GM Imperius' Skull & Shackles

Game Master Robert Henry

Combat Map...spreadsheet
Important numbers: Infamy: 29, Disrepute: 29, Plunder: 2, Sub-officers 9, crew 78
Ships watch/Bells ...Port Peril Map


1,251 to 1,300 of 2,866 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>

Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Veronica keeps looking at the ship through the spyglass, while staying besides Ellie.

"That's...odd. There's a breach in the hull, but there doesn't seem to be any more damage or signs of battle I can see. The crew seems to have abandoned ship as well."

Something seems off, however, as she sees Mac conjuring up a magic weapon before boarding the ship.

"Mac seems to be expecting danger. Ellie, think you can reach him with your Message cantrip from here and ask what has gotten him so worried?"


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

On Ship Perception: 1d20 + 13 ⇒ (8) + 13 = 21 vs DC 18
On Ship’s Boat Perception: 1d20 + 13 ⇒ (4) + 13 = 17 vs DC 15

Tucci calls back what he sees, ”Captain, there’s signs of battle here! Watch for the winning vessel! The ships boat is sunk, and I suspect all hands were killed or taken aboard the other ship.”

He’ll guide the ships boat around to the other side just to see if there are any survivors before heading quickly back to the Charm.

Upon closer inspection, how long ago does Tucci think this happened?
Survival: 1d20 + 10 ⇒ (6) + 10 = 16 (+2 if tracking)


I've got a map, I don't like the original graphic, but I hope it helps

The sailors rowing the skiff look nervously at each other as Mac explains the trawler had been in a battle. Though they had not armed themselves for combat, they do not offer a comment but bravely man the oars.

As Tucci looks around he is unable to tell how long the ship has been in this condition. Though with the breach in the hull on the port side just above the waterline, he assumes that it wouldn't take long to sink in any sort of rough seas.

You can tell the hold is mostly filled with water, but that would not have taken long.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"I think it'll reach that far." Ellie whispers into her hand while performing a simple transmuting gesture, sending a message to Mac. "What's the trouble?"


1 person marked this as a favorite.
M Human Cleric 5/Brk3 | HP 59/59 | AC 22 (T 14, FF 19, CMD 23) | F +10 R +8 W +10 | Mv 30' | Init +3 | Per +11 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: None

"Combat here, and someone trying to cover it up, which means this is a trap."

"Shall we spring the trap, Tucci? The ship will hold for a while yet, won't it? And I'd like to know who has done this."

Brother MacLaren is ready to hop on board the trawler and see what happens. Then he remembers that he does, in fact, have an above-average Wisdom (although pretty low by cleric standards).

"Oh, okay. Let's get Veronica and Ellie."
If it is close enough for Message, then Mac doesn't have to worry about his spells running out too soon even if we go back to get them.


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci nods, "Let's get 'em." He turns the rudder hard about and sends the little craft back to the Charm for a proper team.


1 person marked this as a favorite.
Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

"I agree with Mac - this seems like a trap." Veronica replies as Tucci and Mac come back for her and Ellie and share what they saw on the ship. "I say we spring it and show whomever is behind the price for preying on our goodwill. Let's go!"


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

When Ellie comes on board Tucci, out of respect, makes way for her to take the tiller if she wants it. He'll move up front and get ready to use his boarding pike to grab the derelict ship when they're close.


Initiative:

Ellie: 1d20 + 5 ⇒ (7) + 5 = 12
Mac: 1d20 + 2 ⇒ (10) + 2 = 12
Tucci: 1d20 + 1 ⇒ (9) + 1 = 10
Veronica: 1d20 + 1 ⇒ (6) + 1 = 7
Avaerage 10.5
Enemy
Blue: 1d20 + 1 ⇒ (16) + 1 = 17
Green: 1d20 + 1 ⇒ (18) + 1 = 19
Magenta: 1d20 + 1 ⇒ (5) + 1 = 6
Orange: 1d20 + 1 ⇒ (13) + 1 = 14
average 14

Nearing the derelict ship you notice it has lowered a couple of inches since you've come upon it, water now starting to wash over the deck. As Tucci latches the hook on his boarding pike to the railing of the ship and pulls it close, the skiff gently 'thuds' against the derelicts hull.

Round 1
As the sound echos through the sunken hull, you hear movement from inside the hold, claws appear on the edge of the broken holds hatch and four Sahuagin emerge from the opening. The first creature Orange climbs out, larger than the others; clearly the leader wearing a necklace of golden coral and strange, silvery metal with blue-black Whorls. It lifts it's claws in a threatening fashion, while the second green and third Magenta begin to draw their tridents, and the fourth attempts to bring it's crossbow to bear. Begins to dis armed with a crossbow, Green and Magenta have tridents and Orange's trident is on his back, so unarmed.

Round 2 Bold may go.
Ellie
Mac
Tucci
Veronica

It is a large step up (2 1/2 ft) but a DC 5 climb (due to slippery surface, and the motion of the water?) from the skiff to the elevated ships deck, the ships deck is slippery also, so rough terrain.

stuff:

The Sahugin won initiative. Double move, First to the hold's opening and second move out.

Sahugin: AC 16/T 11/FF 15: HP 15, feel free to narrate your strikes:
Blue
Green
Magenta
Orange


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Status:
Tucci HP: 27/27; AC: 17, tch 12, flat 16
Kasin HP: 30/30; AC: 17, tch 14, flat 13 (not included: +3 dodge when moving); SR: 9
Tucci Conditions = Focus: Bull (+2 str 1/10r) (sw, 3/4)
Kasin Conditions = Focus: Bull (+2 str), -1 dex dam
Training Kasin in Sneak = 7/7d (DC 15)
Weapon Equipped = Boarding Pike
Boarding Pike: Attack: BAB +3, Size +1, Str +2 Att +1 Damage: Str +3, Att +1 (20/x3)
Ranged: Attack: BAB +3, Size +1, Dex +1 Damage: +0/+2 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0/7)
Touch of Good (+1 att/skill/ability/save (sacred), 6/6)
Spells Known (Caster Level 4, Concentration +7, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/2): Barkskin, Summon Nature’s Ally, Wind Wall

”Flank!”

Kasin scurries up the side (can’t fail climb check), closes with the enemy, and slips behind them (provokes from green and magenta if they’re not flatfooted - AC 20 against these attacks).

Meanwhile, Tucci swiftly takes on the appearance of the bull as he enhances his strength. He then gets up on the deck (also can’t fail climb check), and takes a swing at magenta!

Pike (magic): 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 (focus)
damage (P): 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7 (focus)


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie draws her pistol. "Go, I'll cover you! For the Charm!"

Inspire Courage! Round 1.


M Human Cleric 5/Brk3 | HP 59/59 | AC 22 (T 14, FF 19, CMD 23) | F +10 R +8 W +10 | Mv 30' | Init +3 | Per +11 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: None

Brother MacLaren clambers onto the ship and chops at a Sahuagin with his giant axe.

Climb DC 5, Bull's Strength, ACP: 1d20 + 4 + 2 - 4 ⇒ (6) + 4 + 2 - 4 = 8

Attack, Bull's Strength, PA, IC: 1d20 + 7 + 2 - 1 + 1 ⇒ (16) + 7 + 2 - 1 + 1 = 25
Damage, PA, IC: 3d6 + 7 + 3 + 1 ⇒ (4, 1, 1) + 7 + 3 + 1 = 17


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Climb: 1d20 + 6 ⇒ (9) + 6 = 15

Veronica quickly climbs onto the deck and moves to strike at one of the sahuagin distracted by Kasin.

Imbuing her cutlass with magical energy, she takes a powerful swing at her target, leaving a deep wound on its side.

Swift action: Arcane pool, two handed power attack at Magenta

Attack (IC, PA, flanking): 1d20 + 9 + 1 - 1 ⇒ (19) + 9 + 1 - 1 = 28
Damage: 1d6 + 8 + 3 + 1 ⇒ (3) + 8 + 3 + 1 = 15

Crit Confirm (IC, PA, flanking): 1d20 + 9 + 1 - 1 ⇒ (1) + 9 + 1 - 1 = 10
Crit Damage: 1d6 + 8 + 3 + 1 ⇒ (2) + 8 + 3 + 1 = 14


As Tucci and Kasin surge forward out of the boat, the two green, Magenta, Sahuagin thrust their tridents at the Capybara. Both miss, as Tucci does as well.

Ellie draws her unusual weapon and encourages her fellow officers.

Mac jumps from the skiff swinging his butcher axe at the nearest green Sahuagin. Chopping deeply into the beast, bleeding and unconscious it falls back into the hold.

Veronica quickly climbs onto the deck of the derelict ship, lifting her grandmothers cutlass, adding a bit of magic to it, chops into the magenta Sahuagin, nearly severing its arm from its shoulder.

Round 2
Seeing the wild land beast moving close, the rear blue Sahuagin drops its crossbow and attacks Kasin with tooth and claw. Its teeth sink into the rodent, but both claws miss. The Magenta wounded Sahuagin thrusts it's trident at Veronica, wounding the captain. While the orange larger Sahuagin roars and attacks with tooth and claw, striking multiple times.

Round 2 Bold may go.
Ellie
Mac
Tucci/ Kasin: ok /- 4 hp
Veronica - 23 hp

stuff:

Sahugin: AC 16/T 11/FF 15: HP 15, feel free to narrate your strikes:
Blue
Green: - 17, unconscious, unstable
Magenta - 15
Orange

Green/aoo/Kasin trident: 1d20 + 4 ⇒ (1) + 4 = 5 for damage: 1d8 + 3 ⇒ (1) + 3 = 4
Magenta/aoo/Kasin trident: 1d20 + 4 ⇒ (5) + 4 = 9 for damage: 1d8 + 3 ⇒ (4) + 3 = 7

green stabilize DC 12: 1d20 + 2 ⇒ (4) + 2 = 6

blue, bite, Kasin, flank: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 for damage: 1d4 + 3 ⇒ (1) + 3 = 4
blue, claw, Kasin, flank: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 for damage: 1d4 + 3 ⇒ (2) + 3 = 5
blue, claw, Kasin, flank: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 for damage: 1d4 + 3 ⇒ (3) + 3 = 6
Magenta, trident, trident: 1d20 + 4 ⇒ (17) + 4 = 21 for damage: 1d8 + 3 ⇒ (3) + 3 = 6
orange, bite, Veronica: 1d20 + 5 ⇒ (15) + 5 = 20 for damage: 1d4 + 3 ⇒ (1) + 3 = 4
orange, claw, Veronica: 1d20 + 5 ⇒ (14) + 5 = 19 for damage: 1d4 + 3 ⇒ (3) + 3 = 6
orange, claw, Veronica: 1d20 + 5 ⇒ (11) + 5 = 16 for damage: 1d4 + 3 ⇒ (4) + 3 = 7


M Human Cleric 5/Brk3 | HP 59/59 | AC 22 (T 14, FF 19, CMD 23) | F +10 R +8 W +10 | Mv 30' | Init +3 | Per +11 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: None

"Hang in there, captain! We'll clear them out."
The cleric steps up and strikes at another one.

Attack, PA, IC: 1d20 + 7 + 2 - 1 + 1 ⇒ (5) + 7 + 2 - 1 + 1 = 14
Damage: 3d6 + 7 + 3 + 1 ⇒ (4, 2, 6) + 7 + 3 + 1 = 23

It's a mighty blow that would have felled his foe, but he just barely misses.


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Status:
Tucci HP: 27/27; AC: 17, tch 12, flat 16
Kasin HP: 26/30; AC: 17, tch 14, flat 13 (not included: +3 dodge when moving); SR: 9
Tucci Conditions = Focus: Bull (+2 str 1/10r) (sw, 3/4)
Kasin Conditions = Focus: Bull (+2 str), -1 dex dam
Training Kasin in Sneak = 7/7d (DC 15)
Weapon Equipped = Boarding Pike
Boarding Pike: Attack: BAB +3, Size +1, Str +2 Att +1 Damage: Str +3, Att +1 (20/x3)
Ranged: Attack: BAB +3, Size +1, Dex +1 Damage: +0/+2 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0/7)
Touch of Good (+1 att/skill/ability/save (sacred), 6/6)
Spells Known (Caster Level 4, Concentration +7, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/2): Barkskin, Summon Nature’s Ally, Wind Wall

Kasin works on his flank with magenta.
Kasin Bite: 1d20 + 5 + 3 ⇒ (15) + 5 + 3 = 23 (focus, flank)
damage (B/P/S): 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7 (focus)

Tucci moves up a bit and swings on blue with MacLaren (or magenta if there's nothing left).

Pike (magic): 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20 (focus)
damage (P): 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11 (focus)


Swinging his butcher axe, Mac burries it in the wooden deck between the two Sahugin. Distracting both, making it easier for Kasin to bite the magenta creature holding the trident, causing it to fall unconscious back into the hold. While Tucci pokes the northern most blue Sahugin with his polearm, drawing blood and a vicious snarl.

Round 2 Bold may go.
Ellie
Mac
Tucci/ Kasin: ok /- 4 hp
Veronica - 23 hp

stuff:

Sahugin: AC 16/T 11/FF 15: HP 15, feel free to narrate your strikes:
Blue - 11
Green: - 17, unconscious, unstable
Magenta - 22 unconscious, unstable
Orange

Magenta, stabilize DC 17: 1d20 + 2 ⇒ (4) + 2 = 6


1 person marked this as a favorite.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Climb: 1d20 + 7 ⇒ (9) + 7 = 16

Ellie joins her fellow officers on the ship’s deck. ”Back to the depths with you!”

Inspire Courage! Round 2.

Pistol + Inspire Courage vs orange (touch): 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Damage + Inspire Courage + Arcane Strike: 1d8 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6

Confirm crit: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Extra damage: 3d8 + 3 + 3 ⇒ (1, 7, 3) + 3 + 3 = 17


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Reeling from the large Sahuagin's vicious attack, Veronica prepares to strike back at it, before Ellie's shot brings it down.

"Nice shot, Ellie! Let's finish this!"

She runs up to the remaining Sahuagin and brings it down with a powerful swing.

Attack (PA,IC): 1d20 + 9 + 1 - 1 ⇒ (12) + 9 + 1 - 1 = 21
Damage (PA,IC): 1d6 + 8 + 1 + 3 ⇒ (4) + 8 + 1 + 3 = 16


Leveling her pistol at the large orange Sahuagin's face, Ellie squeezes the trigger, putting a bullet into it's head.

Seeing her attacker fall, Veronica moves across the slippery deck and cleaves the remaining blue Sahuagin from stem to stern.

If you check the hold:
The hold is empty, except for the mutilated and partially eaten bodies of the eight crewmen. Based on the axes and prybars laying inside the hold and the way the boards are broken outward, it is clear the 'breach' was created by the Sahuagin from the inside.

The abandoned trawler was actually a carefully prepared ambush by the group of four sahuagin. Earlier in the day they boarded and overcame the crew of the ship. When the sahuagin spotted the 'Charm's sails, they quickly cleaned up the mess, breached the hull with axes they found on board, and launched and scuttled the dinghy. Then wait in the small hold belowdecks along with the remains of the ship’s massacred crew.

If you check the bodies:
Each Sahuagin caries a trident and an 'underwater' light crossbow. Orange is wearing s a necklace of golden coral and strange, silvery metal with blue-black whorls worth 1,500 gp. The silvery metal is a platinum alloy known as “deep platinum.”

DEEP PLATINUM This rare platinum alloy is characterized by blue-black whorls of an almost disturbing aspect, and is virtually unknown to those living above the surface of the sea. It is actually mined from platinum deposits in the deepest ocean trenches, where it is tainted by exposure to poisonous deep sea vents called “black smokers.” Only aboleths, krakens, or even stranger creatures of the ocean depths can recover this metal from these fathomless trenches. On land, deep platinum has the same value as normal platinum, but it is of inestimable value to undersea races such as the sahuagin, who often ascribe religious or magical qualities to the rare metal.

Kasin- 4 hp
Veronica - 23 hp
stuff:

Sahugin: AC 16/T 11/FF 15: HP 15, feel free to narrate your strikes:
Blue - dead
Green: - 17, unconscious, unstable
Magenta - 22 unconscious, unstable
Orange - 23
Magenta, stabilize DC 13: 1d20 + 2 ⇒ (15) + 2 = 17
Magenta, stabilize DC 18: 1d20 + 2 ⇒ (17) + 2 = 19
[dice, orange stabilize DC 18]1d20 + 2[/dice]


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Status:
Tucci HP: 27/27; AC: 17, tch 12, flat 16
Kasin HP: 26/30; AC: 17, tch 14, flat 13 (not included: +3 dodge when moving); SR: 9
Tucci Conditions = Focus: Bull (+2 str 1/10r) (sw, 3/4)
Kasin Conditions = Focus: Bull (+2 str), -1 dex dam
Training Kasin in Sneak = 7/7d (DC 15)
Weapon Equipped = Boarding Pike
Boarding Pike: Attack: BAB +3, Size +1, Str +2 Att +1 Damage: Str +3, Att +1 (20/x3)
Ranged: Attack: BAB +3, Size +1, Dex +1 Damage: +0/+2 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0/7)
Touch of Good (+1 att/skill/ability/save (sacred), 6/6)
Spells Known (Caster Level 4, Concentration +7, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (2/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/2): Barkskin, Summon Nature’s Ally, Wind Wall

Tucci cries out in victory! He checks Kasin first of course, but once he sees it is merely a scratch, he turns to the captain. ”Until I can start making wands, we should be careful with the one we have.”

He’ll cast two cure light wounds upon her for her injuries.
CLW: 2d8 + 8 ⇒ (3, 6) + 8 = 17

I dunno if MacLaren has spells he wants to spend, but either way, feel free to top up with the wand. I think it works better if everyone rolls their own wand healing as they’re the ones who know how much healing they need for the most part. I’ll keep track of charges as we go. Is that cool with everyone?

When Veronica is healed, he'll offer to check belowdecks with Kasin. He'll be swimming (taking 10 for a 19) alongside Kasin. He reports back to the group what he found. "It was an ambush all right. Good thing we came back for you. That would've been a different fight with just me and Mac."


1 person marked this as a favorite.
M Human Cleric 5/Brk3 | HP 59/59 | AC 22 (T 14, FF 19, CMD 23) | F +10 R +8 W +10 | Mv 30' | Init +3 | Per +11 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: None

Brother MacLaren channels to heal Kasin and Veronica, once the Sahuagin are dead.

Channel: 2d6 ⇒ (1, 6) = 7

At Tucci's comment, he raises an eyebrow but says nothing.


1 person marked this as a favorite.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

With a satisfied smile, Ellie reloads her pistol and holsters it. That one's for you captain, she thinks to herself, picturing her father's expression if he could have seen her feat. One day I'll be as fearsome with this thing as you were.

Looting the bodies, she picks up the necklace. "Rich ambushers, it seems. Is this deep platinum? I've only heard of the stuff, never seen it myself."


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Veronica looks approvingly at the necklace. "Neither have I, but it fits its description. Pretty rare stuff. Should fetch quite a good price."

Her face falls a bit when Tucci recounts what he found in the hold. "Crafty beasts. At least we put a stop to them before they got anyone else."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci and Kasin will clamber back into the ship's boat and both will shake the water off a bit. Kasin nuzzles MacLaren for the healing.

Once the group is rowed back to The Charm, he'll continue working with Kasin on the deck, putting him in the harness to do so.

”Fetch!” Kasin rolls on his back and sticks his legs in the air. ”No, no, no, but that’s very cute.” Tucci can’t resist a little belly rub before he rights Kasin again with a command and they get back to work.

Starting on Fetch training, finished Sneak yesterday.


The sun is low on the horizon as he captain and her officers return to the 'Charm'.
They, and the sailors at the oars, begin to climb the cargo netting lowered down to them, as the crew begins to stow the skiff. Once everyone is on board, Fishguts approaches, gesturing towards the sunken ship' "Those sahuagin am a rough lot, glad ter see everyone is ok." Turning, lookin towards the west, "So what am yaw orders captain?"


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

"Yeah, though and cunning, too. They set that ship up as a trap for us. Didn't work out so well for them in the end though. Those ones won't be pulling that trick on anyone else."

"As for orders, we go back to our initial plan and head for Windward Isle. Although I won't object to another detour if we spot another Aspian ship on the way."


As the skiff is secure, Ambrose gives a wide grin, turning "Yaouw swabs heard the captain, lets get this tub underway." Turning back to Veronica, "I've got a bostin stoo on the stove, owlbear an' I wull bren it up on deck lief the noggin is ready."

True to his word, within the hour Owlbear is carrying a large iron pot and ladle to the deck, followed by Jack carrying bowls, and 'Fishguts' carrying a basket of warm dark bread.

It's approaching dusk, do we sail all night or lay anchor? You are at about 'A' traveling to 'B'


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

After the ship gets underway, Tucci finds a spare moment to approach the captain.

”Captain, I appreciate joinin’ boarding parties. I get the best use of this pike, you know? Until then though, I’m at your service. Do you want me to assist the helm maybe?” he looks up with hopeful eyes. ”I’m not skilled enough to take the lead of course, but I could be of much assistance helping Ellie if it’s permitted.”

He’s not keen to work at night, but he’s also no shirker. However, that leaves him somewhat mixed in his mind about traveling at night. In the end, so long as they have the wind, they should probably use it. He shrugs.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

We can sell the deep platinum next time we go to port, but until then I totally think Veronica should wear it. As a way of showing off.

"You're a fine Sailor, Tucci, but tying knots and taking the helm are very different beasts. How would you..." After peeking at his character sheet running Tucci through a few scenarios to gauge his knowledge. Ellie proclaims herself satisfied. "Fine by me, cap'n," she says with a shrug. "I'm not relinquishing or anything, but it'd be nice to know she's in capable hands on night's watch."


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Yeah, I can wear the necklace for now - remind the crew how easily we dealt with the sahuagins. And probably annoy any more that show up :). Since you're the one who took it, want to bring that up IC?

Veronica smiles as Ellie initiative in testing Tucci on his sailing ability, and nods as she arrives at the same conclusion.

"I agree with you Ellie. Tucci seems capable enough, and it's a good thing to have another capable sailor who can help you out at the helm when needed."


Having cautiously sailed all night, the 'Charm' finds itself with a cool clear morning, promising to be a warm clear day, with winds coming out of the northwest. A couple hours past dawn moving in a westerly direction, the 'Charm' passes north of the island called Mgange Cove. From the crow's nest Conchobhar's voice rings out, as the gnome points towards the northwest. "Captain we've got a carpet masted sailin' 'appeny dip on the chuffin' northwestern 'orizon, it appears ter be 'eadin' in a northerly direction."

perception DC 10 (with a looking glass):

the 'Three master' is a baroque sailing an Absalom flag.
giving chase?:

Geve me three 'profession (sailor) checks with one aid each
When two ships first encounter one another, the pilots of the two ships must make three opposed sailing checks. Whichever pilot wins at least two out of three of the opposed checks is victorious. If the pursuing ship wins, it catches up to the fleeing ship and ship-to-ship combat begins. If the fleeing ship wins, it escapes. If the result is a tie, the pilots should begin a new series of three opposed checks.
Just as with other skills, a character can spend a standard action to use the aid another action. his represents an extra pair of eyes observing the enemy, giving orders to the crew, or simply helpful advice. The helping character makes a sailing check as well. If the result is 10 or higher, the pilot gains a +2 bonus on her sailing check. Only one character can use the aid another action to help a pilot on a single sailing check.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

I'll assume we kept the spyglass at the helm

Perception (Spyglass, take 10): 10 + 5 = 15

Veronica looks through the spyglass at the ship.

"It's sailing an Absalom flag. Probably on its way home." She takes her eye of the spyglass, handing it over if someone else wants to take a look.

"Might make a decent target, if it's carrying any cargo to sell back in Absalom."

As she ponders her options, she takes a quick glance at Ellie.

Going after a possible slaver ship is one thing. This is us going after what might be an honest merchant ship.

I don't want to force us into a chase if you guys don't want to attack this ship. Veronica did set out to be a pirate, after all, so I don't think she has any reason not to want to go after this one. But I'm sure we can work something out if you guys don't want it.


M Human Cleric 5/Brk3 | HP 59/59 | AC 22 (T 14, FF 19, CMD 23) | F +10 R +8 W +10 | Mv 30' | Init +3 | Per +11 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: None

Brother MacLaren shrugs. "Okay. I've got no great animosity towards Absalom, but no great friendship either.
Let's get their cargo, but perhaps we offer them the chance to surrender? And no more bloodshed than necessary?"


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

"Agreed. Light on the bloodshed. Only for them that asks for it. And full quarter of course."

Tucci watches Ellie at the helm and tries to anticipate her needs. Whatever happens, he follows her orders and helps her succeed!

For the chase, I auto succeed the aid another, and provide a +4 boost.


As the officers of the 'Charm' talk about the opertunity and method to attack the ship Several crew members discreatly nod to each other. Though when Tucci comments about 'light on the bloodshed' Slippery Syl, clearly looks crestfallen.

Meanwhile, the ship has also spotted them, and turned slightly, to take better advantage of the wind.

So Ellie, rolling profession Sailor? Go ahead and add + 1 for the silk sails also, I will edit the listing on the Campaign page.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I mean this game is about being pirates, so let's do it! Playing a character who's (currently) less than enthusiastic about it is my problem, not yours.

Ellie turns the helm. "Aye, cap'n. Mainsail to port!" she barks. "If that's a merchant ship, there's likely to be guards aboard." She winces at the thought. "But her crew probably isn't looking for a fight. They should be spared if at all possible." And a fat, rich merchant isn't likely to miss a single shipment. She prays to Cayden it's a fat rich merchant and not a struggling new one.

Profession (sailor) + aid + silk sails: 1d20 + 14 + 4 + 1 ⇒ (2) + 14 + 4 + 1 = 21
Profession (sailor) + aid + silk sails: 1d20 + 14 + 4 + 1 ⇒ (12) + 14 + 4 + 1 = 31
Profession (sailor) + aid + silk sails: 1d20 + 14 + 4 + 1 ⇒ (10) + 14 + 4 + 1 = 29


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Actually we have a +2 to all sailing checks, not +1. We have an additional +1 to 'Upper Hand' checks from the silk sails, for a total of +3 in those circumstances.

Broad Rudder +1
Rapid-Deploy Sails +1
Silk Sails +1 Upper Hand only


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Yea I had +2 written down from ship mods, thought maybe I had marked it wrong or something. So my results are 22, 32, 30.


the chase:

Captain Portia Runescar: profession Sailor: 1d20 + 12 ⇒ (5) + 12 = 17 time: hrs: 1d6 ⇒ 2
Captain Portia Runescar: profession Sailor: 1d20 + 12 ⇒ (9) + 12 = 21 time: hrs: 1d6 ⇒ 5
Captain Portia Runescar: profession Sailor: 1d20 + 12 ⇒ (10) + 12 = 22 time: hrs: 1d6 ⇒ 4

Initiative:

Ellie: 1d20 + 5 ⇒ (3) + 5 = 8
Mac: 1d20 + 2 ⇒ (11) + 2 = 13
Tucci: 1d20 + 1 ⇒ (18) + 1 = 19
Veronica: 1d20 + 1 ⇒ (1) + 1 = 2
Average 10.5
Enemy
Runescar: 1d20 + 1 ⇒ (9) + 1 = 10
Figgs: 1d20 + 1 ⇒ (9) + 1 = 10
average 10 By the skin of your teeth

Even having seen the 'Charm' quickly enough to gain a slight advantage with the wind, in a couple hours it is quickly clear that the heavily ladened baroque will not outrun the lighter 'Charm. As the Absalom ship tries to weave between the islands of the archepelego north of Mgange Cove, their captain is not able to lose the shifty Ellie. Eventually trying to make a break the fleeing ship cuts north. After ten hours chasing the Absalom baroque, you're close enough to her to see the name 'Truewind' on her port side and with the glass you can see a half elf desperately calling out orders as she works the helm.

As the two ships close, a few vollies of the catapults are exchanged. The Captain of the 'Truewind' Ignores any attempts to communicate with her as her sailors surge to the rail to defend against the crew of the Charm' As for the crew of the 'Charm' the more bloodthirst surge to the rail, while the less bold ready the boarding ramps. Nearing the moment chaos is about to begin: Ambrose, Owlbear, Giffer Tibbs, Sandara and Barfoot Samms join the officers on the upper deck with a boarding plank. Gesturing towards the quickly approaching ship Ambrose speaks up, "While yaouw officers shoo that elf what fer, sandara can tek the helm. owlbear an' I wull drop the plonk an' we all wull guard the upper deck frum all comers."

As the ships near grapples are throw and boarding pikes and axes are grabbed, the two vessels are slowly dragged together, Owlbear and Ambrose, true to their word, drop the wide boarding plank across the gunwale to the 'Truewinds' Captain Runescar and her first mate Figgs Turns towards them, glaring.

Round 1 Bold may go.
Ellie
Mac
Tucci
Veronica

Will have a combat map up in a second, also will post the location map above
Please place yourself on the map where you'd like to start


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Status:
Tucci HP: 27/27; AC: 17, tch 12, flat 16
Kasin HP: 30/30; AC: 19, tch 14, flat 15 (included: +2 nat armor) (not included: +3 dodge when moving); SR: 9
Tucci Conditions = Focus: Bull (1/10r, +2 str) (sw, 3/4)
Kasin Conditions = Focus: Bull (+2 str), Barkskin (1/40m, +2)
Training Kasin in Fetch = 2/7d (DC 15)
Weapon Equipped = Boarding Pike
Boarding Pike: Attack: BAB +3, Size +1, Str +2 Att +1 Damage: Str +3, Att +1 (20/x3)
Ranged: Attack: BAB +3, Size +1, Dex +1 Damage: +0/+2 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0/7)
Touch of Good (+1 att/skill/ability/save (sacred), 6/6)
Spells Known (Caster Level 4, Concentration +7, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/2): Barkskin, Summon Nature’s Ally, Wind Wall

Tucci begins mounted, and would have cast Barkskin (+2, 40m) on Kasin as we closed.

He’ll start off by extending his boarding pike to 20' (swift) to reach the other captains guard and swats him and his floppy hat!

Pike (magic): 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 (inspire)
damage (P): 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10 (inspire)


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Veronica makes sure to cast some of her spells in preparation as they're closing in on the target, while also drawing her cutlass and enchanting it.

Assuming we have enough rounds of preparation, I'd like to go in with Mirror Image, Shield and Frostbite precasted (in descending order of priority), as well as Arcane Pool already used to enhance my cutlass. Shield and Mirror Image have 3 minute durations, and the Arcane pool only last for one minute.

Mirror Image: 1d4 + 1 ⇒ (3) + 1 = 4

As Tucci hits the captain's mate with his magical boarding pike, Veronica runs in, crossing the plank and delivering a swift and poweful strike against the man, hoping to knock him down quickly, or at least scare him enough to make the pair surrender.

Free action: Blackblade strike for +1 damage for a minute

Attack (IC,PA): 1d20 + 9 + 1 - 1 ⇒ (12) + 9 + 1 - 1 = 21
Damage (IC,PA,2h): 1d6 + 8 + 3 + 1 + 1 ⇒ (2) + 8 + 3 + 1 + 1 = 15
Frostbite(cold, non-lethal, IC): 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 +Fatigue
Intimidate(Demoralise): 1d20 + 11 ⇒ (7) + 11 = 18

Conditions:

Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

"You stand against captain Blackblade of the Charm. Surrender now and I swear on my family's name that we will spare you and your crew. Fight, and I can offer you no guarantee on your safety."

Assuming the Arcane pool action was used last round, I have my Immediate action free to use Deivon's parry if attacked

Deivon's parry, if attacked:

Parry: 1d20 + 9 + 1 - 1 ⇒ (15) + 9 + 1 - 1 = 24


M Human Cleric 5/Brk3 | HP 59/59 | AC 22 (T 14, FF 19, CMD 23) | F +10 R +8 W +10 | Mv 30' | Init +3 | Per +11 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: None

In preparation, Brother MacLaren casts Enlarge Person (4 minutes), Bull's Strength (4 minutes), and Instant Weapon to conjure a sap (4 minutes).

If the captain's mate is still up, he smacks him.
If not, he readies to smack the captain should she decline to surrender and step up to Victoria.

Attack, IC, PA: 1d20 + 8 + 1 - 1 ⇒ (14) + 8 + 1 - 1 = 22
NL Damage: 1d8 + 6 + 1 + 2 ⇒ (5) + 6 + 1 + 2 = 14


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Before combat:
One hand on the ship's wheel to keep it steady, Ellie draws her pistol and makes sure it's locked and loaded.

Round 1:
As much to frighten the enemies as to embolden her allies, she raises her pistol into the air. "For Captain Blackblade! For the Charm!"

Inspire Courage!


Extending his boarding pike, Tucci catches Figgs totally unaware, thrusting the tip of his pike into the human's shoulder. As the Captain offers terms, boldly crosses the boarding plank, thrusting her frosted blackblade into the man's gut. Figgs eyes widen, then close as he drops to the deck. Looking from the fallen first mate the enlarged Caydenite glares at the enemy captain waiting to see if she's willing to cross the blackblade, while Ellie inspires crew and officers alike.

Realizing flight was pointless and the 'Truewind' would go nowhere grappled to the pirate ship, Captain Runescar released the helm, reaching for her rapier. Her eyes widen as the offer of surrender is given while the viscous halfling 'spikes' her first mate and the opposing captain charges over the gangplank and thrusts her rapier into Figgs without even waiting for an answer.

All consideration of a non-violent surrender gone, Portia spits, a memory of the name 'Blackblade' tickling the back of her mind. "Blast you Blackblade" She steps forward drawing her rapier, unable to avoid the bludgeoning from the enlarged pirate, she thrusts her rapier at 'Blackblade' but only manages to remove one of the images.

Round 2 Bold may go.
Ellie inspire courage 1 rd
Mac enlarged, bulls str. instant weapon
Tucci/Kasi barkskin
Veronica three images, shield

stuff:

AC 16, touch 11, flat-footed 15 hp 30
Captain Portia Runescar - 14 non-lethal
First Mate Axen Figgs - 25 HP, - 8 non-lethal, unconcious

runescar, rapier, Veronica: 1d20 + 6 ⇒ (17) + 6 = 23 for damage: 1d6 + 1 ⇒ (6) + 1 = 7
mirror image: 1 hits: 1d4 ⇒ 3


M Human Cleric 5/Brk3 | HP 59/59 | AC 22 (T 14, FF 19, CMD 23) | F +10 R +8 W +10 | Mv 30' | Init +3 | Per +11 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: None

Brother MacLaren rather casually smacks the Captain (the opposing one, not Veronica) with his giant sap.

Smack!, IC, PA: 1d20 + 8 + 1 - 1 ⇒ (17) + 8 + 1 - 1 = 25
NL damage: 1d8 + 6 + 1 + 2 ⇒ (3) + 6 + 1 + 2 = 12
Can't use a sap two-handed, unfortunately.


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Status:
Tucci HP: 27/27; AC: 17, tch 12, flat 16
Kasin HP: 30/30; AC: 19, tch 14, flat 15 (included: +2 nat armor) (not included: +3 dodge when moving); SR: 9
Tucci Conditions = Focus: Bull (2/10r, +2 str) (sw, 3/4)
Kasin Conditions = Focus: Bull (+2 str), Barkskin (2/40m, +2)
Training Kasin in Fetch = 2/7d (DC 15)
Weapon Equipped = Boarding Pike
Boarding Pike: Attack: BAB +3, Size +1, Str +2 Att +1 Damage: Str +3, Att +1 (20/x3)
Ranged: Attack: BAB +3, Size +1, Dex +1 Damage: +0/+2 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0/7)
Touch of Good (+1 att/skill/ability/save (sacred), 6/6)
Spells Known (Caster Level 4, Concentration +7, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/2): Barkskin, Summon Nature’s Ally, Wind Wall

Tucci extends his pike again (swift) and swats at the captain, after a 5’ step by Kasin to get in a better position. (Allies do not provide cover to my attacks.)

Pike (magic): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 (inspire, focus)
damage (P): 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7 (inspire, focus)

Sorry, last round I said I had an inspire bonus. It was actually a focus bonus. Now I have both - thanks Ellie!


Leaning in again, Brother MacLaren smacks the captain, as Kasin shifts forwards and Tucci stabs he with the boarding pike. Portia turns towards Tucci, making eye contact with him, then falls.

As the two officers of the Absalom baroque fall, the crew of the 'Truewind's' stops fighting. A cheer goes up from the crew of the 'Charm.'

Any orders? If you want to try and recruit crew, you may.

The hold: perception DC 10:
Cargo 2 points of plunder (manufactured goods)
The officers: perception DC 10:
2 elixir of swimming, 2 potions of cure moderate wounds; 2 MW chain shirts, 2 heavy crossbow with 10 bolts, 2 masterwork rapiers, 60 gp
stuff:

AC 16, touch 11, flat-footed 15 hp 30
Captain Portia Runescar - 7 HP, - 26 non-lethal, unconscious
First Mate Axen Figgs - 25 HP, - 8 non-lethal, unconscious


1 person marked this as a favorite.
Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

As the enemy captain goes down, Veronica nods approvingly at Tucci and Mac.

"Nice work, both of you. Particularly liked your giant sap idea, Mac" she says with a grin. "Quite effective in taking them down swiftly and without unnecessary bloodshed."

"Time to see what we've got. Mac, go ahead and take some of the crew down to the hold, bring back whatever you think is valuable. And we should take a look at what these two might be carrying." She gestures down at the fallen captain and first mate. "Those weapons and armor look quite well made, at least."

Finally, she turns to Ellie. "I was also thinking we could try and see if any of the crew might be interested in changing ships - some are bound to be impressed with how easily we bested their captain and first mate. And others might be thinking they'd be safer serving with us rather instead of hoping the next pirates are as merciful as we are. I'll address them first, but I think you're bound to do a better job in getting them to actually want to come join us."

Veronica then steps into the captured ship, and looks its crew.

"I'm captain Veronica Blackblade. As you saw, we easily took down your captain, and will be taking your cargo as well. But I have no intention of harming you any further - we will let you sail away after we're done." She gives the crew what she hopes is a reassuring smile before continuing "But we're always looking for able sailors to join our crew, if any of you are interested." She nods to Ellie "My first mate Ellie can take any questions you might have."

Aid Another (Diplomacy): 1d20 + 1 ⇒ (6) + 1 = 7


1 person marked this as a favorite.
M Human Cleric 5/Brk3 | HP 59/59 | AC 22 (T 14, FF 19, CMD 23) | F +10 R +8 W +10 | Mv 30' | Init +3 | Per +11 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: None

"Captain, if we are to leave Portia and Figgs with their ship, then I would be inclined to leave them their arms and armor. Because - believe it or not - I have heard there are pirates in these waters. It would be savage of us to leave them completely defenseless. I suppose we could leave them rapiers that are almost as good..."

My thinking is partly that with ABP we don't need to be so worried about getting every GP of loot. But if you wanted to just hand-wave it as taking their rapiers to arm our crew, that's a reasonable point.

MacLaren will also leave a small cask of moderately good rum for the defeated officers, and ensure they are stable.

Then he will bring up cargo from the hold.

1,251 to 1,300 of 2,866 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Imperius' Skull & Shackles All Messageboards

Want to post a reply? Sign in.