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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'A dust wight?' Not sure exactly what a dust wight was other than some type of undead, Elek moves foward, asking Sandara, "What else can you tell me about it?" As he commands the Arm Cannon, "huí dào yú chā shǒu." Getting near enough to the creature, 'I hope it's smart enough to fall for a feint.' As the hand turns into the cursed harpoon, he slashes with the harpoon in a feint while stepping to the right thrusting the estoc towards it's mid section.

up to 30 ft move, Feint w/+ 1 fey forged harpoon hand, Attack: estoc, feint, sneak
feint: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
attack: 1d20 + 8 ⇒ (7) + 8 = 15 for damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6 SA: 2d6 ⇒ (1, 5) = 6 FS: 1d6 ⇒ 2


"It leaches nutrients from things it touches," Sandara responds as she channels Besmara's power toward the lesser undead. The princess, meanwhile, leaps into combat with the closest draugr, lightning sword flashing brightly.

Your harpoon grazes the wight's side, but it's quick to respond with razor-sharp claws.
Claw: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
If either hits, Fort DC 14 vs fatigue

Wight: 9pts damage


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9 pts. damage...hmmmm

'Leaches Nutrients?' Jerking the Estoc from the creature, Elek jests, "I guess that means I shouldn't let it touch me." As he dodges both claws. Realizing the blade didn't do as much damage as he thought it would, Elek tries a different tack. Raising the cursed harpoon again, he gives the command " Pòhuài lì, Kuángcháo, Tiānjiā fǎshù diǎn, Dà bàng." thrusting the cursed harpoon at the monster again this time attempting to injure it with bludgeoning damage.,

standard: attack + 1 Fey-forged Hook Hand (Charisma damage), Power attack, destructive blast, wild magic, spell point, crafted blast: bludgeoning
attack: 1d20 + 8 + 1 - 2 ⇒ (4) + 8 + 1 - 2 = 11 for damage: 1d4 + 1 + 4 + 4 + 3d6 ⇒ (3) + 1 + 4 + 4 + (3, 2, 4) = 21
I doubt if that hit.


So you're aware, wild magic gives you +2 caster level, so when combined with a spell point, your destructive blast now does 4d6 damage.

Wild Magic wrote:
All hostile creatures within close range of the caster are bull rushed per the Air Blast talent even if they take no damage from the effect.

Bull Rush: 1d20 + 8 ⇒ (5) + 8 = 13

Your attack misses, but the blast of wind your magic caused knocks the wight back a step. It recovers quickly, though, and comes at you once again with its deadly claws.
Claw: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
If either hits, Fort DC 14 vs fatigue


Retired to SUMITHA

Thanks, I'm not sure how I missed that

Feeling the blast of wind emanating from the cursed harpoon, Elek snarls, "I'd have rather you hit the dead thing!" Seeing the wight blown back a few feet then jump back and slash with both claws, missing again. 'Need to finish this thing.' Elek Raising the cursed harpoon again, repeating the command. "Pòhuài lì, Kuángcháo, Tiānjiā fǎshù diǎn, Dà bàng." This time focusing on accuracy instead of power, he thrusts the cursed harpoon at the monster.

standard: attack + 1 Fey-forged Hook Hand (Charisma damage) destructive blast, wild magic, spell point, crafted blast: bludgeoning
attack: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 for damage: 1d4 + 1 + 4 + 4d6 ⇒ (1) + 1 + 4 + (1, 6, 1, 3) = 17 + 4 crafted blast


Wild Magic wrote:
Half the damage of the blast is delayed until the end of the next turn of the caster.

Looks like the wight will take 7 bludgeoning damage next round

You barely manage to clip the wight, but it's much more effective than your last attempt. It's beginning to look pretty injured but still has some fight left in it. It suddenly tries to slip behind you and rake its claws up your back.
Acrobatics vs CMD: 1d20 + 5 ⇒ (11) + 5 = 16
Claw: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d4 + 2 ⇒ (2) + 2 = 4 (targets FF AC if Acrobatics check was successful)
Claw: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
If either claw hits, Fort DC 14 vs fatigue

Wight: 21pts damage


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Your Benevolent Dictator wrote:


Acrobatics vs CMD: 1d20 + 5 ⇒ (11) + 5 = 16 (targets FF AC if Acrobatics check was successful)

Elek's CMD is 18, so not flat footed, does Elek get an AOO? Interesting, I've not seen that before. Is it a feat, or just something I've not ran into?


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It's the Blistering Hustle talent from the Athletics sphere. Since it didn't exceed your CMD, you'll get an AoO.


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Pivoting as the Wight, tries to get around him, Elek is able to dodge the things claws and slashes with the estoc. 'Really need to end this thing.'

attack of opportunity: estoc, PA, piercing
AOO: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24 fr damage: piercing: 2d4 + 4 + 4 ⇒ (2, 1) + 4 + 4 = 11
crit?: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21 fr damage: piercing: 2d4 + 4 + 4 ⇒ (1, 2) + 4 + 4 = 11
I was going to go ahead and roll the next attack, but is it necessary?


You nearly sever the wight's neck, and a few seconds later, residual energy from your cannon finishes the job. Checking on your companions' status, you see only one draugr remains unvanquished.


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Seeing the wight stagger back and begin to fall, Elek notes that the ladies are still standing, but so was one Draugr. Moving quickly to the Draugr he thrusts with the harpoon hand high, then sidesteps and thrusts with the estoc low.

up to 30 ft move, attack + 1 fey forged harpoon hand/Estoc TWF
Harpoon: 1d20 + 8 + 1 - 2 ⇒ (15) + 8 + 1 - 2 = 22 for damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
estoc: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18 for damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
I was going to say that he would maneuver for a flank, but I don't know if he needs one


Adding the extra 3d6 precision damage will drop it, so we'll assume you're flanking. Besides, the extra +2 to hit cancels out the dual-wielding penalty. XD

Your timely arrival catches the last undead off-guard, and you're able to swiftly return it to death. Sandara channels energy to heal the minor injuries the three of you accumulated while the fey princess gives you a smile and curtsy. "A glorious victory! You possess true knightly prowess. I will grant you a boon, if you so desire."


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'A boon? The last time I asked a Fey for help I got this cursed arm-cannon' After dropping the last undead, Elek turns towards the Fairy princess, raising an eyebrow. Smiling, he flourishes a bow. "It is not often those in my line of work get compared to a knight." Standing upright, "Honestly princess, I would not know what boon to request. Your friendship is more than I could hope for. But I would not refuse a gift freely offered"

He pauses for a moment, sheathing his estoc, he rests his chin in his palm. Then pointing towards the garrison above. "Would it offend you if I occasionally use the garrison as a place to rest or store equipment?"

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After investigating the cave in great detail, Elek would fly he and Sandara back up to the Garrison and inspect it as well, keeping an eye out to what it might take to make it livable.


The fey smiles. "Then my friendship you shall have. As for the garrison? I have no claim to it. Do with it as you will."

During your exploration, you find an old journal. It's ruined and falling apart from time and exposure to elements, but you're able to glean a few bits of information. These creatures are all that is left of the crew of Chelish Captain Sebastius "Grim" Verula, marooned here over one hundred years ago. While you don't know what caused them to become undead, the dust wight's desiccating touch could explain what's happened to the water. With the source of the corruption vanquished, it should clear up in time.

You find one other item of interest: a castaway's flare.

Castaway's Flare (sells for 300gp)
This small metallic globe, when activated, shoots up 1,000ft into the air and glows brightly for one hour. It is visible from 25 miles away. At the end of the hour, the light slowly fades as the globe gently falls to the ground. A castaway's flare can be reused after being submerged in seawater for 8 hours. If the flare is activated inside, it stops when it reaches the ceiling. The light from the flare illuminates as bright light within 30ft and dim light within 60ft.


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Friendship with the Fey, hopefully a good thing.' Smiling to himself, Elek asks. "If I wanted to find you or contact you, how would I go about doing that?"

Will address the other items and approaching the Naga in the morning


"Whisper a message to the flowers here, and they'll relay it to me."


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I totally forgot to post this morning

Whisper to the flowers.' He smiles, 'Why not.' Nodding, "Whisper to the flowers, I will not forget." Giving a bow, "It has been a pleasure being your ally Princess Josselinoswell, Until we meet again."
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After giving the garrison a good once over Elek recovers his rucksack and places the old journal and the Castaway's Flare into it. Putting on the rucksack, he extends a hand to Sandara, "the mantle lasts a couple of hours, Shall we fly part of the way back to the Naga's Lair?" Calling as strong of a wind as he can, Elek lifts off the ground beside the garrison and uses the mantle to return to the Naga.

Is it odd that I picture them flying together like Peter Pan and Wendy?
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Returning to the Naga Lair, Elek calls out, "Sslariss, we have destroyed the undead creature that was polluting your river. It was hiding in a cave behind the waterfall,"

Hope the narration is ok. What kind of shape is the garrison in and how easily would it be to turn it into something usable?
knowledge (engineering): 1d20 + 8 ⇒ (5) + 8 = 13 booooo


Going to fast-forward through the rest of this as I figure you're eager to begin your career as a pirate captain. XD

The garrison is in pretty rough shape - mainly due to age. It would take a fair bit of time and effort to return it to usability - and that's without factoring in getting the approval of both Sslariss and Rickety.
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By the time you're back at Rickety's, only one day remains until the Banshee's Revenge is ready to set sail.


Retired to SUMITHA

So day 7?

Returning to Rickety's late in the evening, Elek dropped his pack on the floor and fell nto his hammock fully dressed. Waking late the next morning, he report to Rickety about the garrison that he found and the undead that were causing the problem with the water. He also showed Rickety the journal from Captain Sebastius "Grim" Verula, and hinted that the garrison might not be a bad fallback plan if the Chelish ever invaded them. After speaking with Rickety Elek worked his way around the other buildings and tents, checking on his crew and telling the tale of how he and Sandra met the Naga, found the cause of the poisoned water, killed several undead and saved a fey princess.

influence: infamy: 1d20 + 16 ⇒ (5) + 16 = 21 wow, a five, I guess were back to those kind of rolls.


Your tale is quite outlandish, and people chalk it up as simply another "sea story." When the evening is interrupted by a light rainfall, however, it becomes much more believable.
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When the squibbing is finally complete, Rickety holds a ceremony to rechristen your ship. Before the chocks are released and Banshee's Revenge slides down into the estuary, a bottle of Sargavan wine is smashed upon its keel. Rickety himself offers a toast before you set out to make your fortune: "Good fortune and sure sail await what one can crack the Tidewater Rock!"

It's official - you're a bonafide pirate captain! Until you can earn the title of Free Captain and the protection it brings, you'll need to be careful. Harrigan and the Wormwood are out there somewhere, and you know he won't be happy to see you after what you did to his First Mate. Despite that, however, the open sea is ahead of you, and you've got a loyal crew at your back. It's time to see what you can do....


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'Good fortune and sure sailing to the one who can crack the Tidewater Rock. A good destination for our first voyage.' Smiling Elek raises a glass to the toast, "Aye Rickety Squibs, and thank you for getting 'the Revenge' ready to sail." He turns and winks to the old pirate,, 'Hopefully we'll soon be sending you more business."
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Boarding the ship he calls "Avast you Lubbers! I trust you enjoyed your time lollygagging about Rickety's Squibs. But now it's time to get back to work!" Calling over too Ratline, "Mr. Rattsberger, set a course for Windward Isle!" He turns to Sandara, "well see what sport the Black Lady brings us." He pauses thinking about the ports and islands around the Windward Isle and the Tidewater Rock itself. After moving about the ship, encouraging the crew and giving a few directions Elek finds himself on the aft deck, standing near Ratline. "So Helmsman, what can you tell me about Tidewater Rock, the Windward Isle and the archipelago south of Motaku Isle?"

Not sure which knowledge check, maybe civilization or ancestors, since he doesn't have geography?
knowledge (Civilization): 1d20 + 9 ⇒ (19) + 9 = 28
Lore (ancestors): 1d20 + 9 ⇒ (3) + 9 = 12


Tidewater Rock is a fortified tower built atop Windward Isle. Its location near several shipping lanes makes it a strategic watch point, and it's occasionally attacked by enterprising captains wishing to make a name for themselves. It's said that "cracking the Rock" and claiming it as your own will bring good luck, but as the tower's never been conquered, it's probably just an old wives' tale. If you want to check it out, the easiest route from Rickety's Squibs is to sail due west, past Firegrass Isle and Mgange Cove.


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Using the telescope that he took from the Island, Elek looks out to sea. Nodding to Ratline, "Mr. Rattsberger let's head to Tidewater Rock the long way. Set your heading due west until we pass Firegrass Isle, then put out into a little deeper water and lets see if we can catch something that will line our pockets."


Firegrass Isle is a backwater of an island with only one real town: Goatshead. Settled by a trio of treaty-flouting Shackles captains about 80 years ago, it's the self-declared "Last Bastion of Freedom" and ruled by pure anarchy. Fortunately, the inhabitants are too busy getting drunk to cause much trouble to passing ships.
1d100 ⇒ 54
A sail on the horizon! The Truewind: a barque flying the flag of Absalom.

If you're interested in chasing, roll Profession (sailor). Don't forget the bonuses from your sails and rudder. XD


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Seeing the ship on the horizon, Elek smiled "Looks like a Barque out of Absalom" Stepping near to the helm, "Mr. Rattsberger, may I take the helm." Not waiting for an answer, he placed his right hand on the wheel, jamming the cursed harpoon hand in-between the spokes. Turning the 'Banshees Revenge' Towards the vessel. "Full sail ya lubbers, were going after her!" Firmly holding the wheel steady as the sails unfurl, he smile and speaks the name of the wind "Fēng." Pushing the severe winds into the Revenge's sails.

move action takes the wheel, Standard action (if aloud) calls wind
profession(Sailor)+ships bonuses: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32


Profession (sailor): 1d20 + 12 ⇒ (19) + 12 = 31
You change course and begin closing with the barque, summoned winds at your back. The other captain notices your approach and turns to flee.
Profession (sailor): 4d20 + 12 ⇒ (7, 2, 9, 11) + 12 = 41
Looks like the other captain rolled a 19, 14, 21, and 23. Due to your initial success, you'll need to beat two of these to catch him. Otherwise, your prey will escape. Due to favorable winds, you can add an additional +1 to your sailing checks as long as you concentrate.


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Retcon
The evening of the first night at Rickety Squibs, Elek found a local seamstress, picking a few colors he described a simple flag he would like to have for his ship. The evening they returned from 'up river' he paid her for the new 'Jolly Rogers' and put it in his rucksack until he was ready to unveil it.
How much for the flag?
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Smiling, "What do you know Mr Rattsberger, they don't want to be caught." Concentrating keeping the wind in his sails, Elek turns with the other ship, playing cat to his mouse. Calling too Owlbear, "Owlbear, run up the flag." As the new flag went up the flag pole the crew gave a shout.

Calling orders to the crew, "Giffer and the Rahadoum recruits man and protect the Balista's. New recruits From Rickety's your under Helmsan Rattsberger, keep the ship ready to sail. Everyone else when it's time on the rail!" Pointing to the fore. "Breaker and Cutlass crews over the fore, Owlbear and Crimson your with them." Pointing to the aft, "Artful and Bonnie's crews to the aft!" He looked at the crew, his eyes falling on Syl, "remember we're here for the booty, when the captain surrenders the killing stops."

As they neared the ship, he called Giffer to the aft deck, telling Giffer and Rattsberger. "Have your new recruits ready to defend the Revenge and to cut us loose if we need to flee." Turning to his first mate. "Sandara you fill in where we need it, I'll go after the captain."

As they neared he gave the order for the ballista's to fire at will. When they were within grappling hook range, he gave the order to grapple. Returning the wheel to Ratline, letting the wind die down for a moment, he called on the cursed harpoon hand's Mantel, "Dìmàn getting ready to fly towards the opposing ships captain.

profession(Sailor)+ships bonuses+ wind: 1d20 + 12 + 2 + 1 ⇒ (18) + 12 + 2 + 1 = 33
profession(Sailor)+ships bonuses+ wind: 1d20 + 12 + 2 + 1 ⇒ (15) + 12 + 2 + 1 = 30
profession(Sailor)+ships bonuses+ wind: 1d20 + 12 + 2 + 1 ⇒ (17) + 12 + 2 + 1 = 32
profession(Sailor)+ships bonuses+ wind: 1d20 + 12 + 2 + 1 ⇒ (14) + 12 + 2 + 1 = 29

Fore deck: Breaker, Syl, crimson Cutlass, Jape, Aretta, Shivkah, Owlbear
Aff deck: Artful, Rosie, Tilly, Toppin, Bonnie. Conchobhar, Maheem, "Badger


Looks like 5gp, according to my ship book. XD

With your control of the wind, catching up to the other ship and grappling are a simple matter. Once your crew's in position, you charge into battle!
Elek Initiative: 1d20 + 8 ⇒ (15) + 8 = 23
Captain Initiative: 1d20 - 1 ⇒ (5) - 1 = 4
The enemy captain is a corpulent elf who doesn't look like he's seen combat before. In fact, he's still drawing his cutlass when you come flying in. Beneath and behind you, your crew advances. They're significantly outnumbered, but the merchant's crew are poorly-equipped and ill-prepared for battle.

Taking a ship has two parts: your battle with the other captain, and your crew's battle with the other crew. The crew fighting is mostly abstracted; I'll make the necessary rolls once your own fight has ended.


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Landing near enough to the ships captain to be heard but not instantly attacked so 5 ft? Just not wanting to give up the aoo on the landing. Drawing the estoc, he holds it up in front of him as both a salute and a challenge. "I am Elek Kardforgató Captain of the Banshee's Revenge. Surrender and you and everyone aboard stay alive and go free. Fight and I cannot promise you will live, nor that we will not take prisoners."

move action land, draws weapon free action. Standard: influence, I want to give him the chance to surrender don't know if it's more diplomacy or intimidation :)
influence: 1d20 + 17 ⇒ (1) + 17 = 18
Well I guess that answers that :)


"I'll never surrender to a scurvy blaggard like you!" The captain lunges forward, swinging his cutlass wildly.
Attack: 1d20 + 4 ⇒ (1) + 4 = 5
It's clear that he has no idea how to use it properly.


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'This fool will get himself killed as well as half his crew.' Seeing the elf clumsily come at him with the cutlass, Elek Feints towards the heavy set's man shoulder then slashes at his hip with the harpoon. While pivoting to the right he thrusts the estoc at the captains thigh. Calling out loudly, "Your portly captain is willing to trade your lives for his own profit. Surrender and live!" As the Estoc buries deeply in the portly captains thigh. Elek offers again. "Surrender and live!"

5 ft step full attack, Feint + 2 Fey-forged Hook Hand, Attack: + 2 Fey-forged Hook Hand, PA, sneak, fatal thrust, TWF/+ 1 Estoc PA, TWF
feint: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
harpoon: 1d20 + 9 + 2 - 2 - 2 ⇒ (1) + 9 + 2 - 2 - 2 = 8 for damage: 1d4 + 2 + 4 + 4 ⇒ (1) + 2 + 4 + 4 = 11 SA: 3d6 ⇒ (5, 5, 5) = 15 FT: 2d6 ⇒ (3, 2) = 5
Estoc: 1d20 + 9 + 1 - 2 - 2 ⇒ (20) + 9 + 1 - 2 - 2 = 26 for damage: 2d4 + 4 + 4 ⇒ (4, 4) + 4 + 4 = 16
confirm crit: 1d20 + 9 + 1 - 2 - 2 ⇒ (17) + 9 + 1 - 2 - 2 = 23 for damage: 2d4 + 4 + 4 ⇒ (1, 4) + 4 + 4 = 13


Crew Battle: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24

Your estoc pierces the captain's femoral artery, and he instantly falls to the deck, bleeding heavily. With his defeat, the crew promptly throws down their weapons. It's obvious that they had no chance of winning against your smaller but much more experienced crew.

There are trade goods worth 2 points of plunder in the hold. You just need to decide what to do with the ship and crew.


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'Stupid arrogant man.' Glaring at the fallen captain as he turns towards the deck, now littered with weapons and bodies. Wipping the blood off of his estoc on the fallen captains jacket, he looks at the nearest sailor, gesturing towards the bleeding man. "Fetch your sawbones." Sheathing the estoc he steps up to the rail of the ship. Looking towards Sandara, "Make sure our wounded are cared for, then theirs." Looking at the deck, he commands his crew, "Move these Absalom swabs closer so I don't have to yell." Seeing Conchobhar standing rapier in hand keeping a sailor at bay. "Well done Mr. Conchobhar use that magical skill of yours and determine if any of these lubbers or this ship has any magical gear worth collecting." Turning to Artful, he tells the Master-at-arms, "Mr. Rogers see if there are any passengers that may want to join us on the 'Revenge.' Insist if you need to." Finding Breaker's bloody axe shining in the sun, he smiles. "Mr. Breaker organize our crew, start moving the Items in their hold to ours." He pauses, "Make sure to leave them a weeks worth of food and water to limp to port on."

Turning back towards the crew of the Truewind which had been herded near the aft deck. Stepping up on the rail, he begins. "I am Elek Kardforgató." he pauses, letting the name echo through the small group of sailors. "Four generations ago my family were Chelish nobles who humbly served the throne and Aroden. But Aroden died, the nobility turned on each other and the devil worshiping Thrunes took the throne." He gestures towards the sea. "We learned the hard way not to trust Nations, or Noblemen or gods all which make promises they can't or won't keep." He points towards his own ship with the cursed harpoon hand. "And we learned that the only way to live is free and in charge of our own destiny, Worshiping a deity that makes no promises but desires the same as we."

He points his right hand towards the hold where his crew is already unloading the goods they were shipping. "We take from those who still serve kingdoms and nobles and gods who do not protect." He then points back to the captain. "We would have done it with no bloodshed, except this fool valued the profits of those kingdoms and noblemen more than he valued your lives." He shrugs looking back at the captain. "What kind of man would do that." He then looks back to the captured crew. "What kind of sailor would want to sail with him?"

Whispering under his breath, "Fēi" He begins to slowly float up from the deck. "I offer you the chance to sail with men and women who are truly free and equal. I'll sail with no one who does not want to sail with me. But if you join us I promise you equal share in whatever we take." Gesturing towards where his crew is loading the Revenge, "If you'd join us, get to work and move those crates." Lifting above the crew. "If you'd rather stay with this coward come join him on his bloody deck where he lords over you." As he flies towards the Revenge he watches to see how many of the Truewinds crew turns to join them.

Landing on deck he sees Jack, smiling, "Mr. Scrimshaw, speak with the officers, get me a report on our wounded, the number of new recruits and the booty."

influence: 1d20 + 12 ⇒ (2) + 12 = 14
Frikking really? unbelievable, if we were playing with hero points now would be the time to use one!


These are tradesmen, not warriors. While a few enterprising sorts volunteer (enough to replace your casualties), the rest seem willing to take their chances with the sea.


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'Merchants.' Seeing the less than stellar turn out form the Truewinds crew, Elek shakes his head, looking at Ratline. "I figured that kind of speech would get more volunteers." Gesturing towards the goods moving across the rail, "When were loaded have your crew cut us lose and let's sail back towards Goatshead, see if we can catch anymore easy merchant ships."


Your ship loaded up, you cast off and sail away. As you sail towards Goatshead, the lookout keeps his eyes peeled for more prey.
1d100 ⇒ 95
You're in luck! A Chelish caravel is sighted on the horizon: the Dowager Queen.
Profession (sailor): 5d20 + 11 ⇒ (9, 6, 6, 9, 7) + 11 = 48
Once again, you need three successes to catch her. The numbers to hit are: 20, 17, 17, 20, and 18.


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Spotting the ship off in the distance, Elek picked up the spy glass they found on the Island and spied the ship. Lower the glass he smiled, "By thunder Mr Rattsberger, That's a Chelish caravel." Stepping near to the helm, "Mr. Rattsberger, I must insist." Not waiting for an answer, he placed his right hand on the wheel, jamming the cursed harpoon hand in-between the spokes. Turning the 'Banshees Revenge' Towards the vessel. "That be a Chelish vessel my bucko's we'll chase her too hell if we have to!" Firmly holding the wheel steady as the sails unfurl, staring down the ship he speaks the name of the wind "Fēng." Pushing the severe winds into the Revenge's sails.

Concentrating keeping the wind in his sails, Elek turns with the other ship, playing cat to his mouse. Calling to Owlbear, "Owlbear, run up the flag." As the flag was hoisted, Elek growled, "Now they'll see why she's named the "Banshee's Revenge."

Calling orders to the crew, "Were changing it up, Giffer pick the best three Rahadoum to man the Balista's with you. Everyone else when it's time on the rail!" Pointing to the center. "Breaker, Cutlass, Artful, Bonnie split the new recruits between yourselves." Turning to Ratline, "You hold her steady, we'll be back in no time." As they move closer he calls out one more time. "Sandara and Owlbear, your with me,"

As they neared the ship Elek spoke to the wind, "Tiānjiā fǎshù diǎn." spending some of his magical energy for it to maintain itself. Then he looked at Sandara and Owlbear, telling the cursed prosthetic. "Dìmàn' He tells them, "I've put a mantle on the three of us so we can fly. You two will be with me, Well go straight to the command deck. But the Captain is mine." Seeing Owlbears concerned look Elek smiles, "You'll be more Owl than Bear today." Then he looks at Sandara, "Would you explain it to the big man?"

Just before combat spent four spell points one one to sustain the wind three for mantels to fly
profession(Sailor)+ships bonuses+ wind: 1d20 + 12 + 2 + 1 ⇒ (13) + 12 + 2 + 1 = 28
profession(Sailor)+ships bonuses+ wind: 1d20 + 12 + 2 + 1 ⇒ (10) + 12 + 2 + 1 = 25
profession(Sailor)+ships bonuses+ wind: 1d20 + 12 + 2 + 1 ⇒ (12) + 12 + 2 + 1 = 27
profession(Sailor)+ships bonuses+ wind: 1d20 + 12 + 2 + 1 ⇒ (20) + 12 + 2 + 1 = 35
profession(Sailor)+ships bonuses+ wind: 1d20 + 12 + 2 + 1 ⇒ (15) + 12 + 2 + 1 = 30


It's almost as if Gozreh themself is with you as your ship practically flies across the water. It's upon the Dowager Queen in mere minutes.
Elek Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Enemy Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Even caught off-guard, though, the Chelish vessel is much more experienced than your previous prey. Your crews appear to be evenly-matched, and the captain has several marines with her. This promises to be a difficult fight, but with a bit of luck, you can win the day.


Retired to SUMITHA

As the hooks and lines are tossed, Elek pulls his cursed harpoon hand from the Helm, "Mr. Ratline the bridge is yours. Hold her steady until we return." The wind blowing around him, he steps towards Owlbear and Sandara. "Let us fly!" Drawing his estoc he tells the cursed prosthetic "Fēi!"

Landing on the deck near the chelish captain, He smiles a wolfish smile. Feinting with the estoc towards the shoulder, ;he asks "So you feel like surrendering?" While posing his question, he sidesteps, quickly slashing with the harpoon hand, while thrusting with the estoc again as he regains proper fencing posture.

move action flight, 5 ft step, attack, Feint + 2 Fey-forged Hook Hand, Attack: + 2 Fey-forged Hook Hand, PA, sneak, fatal thrust, TWF/+ 1 Estoc PA, TWF
feint: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
harpoon: 1d20 + 9 + 2 - 2 - 2 ⇒ (16) + 9 + 2 - 2 - 2 = 23 for damage: 1d4 + 2 + 4 + 4 ⇒ (2) + 2 + 4 + 4 = 12 SA: 3d6 ⇒ (6, 3, 5) = 14 FT: 2d6 ⇒ (4, 3) = 7
Estoc: 1d20 + 9 + 1 - 2 - 2 ⇒ (1) + 9 + 1 - 2 - 2 = 7 for damage: 2d4 + 4 + 4 ⇒ (4, 1) + 4 + 4 = 13


You land a solid blow, but the Chelish captain is much tougher than the merchant from earlier. She responds with a flurry of strikes, attempting to remove your weapon from the battle.
Disarm (estoc): 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
If that succeeded, take 3 bleed and a -3 penalty to attack rolls
Attack if Disarm Succeeded: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Captain: 27pts damage


Retired to SUMITHA

21 CMD for disarm, she took 27 points damage? The math seems weird but ok.

'Well, she's certainly more talented than the fat elf.' Shifting his grip on the estoc, he prevents her from disarming him. "cute, but that's not the one you need to worry about. Last chance, surrender and live." He feints again with the cursed harpoon hand, jabbing with it towards her hip then ripping it up towards her armpit, while thrusting at her opposite calf with the estoc.

move action flight, 5 ft step, attack, Feint + 2 Fey-forged Hook Hand, Attack: + 2 Fey-forged Hook Hand, PA, sneak, fatal thrust, TWF/+ 1 Estoc PA, TWF
feint: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
harpoon: 1d20 + 9 + 2 - 2 - 2 ⇒ (9) + 9 + 2 - 2 - 2 = 16 for damage: 1d4 + 2 + 4 + 4 ⇒ (4) + 2 + 4 + 4 = 14 SA: 3d6 ⇒ (4, 4, 3) = 11 FT: 2d6 ⇒ (2, 2) = 4
Estoc: 1d20 + 9 + 1 - 2 - 2 ⇒ (10) + 9 + 1 - 2 - 2 = 16 for damage: 2d4 + 4 + 4 ⇒ (4, 3) + 4 + 4 = 15
Curious to see if the 16 hits flatfooted.


The math is weird because she didn't take the full amount of damage. XD

Your grip change catches the captain off-guard, and she's barely able to dodge your attacks. "Why would I surrender to something like you? Pirates are no better than slips!"
Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
If that hits, take 3 bleed and a -3 penalty to attack rolls


Retired to SUMITHA

that would make sense, and sadly the 27 does hit. What does she look like and what weapon? As for the - 3 attack rolls does that count on damage as well.

'Blast, Clearly she's more talented than the fat elf.' Cursing as the captain is able to dodge the attack, Elek set's his feet, and is caught off guard by her assault. 'Blast, need to end this quckly!' Bleeding profusely, he realizes he needs to change tack. Shifting his feet like he did for the last feint, 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 with the cursed harpoon hand again towards the hip, but instead of a feint he turns the blade in towards her gut. "I'm much better than a slip, whatever that is."

3 bleed, - 3 attack rolls. standard: attack + 2 Fey-forged Hook Hand (Charisma damage), destructive blast, wild magic, spell point, crafted blast: piercing
attack: 1d20 + 9 + 2 - 3 ⇒ (15) + 9 + 2 - 3 = 23 for damage: 1d4 + 2 + 4 + 4d6 ⇒ (1) + 2 + 4 + (4, 1, 1, 4) = 17 + 4 crafted blast


HERE'S what she looks like. The penalty only applies to attack rolls.

You hit the "roll twice and choose the preferred result" entry on the Wild Magic table. Have fun!

Option 1 wrote:
All unattended flammable objects within close range of the caster are set on fire.
Option 2 wrote:
The blast does sonic damage.

Fey magic swirls around you as you stab the captain in the stomach. She staggers back a step and almost falls - but then catches herself. "The Nine Hells take you! The House of Thrune cannot be bested!"

Longsword: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Regardless of the attack's success, the bleed damage and attack penalty continue to apply.

Captain: 42pts damage


Retired to SUMITHA

Feeling the cursed prosthetic strike true, Elek smiles as he jerks the blade free. But his arrogance costs him as the woman stabs him again before she staggers back. Bleeding profusely from both wounds, he tells the cursed weapon; "Pòhuài lì, Kuángcháo, Tiānjiā fǎshù diǎn." As the darkness swirls about him, his eyes go dead. "Those pretenders? Tell me are you one?" Not trying to hide his assault, he thrust the dark weapon at her chest. "If you find yourself in the Nine Hells tell them Elek Kardforgató sent you."

3 bleed, - 3 attack rolls. standard: attack + 2 Fey-forged Hook Hand (Charisma damage), destructive blast, wild magic, spell point, crafted blast: piercing
attack: 1d20 + 9 + 2 - 3 ⇒ (6) + 9 + 2 - 3 = 14s not a hard choice
attack: 1d20 + 9 + 2 - 3 ⇒ (16) + 9 + 2 - 3 = 24 for damage: 1d4 + 2 + 4 + 4d6 ⇒ (2) + 2 + 4 + (5, 4, 2, 6) = 25+ 1 crafted blast
Not sure I want to kill her, but the dice may not give me a choice.


Crew: 3d20 + 12 ⇒ (15, 17, 10) + 12 = 54

Wild Magic wrote:
Any creature damaged by the effect is bull rushed as per the Air Blast talent.

Bull Rush: 1d20 + 9 ⇒ (5) + 9 = 14

Your blade pierces the captain's chest, and a moment later, the cursed magic blows her backward several feet. As she falls, so do the weapons of the Chelish crew. Your pirates have taken losses, but the battle is won.


Retired to SUMITHA

Seeing the captain fall, Elek turns to Sandara, "Ms. Quinn, see if you can stabilize the captain, then take care of our crew." Following the familiar pattern, he commands his crew, "Move these lubbers closer so I don't have to yell." turning to Owlbear, he gestures at the sailors on the upper deck. ”Mr. Hartshorn, get these Chelaxing bastards down onto the deck where they can see me” Seeing his bard alive, he calls our ”Mr. Conchobhar use that magical skill of yours and determine if any of these lubbers or this ship has any gear worth collecting." Turning to the Master-at-arms, "Mr. Rogers see if there are any passengers that may want to join us on the 'Revenge.' Insist if you need to." Finding Breaker's surrounded by bodies, he nods. "Mr. Breaker organize our crew, start moving the Items in their hold to ours." He pauses, thinking then proceeding

Turning back towards the crew as they were being herded toward the aft deck. Stepping up on the rail, he begins. "I am Elek Kardforgató." he pauses, letting the name echo through the small group of sailors. "Four generations ago my family were Chelish nobles who humbly served the throne and Aroden. But Aroden died, the nobility turned on each other and the devil worshiping Thrunes took the throne." He gestures towards the sea. "We learned the hard way not to trust Nations, or Noblemen or gods all which make promises they can't or won't keep." He points towards his own ship with the cursed harpoon hand. "And we learned that the only way to live is free and in charge of our own destiny, Worshiping a deity that makes no promises but desires the same as we."

He points his right hand towards the hold where his crew is already unloading the goods they were shipping. "We take from those who still serve kingdoms and nobles and gods who do not protect." Pausing in his speech, he looks across the deck, ”Anyone that wants to sail with me go help my crew.”

His eyes go hard. Lifting up the hook hand. ”As a cabin boy I watched my captain hanged and the crew enslaved. The Chelish Captain laughed and cut off my hand, tossing me overboard.” He looks at the chelaxians. ”I’m wondering why I don’t give the option to every mothers son who don’t join me. Hand or the sea, it's more than I got.” He looks towards where the Captain is laying. ”Any of you lubbers want to speak for this ship and crew maybe save yourselves some heartache?”

influence: 1d20 + 17 ⇒ (11) + 17 = 28
Waiting to see how many join him and to see if anyone comes up with a good idea. Looking for a way to keep the ship. But need to have a conversation. I don’t think he will actually ‘punish’ the crew that remains but the threat seems like a good way to open a conversation.


The captain has a MW cutlass and a MW chain shirt on her. You can ransom her at Bloodcove for 50gp.
Additional Crew Gained: 1d4 + 2 ⇒ (4) + 2 = 6 (this is in addition to replenishing your casualties)

Sandara works on stabilizing the Chelish captain and the various wounded combatants. Your speech, meanwhile, is extremely effective. Quite a few of the crew seem willing to pledge their loyalty in exchange for leniency. They'll even help you sail the Dowager Queen to the nearest port.


Retired to SUMITHA

After his crew collected the plunder and the weapons on the deck, Elek commanded Artful, "Mr. Rogers put those fancy shacles on the Captain and escort her to the Banshees Revenge." He points towards the other chelish crewmembers who hadn't joined them. "Mr Bones lock theses swabs in our hold. We'll figure out something to do with them,"

Turning to Sandara, "Send over the Rahadom and Rickety Squibs recruits. With our new recruits I'll sail this tub Goatshead and unload the chelaxian sailors. You follow us in the 'Revenge' If any of the Chelaxians give you a hard time. toss them over."

Once everyone was in place, Elek ordered the lines cut loose. Taking the helm of the Dowager Queen he calls out to the crew, "Avast you lubbers, full sails ahead, we sail for Goatshead.


You really hit the jackpot with this ship. The hold contained several chests of gemstones (worth 3 points of plunder).

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