1st time GM Skull and Shackles (Inactive)

Game Master Adventurer#33

Skull and Shackles #1 The Wormwood Mutiny!
The Man's Promise


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Male Human (Chelaxian) Fighter 1

Lucanorr makes his way to the morning assignment call without incident. He's growing to like his bunkmates and the folks on the ship aren't all terrible. That's probably for the best, as he's still half asleep. Lucanorr receives his assignment without comment and heads to down into the bilges trying not to look excited. Bilge pumpiing's hard work, but I'm a big guy. I might get some time to myself down there to think through this situation...

Lucanorr arrives in the bowels of the ship and sees that there's not terribly much water, but that the bilges definitely need pumping. He goes to work, raising and depressing the pump lever. The rhythmic creaking of the ship in time with its swaying makes the time seem to fly by almost restfully. It's simple work at first, but repetitive and soon he's covered in a light sheen of sweat and breathing hard.

Strength Check: 1d20 + 3 ⇒ (12) + 3 = 15

Coming back to himself from being lost in the work, Luncanor thinks, I'm gonna stink to high heaven from doing this! Lucanorr stops pumping for a moment to take off his shirt. While he's not working, he takes a quick look around the storage in the bilge pump room.

Perception check: 1d20 - 1 ⇒ (18) - 1 = 17
Perception check: 1d20 - 1 ⇒ (1) - 1 = 0
Perception check: 1d20 - 1 ⇒ (11) - 1 = 10
Perception check: 1d20 - 1 ⇒ (9) - 1 = 8
Perception check: 1d20 - 1 ⇒ (20) - 1 = 19
Perception check: 1d20 - 1 ⇒ (16) - 1 = 15

Vaelor:
I'm thinking you and I may have to sneak out some night and take out the Captain or Scourge or both while they sleep.


Lucanorr:
As you look through the crates you find a suit of leather armor,three heavy maces, and 12 silver pieces. with a little more searching you find a masterwork handaxe, 2 tindertwigs, and 21 gold peices.
1d4 ⇒ 2 you see several large bilge spiders while you are searching but they scuttle away from you in fear.


male Human 2nd Cleric HP 15/15 AC 14

Again Allende thinks "What did I do wrong the first day? I may be many things but fast isn't one of them." This is a job he doesn't feel suited for so he works diligently, concentrating on getting it done.
Acrobatics +4 for working diligently: 1d20 + 4 ⇒ (8) + 4 = 12
Con check: 1d20 + 1 ⇒ (14) + 1 = 15
Only his concentration on the job enables him to finish on time.
But he is tired and ready for a hearty meal.


Male Human (Chelaxian) Fighter 1

A33:
I'm gonna hide everything in the hold with my perfume stash, even the stuff I don't mention to everybody.

Lucanorr is thrilled with his finds! Armor and a much better axe! I was feeling naked unarmed. Plus a few extra weapons can be shared out among everybody. This really changes things! He works cheerfully for the rest of the day, whistling tunelessly as he tries to lose himself in the rhythm of the ship again.

CON Check: 1d20 + 2 ⇒ (7) + 2 = 9

Unfortunately, Lucanorr's not quite acclimated to shipboard life and is very tired after his long day. It's all he can do to stash his newly found armor and weapons cache in his secret spot in the hold before dragging himself off to dinner.

At dinner, Lucanorr's tired but still exhilarated from the day's find. He sits down with his new friends, smiles, and tosses back his daily shot of rum.

CHA bonus: 1d4 ⇒ 2
Fatigued time: 1d8 ⇒ 4

"Boys, I hope your days were as good as mine! Surely I thought pumpin' the bilges would be all pain and no gain. But no, Harrigan's got weapons down there! I found a new axe and three maces! Ashrem, thanks again for the one you gave me earlier. I've left it down in the hold but can get it for you if you need it. This is for you."

Lucanorr offers Ashrem a tindertwig he found in the bilges today. "Fire on a ship's dangerous, but ya may need it down in the galley. Now gentlemen, let's lay us some plans and then find some fun on this bucket o' sticks! I'm so tired I can barely move, but a little time telling lies about fish we netted and lasses we...ahhh...netted won't go amiss!" Lucanorr leans in keep discussing with his new shipmates...


I was waiting to see if Ashrem would be able to post more before pushing on. Sorry to hold things up. Everyone gets 200 xp for completing the last two days tasks.

Ashrem:
rolling diplomacy for you1d20 + 1 ⇒ (15) + 1 = 16 Fishguts has decided your a good sort and will help you out. Oye, Matie I'll be givin ya a bottle of the Chelaxian but ye need to take care passin it to old Grok. Those spirits be the captains and it would go poor for us if he were to find out about our arrangement. he warns you in a low voice.

the meal that evening is fishstew. Ashrem and Fishguts seem a little worse for ware at meal time, but the food is decent. during bloody hour Fips Chumlett gets three lashes but they don't say what his offense was. His mates glare at you when they help him away from the mast after he takes his lashing. After supper the crew goes about thier usual pursuits. Singing, dicing, drinking.


male Human 2nd Cleric HP 15/15 AC 14

As Fips gets his lashing, Allende wonders Is that because he didn't delay us. But why? To Lucanorr he replies "Why would he store weapons down there? If you could get me a mace, that would be great. Does anyone have any idea where we're headed?


Male Human (Chelaxian) Fighter 1

"No problem. I'll bring ya one of 'em at dinner tomorrow night."

Do we have any idea what direction we've been heading?


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

In the kitchen:

I'll take good care in getting it to her. If I get caught, I'll say that I stole it for myself without your knowledge. Ashrem tells the cook truthfully. Do you want me to make a stealth check or anything to bring it to Grok or assume that Ashrem handed it over safely?

Effects of the rum
Cha Bonus: 1d4 ⇒ 3
Fatigue: 1d8 ⇒ 6

Ashrem looks over the tindertwig before stowing it away. Fire on a ship IS a very dangerous thing... He considers what he could possibly use it for if the need arises for a bit before returning to the conversation. When asked about the ships heading, Ashrem thinks about it for a few seconds before answering... Knowledge: Geography: 1d20 + 1 ⇒ (1) + 1 = 2

"Honestly, I have not a clue. If I would have seen where we were going when we left port I could have had a better idea. Listen, this may be crazy, but I'm thinking about helping Chumlett out with his injuries. If it's the officers that are pressing them to attack us then maybe we can turn their loyalties to us or at least get them to stop hating us. What do you all think?"

Sorry about the delay, we ended up leaving sooner than planned to beat the storm.


M Human Rogue/Pirate

Vaelor enjoys that evening's meal. He is unable to resist the rum two nights in a row though, and eagerly downs his share.

He is musing the reasons why Chumlett's friends were staring at him and the lads after the lashing when Ashrem speaks of helping Chumlett. "Aye, that be a smart idee. I be havin' a feelin' we`ve been blamed fer somethin' we didna do."

Rum:
Cha Bonus: 1d4 ⇒ 4
Fatigue: 1d8 ⇒ 8

After dinner, Vaelor attempts to make small talk with Ratline and is genuinely friendly.

Diplomacy: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7


Male Human (Chelaxian) Fighter 1

Lucanorr nods in response to Ashrem's question. "Can't hurt to try and make nice. Just make sure you've got a crowd around or take one of us with ya. Maybe you can get to the bottom of why half the ship hates us. Maybe we can take some steps to make some friends"

After conferring with his friends, Lucanorr shuffles to his feet, somewhat the worse for wear after a day working the bilges and with rum flowing through his veins. He keeps his voice steady when calls over to the other group of castaways but pitches his voice so most of the crew nearby can hear, "Who has some good tall tales to pass the evening away? I'm willing to swap a story to pass the time. Conchy, you claim to be the authority on women. What be your wildest tale? I'll bet you can scandalize the pearl out o' a clam!"

Diplomacy: 1d20 + 3 ⇒ (5) + 3 = 8

Lucanorr's call falls on deaf ears. He starts to tell a tale of his own, but, seeing the faces of his shipmates, decides discretion is the better part of valor and heads for his bunk, nodding and smiling to those he's friendly with as he goes.


Ashrem:
1d20 ⇒ 18 You manage to slip Grok the bottle of brandy without anyone else seeing. She smiles when she sees what the bottle is. Well bucko for this I can give you and your mates back some of what they brought you onboard with. Come by tomorrow morning after you report in and we will square up.

a knowledge geography check can be used to figure out where you are. The ship has been heading in a northwestern direction for the entire time you have been onboard.


male Human 2nd Cleric HP 15/15 AC 14

unskilled K/Geography: 1d20 + 2 ⇒ (4) + 2 = 6
Allende takes out his coin and seems to be mulling over Ashrem's words. "I don't like Chumlett and his friends. I don't have any real experience in surgery so I don't think I can help in that but.." he lowers his voice so that no one else can hear. I've discovered that I can cure people. But I really don't want Chumlett and his buddies to know that." He puts the coin away. "Best not to involve Besmara in this. You work on Chumlett and I'm going to work on the crew.

That night Allende and Barefoot Samms spend some time talking to Giffer Tibbs, trying to get her to join their ersatz group.

Diplomacy on Giffer: 1d20 + 6 ⇒ (16) + 6 = 22


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Ashrem smiles at Allende's confession. I'd be able to cure people of their wounds too but unfortunately I haven't prepared for that today. Some good news though, I should be able to get you fellows some of your belongings back tomorrow morning. Anyone want to accompany me while I treat Chumlett later tonight?

Later that night Ashrem will tend to Chumlett's wounds.

Heal check: 1d20 + 9 ⇒ (5) + 9 = 14
9 uses of the Heal Kit remaining

I'm not trying to be nosy but it seems to me that Master Scourge is disappointed in your gang. Why is he trying to cause trouble between us? In my opinion, we'd be better off working together as a crew. He asks Chumlett quietly as he places a salve on the lash wounds.

Diplomacy: 1d20 + 1 ⇒ (19) + 1 = 20


Ashrem:
Chumlett is grateful for the treatment, but he ignores your questions about Scourge. The salve you use on his injuries seems to help him quite a bit.

Allende:
You have a good time chatting and laughing with Barefoot Samms Tibbs, and Giffer Tibbs.

Lucanorr:
the smell of the bilges has seeped into your clothing maybe that is why your efforts to make friends failed tonight. Other crew member have a tendency to turn away when you pass.


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Ashrem tries changing the subject with Chumlett. "By the way, do you happen to know where this ship is sailing to?" he asks indifferently.


Ashrem:
Where the ship is sailing too? We're going huntin you twit. We're looking for prey. Didn' come out here for our health. Chumlett replies and then pointedly ignores you.

A new day dawns and the weather continues to be good, You notice that the ship has changed course and you are now on a southwestern heading.

geography check DC 20:
late in the day you recognize the Islands of Dahak's Teeth to the west.

fourth day's assignments:

Vaelor 1d6 ⇒ 6 Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Lucanorr 1d6 ⇒ 5 Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring a DC 10 Acrobatics check and DC 10 Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.

Allende 1d6 ⇒ 4 Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Ashrem 1d2 ⇒ 2Fishguts is completely hammer today. You find him passed out and snoring on top of one of the tables.1d6 ⇒ 1 Cooking: Assisting Ambrose Kroop in preparingthe day’s meal. If Kroop is sober, no check isrequired. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check.

Vaelor, Lucanorr, and Allende please give me a perception check


male Human 2nd Cleric HP 15/15 AC 14

Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Allende enjoys today's work more than the running messages. He throws himself into the job but takes the time to talk to Jack Scrimshaw. Allende has seen this type of bonework before on his travels and will share what he has seen.
Daytime Action - Influence Jack Scrimshaw.
P/Sailor: 1d20 + 11 ⇒ (18) + 11 = 29
Con check: 1d20 + 1 ⇒ (2) + 1 = 3
Diplomacy: 1d20 + 6 ⇒ (1) + 6 = 7
He ends the day exhausted and finds out that Jack is jealous of his budding friendship with Barefoot Samms

I think Jack is just antisocial:)


M Human Rogue/Pirate

Profession (sailor):1d20 + 6 ⇒ (1) + 6 = 7
The next day Vaelor starts to feel the pressure of always watching his back. He fails miserably working the mainsail, something he has done more times than he can count.

Con:1d20 + 2 ⇒ (9) + 2 = 11

His nerves are frayed like the end of a rope. He is anxious and feels the need to lash out. He pictures the scene of getting lambasted by the captain or one of his minions, and slowly strokes the hilt of the sword at his side...

Perception: 1d20 + 6 ⇒ (2) + 6 = 8


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Morning arrives and Ashrem sets off to gather everyone's belongings from Cut-throat Grok. While wondering about the ship's deck he glances out to sea. Perception: 1d20 + 6 ⇒ (1) + 6 = 7
He thinks about Chumlett's words last night as he wonders about the change in the ship's course.

After returning Rosie's fiddle, Ashrem tries to make friends with Chonchobhar Shortstone.
Influence the Gnome!: 1d20 + 1 ⇒ (4) + 1 = 5 After several unappreciated short jokes to break the ice, Ashrem decided it'd be better to leave him alone for a while after mentioning that Shortstone would need a step ladder first if he truly wanted to kick Ashrem's arse.

Having procrastinated enough for the day, Ashrem returns to the kitchen to find Kroop out cold and snoring on the prep table. Shaking his head, he pulls out the large cook book and starts preparing the meals for the crew.
1d20 + 2 ⇒ (14) + 2 = 16 "I think that'll do nicely" As he samples the food before serving.

After lunch, he notices Vaelor not working well under pressure. He does his best to aid him with the lines even though he doesn't have much experience with sailing himself. Aid another: 1d20 + 2 ⇒ (7) + 2 = 9


Ashrem:
When you visit Grok this morning she gives you back some but not all of the equipment taken from you when you were brought onboard. the items she returns are:
Ashrem:
(10) daggers
oak club
sling w/ 20 bullets
leather armor
Artisan's tools (carpentry)
Fortune-teller's Deck (common)
Leeching Kit (x2)

Allende:
Lamellar (leather) armor
Crossbow bolts (10)
Light crossbow
Morningstar
Artisan's tools (Craft [ships])

Vaelor:
Leather armor
Brass knuckles
Cutlass,
Dagger(2)
Piton (10)
Silk rope
Snorkel, masterwork

Lucanorr:
Studded leather armor
Cutlass
Dagger(2)
Flight arrows (100)
Longbow

Allende:
about mid-morningYou are delivering a message to Mr. Plugg when Jack Scrimshaw dashes up on deck. when he approaches he looks pale and shaken. He reports to Mr. Plugg that he was down working in the bilges when something crawled out of the water and attacked him. He was bitten on the leg before he managed to escape. He displays a nasty bite on his lower leg. Mr. Plugg turns to you and tells you to get the "other three worthless bilge scrapings" you came on board with and go check it out.

Your days work is interupted Allende calls you and tells you Mr. Plugg has ordered you all to go check something in the bilges.


M Human Rogue/Pirate
Ashrem Callister wrote:
After lunch, he notices Vaelor not working well under pressure. He does his best to aid him with the lines even though he doesn't have much experience with sailing himself.

Awfully nice of ya, but I doubt anything can help my natural 1!

Adventurer#33 wrote:
Your days work is interupted Allende calls you and tells you Mr. Plugg has ordered you all to go check something in the bilges.

Vaelor looks at Allende and his eyes light up with rage. "What? `Tis a trap! I know 'tis! That damn Plugg...damn scallywag!!" he says as he wipes the sweat from his brow and then grabs the hilt of his sword. "Lets get on wi' 't then, I be ready!"


male Human 2nd Cleric HP 15/15 AC 14

Allende stops Vaelor for a second. "I don't think it's a trap. Whatevers down there took a hunk of meat out of Jack Scrimshaw's leg. So we best be careful." Allende gets his dagger ready.


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Before we go, take your stuff. I have a feeling we'll need it. Ashrem says as he starts donning his leather armor and weapons.

Allende:

Lamellar (leather) armor
Crossbow bolts (10)
Light crossbow
Morningstar
Artisan's tools (Craft [ships])

Vaelor:

Leather armor
Brass knuckles
Cutlass,
Dagger(2)
Piton (10)
Silk rope
Snorkel, masterwork

Lucanorr:

Studded leather armor
Cutlass
Dagger(2)
Flight arrows (100)
Longbow


the bilges are cramped and dark and sweltering hot. You start sweating as soon as you decend into the gloom. At first you see nothing that could be a threat but after a moment you detect movement in the shadows beyond the light of the lantern. Six enormous rats emerge from the gloom.

DC 10 nature or intellegence check:
You recognize the rats as dire rats, not something you normally find onboard a ship.

Initiative:

Ashrem 1d20 + 3 ⇒ (17) + 3 = 20
Lucanorr 1d20 + 2 ⇒ (1) + 2 = 3
Allende 1d20 + 0 ⇒ (8) + 0 = 8
Vaelor 1d20 + 2 ⇒ (6) + 2 = 8
Rats 1d20 + 3 ⇒ (5) + 3 = 8

action order
Ashrem
Allende
Vaelor
Rats
Lucanorr


male Human 2nd Cleric HP 15/15 AC 14

Int check: 1d20 + 2 ⇒ (6) + 2 = 8
"Look at those rodents of unusual size!" Allende calls out. He takes out his coin and wishes for luck for him and his companions. Besmara seems to be willing to grant his request
Bless cast on party. +1 to hit.


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Knowledge: Nature: 1d20 + 3 ⇒ (1) + 3 = 4

"They don't look very tame either." Ashrem raises his arm, signaling the others to stay back. He starts whispering and occasionally squeaking at the group of rodents.
Wild Empathy: 1d20 + 2 ⇒ (17) + 2 = 19


for that wild empathy role I will let one of Dire Rats lose interest in you and wander off. If Vaelor and Lucanorr don't post by tomorrow evening I will bot them and we will continue the battle.


M Human Rogue/Pirate

Intelligence: 1d20 + 1 ⇒ (10) + 1 = 11

Vaelor takes his cutlass and is about to charge towards the rodents when Ashrem halts him. He watches as Ashrem makes funny noises and begins to act strangely, then one of the rats runs off. Vaelor looks at Ashrem with bemusement and expectation.

"Those aren`t yer plain old rats, them be dire rats! Ain`t nereseen them loose on any ship before." he says, ready to get at them.


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

I'd never seen dire rats before. Usually I can get animals to behave but I don't think the rest of these dire rats will be so cooperative. Ashrem says as he draws a dagger and prepares to throw it at the first rodent to attack.

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Readied action to attack the first dire rat to come within 10ft to attack the group.
Dagger toss: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Included +1 attk/dmg for Point Blank Shot


Ashrem whispers and squeaks as the two foot rodents approach. One of the Dire Rats cocks its head to the side and then wanders off back into the gloom.
Allende takes out an odd looking coin and mumbles to himself.
Vaelor Draws his cutlass and waits to see if the rodents attack.

Vaelor wrote:
"Those aren`t yer plain old rats, them be dire rats! Ain`t nereseen them loose on any ship before." he says
Ashrem wrote:
I'd never seen dire rats before. Usually I can get animals to behave but I don't think the rest of these dire rats will be so cooperative. Ashrem says as he draws a dagger and prepares to throw it at the first rodent to attack.

The five remaining Dire Rats rush to attack

Rat 1 attacks Allende
1d20 + 1 ⇒ (1) + 1 = 2
1d4 ⇒ 2
Rat 2 attacks Allende
1d20 + 1 ⇒ (6) + 1 = 7
1d4 ⇒ 4
Rat 3 attacks Ashrem
1d20 + 1 ⇒ (9) + 1 = 10
1d4 ⇒ 3
Rat 4 attacks Vaelor
1d20 + 1 ⇒ (17) + 1 = 18
1d4 ⇒ 1
Rat 5 attacks Lucanorr
1d20 + 1 ⇒ (14) + 1 = 15
1d4 ⇒ 2

both Vaelor and Lucanorr are bitten by the rats. give me a fortitude saving role on your next turn.

Lucanorr draws his hand axe and chops at the rat that bit him. fort save 1d20 + 4 ⇒ (2) + 4 = 6
1d20 + 4 ⇒ (17) + 4 = 21
1d6 + 3 ⇒ (4) + 3 = 7
His blow cuts the head off the rat.

[ooc]round two start 4 rats left


male Human 2nd Cleric HP 15/15 AC 14

Allende mutters. "Just my luck, two of the rats came for me, I must still smell of old cheese." He says a little louder. Sorry Ashrem, but I'm not going to be rat food today." He draws his morningstar and tries to whack-a-rat.
Attack with +1 from bless: 1d20 + 2 ⇒ (14) + 2 = 16
bludgeoning damage: 1d8 + 1 ⇒ (2) + 1 = 3


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

I don't plan on becoming rat food either, Allende. Ashrem pauses a second to attack the dire rat in front of him with the knife/cleaver he favors before continuing. I do believe I've seen a recipe somewhere before involving stewed rodents. And with rats this size, there'd be second servings for everyone. It's hard to tell from his voice whether the man is joking or not.

Attack with MW dagger: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d4 + 3 ⇒ (3) + 3 = 6


M Human Rogue/Pirate

Fortitude: 1d20 + 2 ⇒ (15) + 2 = 17

Once the hideous rat takes a nibble of Vaelor's leg, he swings his cutlass.

Cutlass: 1d20 + 2 ⇒ (5) + 2 = 7


Allende connects with his morning start and knocks one of the attacking dire rats off its feet.
The other rats are able to dodge Ashrem and Vaelor's attacks.

Rat #1 Attack 1d20 + 1 ⇒ (13) + 1 = 14Allende
damage 1d4 ⇒ 3

Rat #2 Attack staggers back to its feet Allende roll an AoO

Rat #3 Attack 1d20 + 1 ⇒ (10) + 1 = 11Ashrem
damage 1d4 ⇒ 1

Rat #4 Attack 1d20 + 1 ⇒ (18) + 1 = 19 Vaelor
damage 1d4 ⇒ 3

The rat attacking Allende gets its teeth into his clothing and Allende feels them touch his skin but takes no damage. Vaelor is bitten again another Fort roll please
Lucanorr attacks another rat with his hand axe
attack 1d20 + 4 ⇒ (15) + 4 = 19
damage 1d6 + 3 ⇒ (6) + 3 = 9

Lucanorr's attack kills the rat that attacked Allende.

three rats left next round. sorry things are moving so slow.


male Human 2nd Cleric HP 15/15 AC 14

Allende's attack of oppportunity: 1d20 + 2 ⇒ (15) + 2 = 17
damage AOO: 1d8 + 1 ⇒ (7) + 1 = 8
Allende takes another swing at a rat. "I hate these things," he mutters under his breath. "You never can get rid of the normal sized ones, I'd hate to see these get a foothold.."
Allende's Attack: 1d20 + 2 ⇒ (3) + 2 = 5


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

I think I threw out my back trying to bend over to kill these things. Ashrem says, clearly irritated that he can't get a good hit on the d@mn rodent.

MW Dagger: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d4 + 3 ⇒ (4) + 3 = 7


M Human Rogue/Pirate

"Damn varmint! Bit me again!"

Fortitude: 1d20 + 2 ⇒ (15) + 2 = 17

Vaelor swings his cutlass once more.

Cutlass: 1d20 + 2 ⇒ (20) + 2 = 22
Cutlass (confirm): 1d20 + 2 ⇒ (16) + 2 = 18

Assuming an 18 hits, damage: 1d6 + 2 + 1d6 + 2 ⇒ (5) + 2 + (5) + 2 = 14


Allende takes advantage of the rat having been knocked off its feet and strikes it with his morningstar again. The rats skull breaks with a wet crack and it drops to the deck dead. Vaelor make a powerful cut at one of the remaining two rats. The blow is clean and the rat is cut nearly in two. Ashrem is not have as much luck with the final rat. It manages to evade his attack again and bites at his hand.

Rat attack 1d20 + 1 ⇒ (2) + 1 = 3
damage 1d4 ⇒ 3

its teeth snap shut on thin air though. Lucanorr strikes at the remaining rat with his hand axe.

attack 1d20 + 4 ⇒ (9) + 4 = 13
damage 1d6 + 3 ⇒ (5) + 3 = 8

The rat is unable to dodge his attack like it did Ashrems, and is killed by the blow.

end combat. good job! every one gets 270 xp. Lucanorr is AWOL and I don't think he is coming back. I sent a message to one of the others that wanted in before we started but haven't recieve any response yet.


male Human 2nd Cleric HP 15/15 AC 14

Allende walks over to each rat and makes sure they are dead.
Fort save, since he was bitten: 1d20 + 3 ⇒ (14) + 3 = 17
After looking around to make sure they are not observed, he motions to the group
"Everyone, gather around, I'd like to try something." He concentrates on healing his rat bite, trying to get in the same frame of mind as when he healed his scar. There is a sudden flash of pain as his cheek starts bleeding again, but a wash of positive energy flows from him.
Perception to see if observed: 1d20 + 4 ⇒ (13) + 4 = 17
Healing Burst: 1d6 ⇒ 6


M Human Rogue/Pirate

Vaelor walks over to Allende to see what he has in store. As he does so, he holds his hand over one of the rat bites.

Allende, what are you trying to show us? That you can heal? Do we not know this already?


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

"Interesting..." Ashrem says, a bit intrigued. "I can heal people individually, but it seems our friend here can do so in bursts. I'm assuming it heals all living creatures, which is why you made sure the rats were dead-dead. Either that, or to ruin them so I don't make rat stew this evening." He finishes with a laugh.


male Human 2nd Cleric HP 15/15 AC 14

@Vaelor: Allende's not sure that he can heal, he's only done it once, but now he's gaining confidence that it's something he can rely on.
Allende agrees with Ashrem. "Yes, from what I have read it will cure everything close to me. The ruining them for supper was just a bonus. Although now you might consider them tenderized."


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

It's definitely a consideration... Ashrem says jokingly. So what do we do next? Grab the rats and show Mr Plugg? Vaelor, how are you feeling? Let me know if you start feeling feverish in the next few days.


M Human Rogue/Pirate

It takes a moment to realize what is being done to him, but once he sees the cut on his arm heal he is able to make sense of it. "Arrr...thanks, mate!" Vaelor says to Allende.

Vaelor then licks the back of his hand. "Don`t feel ill yet, but I will let ye know fer sure." he answers to Ashrem. "As fer 'em rats, I say we throw 'em at tha Plugg!" he says with a mean grin. "Sendin' us down here t' get bit an' all..."


male Human 2nd Cleric HP 15/15 AC 14

Allende grabs a rat, looking for the biggest one. "I say, we just take them up on the deck. Some may want to see these suckers, I mean they're the biggest damn rats I've ever seen. After we've got enough witnesses, then we let Plugg see them. Might as well get some braggin rights."


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

Ashrem picks up one of the smaller dire rats. "Good idea, Allende. Alright mates, lets take them up to the deck then."


When you return to the deck with the enormous rodents you are all dirty and soaked with sweat from the stiffling bilges. The rest of the crew gather around to when you display your "prizes". They congratulate you on your survival. Young Jack Scrimshaw gets a bit of good natured harassment about almost getting eaten. Mr. Plugg is less than happy that one of the Dire Rats managed to escape extermination but doesn't make an issue of it in front of the rest of the crew. He quickly sends the crew including you back to your days labors.

To your chagrin Fishguts Kroop claims the Dire Rat Carcasses and takes them below to the galley.

Ashrem:
Fishguts has you help him chop the rats up and feed the to the ships pigs

Supper that evening is a stew made of some unidentified meat.


male Human 2nd Cleric HP 15/15 AC 14

Allende eyes his stew suspiciously, staring at Ahsrem. "Surely, they didn't, did they." He doesn't say anything but he definitely waits to see if Ashrem and Fishguts eat the stew before partaking himself. Once he starts to eat, he devours the stew, the rope work has left him famished and tired. He is so tired that he after the meal, he spends some time socializing with his new friends, but cuts it short to go to bed early.
Nighttime Action, Sleep


Male Human (Varisian) Druid (World Walker) 2 HP 15/15

After slaying the rats and absorbing the praise from the crew, Ashrem feels pretty confident even though he didn't kill any of the rats himself. He talks to Jack Scrimshaw for a bit and cracks a few jokes. Influence Scrimshaw: 1d20 + 1 ⇒ (17) + 1 = 18

He also offers to take a look at the nasty bite and if Jack lets him, examines it and bandages it up. Heal check: 1d20 + 7 ⇒ (16) + 7 = 23

Noticing Allende staring at him at the beginning of the meal, Ashrem flashes him a wink and a smile and chows down on his stew.


M Human Rogue/Pirate

After watching Fishguts take the rats, Vaelor doesn't have much of an appetite when his stew is placed in front of him for the evening's meal. Instead he drinks his rum and proceeds to tell the story of his encounter with the rats earlier that day to Tilly Bracket.

Rum
Charisma bonus: 1d4 ⇒ 4
Fatigue:1d8 ⇒ 7
Diplomacy:1d20 + 3 ⇒ (10) + 3 = 13

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