that boat from leaving!" Frustrated he commands the dark prosthetic. "Tiānjiā fǎshù diǎn! Néngliàng dǎjí! Kuángcháo!" Slashing at the sailor again. If he drops the sailor he will step to the gunwale, so he has a clean shot at the ships boat.

Attack: harpoon hand: (add one spell point to add more damage) Energy strike (destructive touch) Wild Surge (increasing your wild magic chance by 100%)Crafted blast slashing all rolled 1’s and 2’s to 3’s.
attack: 1d20 + 4 ⇒ (10) + 4 = 14 for damage: 1d4 + 3d6 ⇒ (2) + (4, 4, 2) = 12 13


Actually, it's YOU who has the immunity. XD

Wild Magic wrote:
56: The effect receives a +2 bonus to caster level.

Extra Damage: 2d6 ⇒ (2, 2) = 4 6

You almost cleave the sailor in half with what's possibly the most powerful blow you've ever delivered. Your crewmates charge the newly-arrived enemies, who are more focused on lowering the boat.

Round Seven
Your turn


Retired to SUMITHA

Cleaving through the pirates shoulder, almost splitting the man in half, Elek pauses, stuned as the body fell overboard. Coming to his senses, as the others swarm the fleeing sailors, Elek tells the cursed prosthetic "Chéngwéi dàpào."

As the weapon transforms he points it at the bottom of the lowering boat, telling the weapon to fire. "shèjí"

Seeing the shot go wide, Elek curses the cannon. "Blast you, you bloody thing, really not hitting a boat?" mumbling to himself, "It was literally the side of a boat and you missed."

Walking down the steps, still mumbling to himself, his sword at the ready. "How am I supposed to impress everyone if we keep missing?"

Firing at the boat. attack: canon
attack: 1d20 + 4 ⇒ (4) + 4 = 8 for damage: 1d6 ⇒ 4


Just so you're aware, due to hardness and high HP, boats are extremely difficult to disable with anything less than a siege weapon.In this case, you're looking at hardness 5 and 120 total HP.

Syl and Sandara defeat one of the sailors as Breaker charges another. The third stops attempting to lower the boat and takes a hasty swing at you.
Cutlass: 1d20 + 2 ⇒ (12) + 2 = 14 Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Round Eight
Your turn

Editable Map

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