DM Meleager's Skull & Shackles

Game Master Patrickthekid


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Male 1/2 Orc Druid (Storm) 2 Initiative+4 AC 17 Hp 19/07 Fort +7 Ref +4, Will +9 Perception +9 DV 60'

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.

Arkhan steps on those fallen pirates as the laughing druid follows along top deck.
The 1/2 orc winks at Pai Song.
That was perfectly timed and deserved.

Arkhan chuckles a bit as they bring the unconscious idiots above deck, much to the obvious displeasure of Plugg and Scourge.

He stops smiling once the day jobs are assigned.
F$+#ing runner. Rull sticks a lightning bolt up any f&*+ing swabs mopping the decks too much!

The druid smiles warmly at those assigned to mopping the decks before beginning his day.
Acrobatics DC 10: 1d20 + 2 ⇒ (17) + 2 = 19
Con check DC 10, endurance: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21
Endurance


Female LN Human Monk of the Mantis 2 | HP 24/24 | AC 17, T 17, FF 14 | CMD 23, FFCMD 20 | F +4, R +5, W +5 Init +2 | Perc +9 | Stunning Fist Uses 2/2 | Ki Pool ** |

Chisomo scowls at her assigned task. "A waste of my skills, having me mend assorted bric-a-brac."

Dex: 10 + 2 - 2 = 10 and slipping away to visit Grok since her duties should be carrying her around the shop anyways.

"Quartermaster. We need to speak about the sword that was taken from me, the one still peacebonded in its scabbard. You must not let any other hand wield it. You know of the Masters of Ilizmagorti? Well they are jealous masters, jealous of their secrets and jealous of the tools of their trade." Chisomo spreads her hands out before herself, the brand of Achaekek visible on her palm. "They are in your keeping for now. What path must we walk to change that?"


Male Human Fighter 2 | HP 36/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2
DM Meleager wrote:
It took a bit of nudging, but Ratline is now Friendly Remember that you can use a Helpful NPC to give you a +2 bonus to your influence check. You would have failed the check, but the bonus got you over the hump.

I did not know that, but will definitely keep it in mind - thx DM Meleager!


Male Human Fighter 2 | HP 36/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2
DM Meleager wrote:
The halfling takes a few seconds to think before shrugging. "Might as well side with someone I know can protect me," he concluded. "You can call me Ratline. You can probably guess why," he spoke dryly. Besides the face, he also only has three fingers on each of his hands.

Nodding his thanks at Sandara for her timely intervention, Reknar then turned to Ratline - "Fair enough. I will make sure to keep an eye out for you" - he added - "Now I just need to put my hands on at least some of my gear..."


S CE Female Goblin | Cleric 1 | HP 9/9 | AC 16, FF 14, Touch 13, CMD 8 | Fort +2 Ref +2 Will +5, +2 vs nauseated or sickened | Init +2 | Per +3, SM +3 | Speed 30ft | Conditions:
Usable/day:
Channel negative 6/day, copycat 5/6, visions of madness 5/6

Fishguts is determined to rattle on about whatever and whoever well Mambo isn't going to stop him. She is going to sober him up, at least a little. As she runs rum to him she makes sure to bless it.

Not sure if this applies but casting purify food and drink on the rum to try to get rid of the deleterious effects.

If purify food and water doesn't help then Mambo will slight of hand the same way last night.

Pretend to drink, take 10, visions of madness, guidance, fatigue?: 10 + 6 + 1 + 1 - 1 = 17

Action 1
Mambo at least has some time to trade recipes with Fishguts. Not that they had access to crawfish, heron, mud, snails, or nutria.

Casting enhanced diplomacy
Diplo vs Fishguts, mad, enhanced diplomacy: 1d20 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11

Action 2

After the bull session with Fishguts Mambo brought a snack to Grok as she tended to her duties, a sea biscuit. But the biscuit was softened with warm butter and honey lightly drizzled in between. Mambo knew it was delicious because she had three already.

She asked Grok while looking back and forth apparently not noticing Chisomo, "Hey! Mambo had things. Now Grok have things. Can Mambo have Mambo now Grok things and be Mambo things again? Leathers. Bags."

Mambo jumps when she finally notices Chisomo, "Hey! You good at fighting." She turns to Grok and also asks, "Can you get dumb human here, human things?" She turns back to Chisomo, "Human can protect Mambo if Grok does this."

Diplomacy, visions of madness, enhanced diplomacy: 1d20 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10 Hopefully since she's already helpful that will work for even dangerous aid.


Male Skinwalker (Coldborn) Barbarian (Invulnerable Rager) 1

With a moment's painful exertion, Cnut produces his claws and climbs easily to the top of the mast, where he looks out across the wide blue expanse of the sea.

Taking 10 on Climb for a 26

Perception: 1d20 + 5 ⇒ (14) + 5 = 19


GM Screen:
High good: 1d100 ⇒ 29

While Kroop was already drunk when he offered Mamba a drink, he didn't have a mind for whether the drink was purified or not. While he's receptive to share recipes, he is rather despondant.

"Not that it matters. It’s poison, this ship, but don’t let anyone hear you say it aloud. The hull listens, see, and the cap’n hears it all. Poison the Wormwood is, though, rotten to the core. You’ll not meet a
more nasty, sour piece of work than Cap’n Harrigan in all your days at sea, and his crew’s the same, ’specially the first mate, Mr. Plugg. Vicious little sod, he is. He’d take his own mother’s liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can’t ’arm ’em. And if you know what's best for ya, you'd do the same."

Check failed, but at least his positioning didn't change.

~~~Chisomo~~~

When Grok received word of the value of the sword, she grumbled. "Besmara, Dahak, and now I have to worry about Achaekek too?" She shook her head. "I'll tell ya what. You can have it back if you can give me a good reason to do so."

Give me a Diplomacy Check please.


Male 1/2 Orc Druid (Storm) 2 Initiative+4 AC 17 Hp 19/07 Fort +7 Ref +4, Will +9 Perception +9 DV 60'
Arkhan Silvinesti wrote:

** spoiler omitted **

Arkhan steps on those fallen pirates as the laughing druid follows along top deck.
The 1/2 orc winks at Pai Song.
That was perfectly timed and deserved.

Arkhan chuckles a bit as they bring the unconscious idiots above deck, much to the obvious displeasure of Plugg and Scourge.

He stops smiling once the day jobs are assigned.
F+!@ing runner. Rull sticks a lightning bolt up any f~~@ing swabs mopping the decks too much!

The druid smiles warmly at those assigned to mopping the decks before beginning his day.
[dice=Acrobatics DC 10]1d20+2
[dice=Con check DC 10, endurance]1d20+2+4
Endurance

I get confused easily, but isn't this post my Day Actions?


Arkhan Silvinesti wrote:
Arkhan Silvinesti wrote:

** spoiler omitted **

Arkhan steps on those fallen pirates as the laughing druid follows along top deck.
The 1/2 orc winks at Pai Song.
That was perfectly timed and deserved.

Arkhan chuckles a bit as they bring the unconscious idiots above deck, much to the obvious displeasure of Plugg and Scourge.

He stops smiling once the day jobs are assigned.
F+!@ing runner. Rull sticks a lightning bolt up any f~~@ing swabs mopping the decks too much!

The druid smiles warmly at those assigned to mopping the decks before beginning his day.
[dice=Acrobatics DC 10]1d20+2
[dice=Con check DC 10, endurance]1d20+2+4
Endurance

I get confused easily, but isn't this post my Day Actions?

You can choose to work diligently, which would add 4 to a check. Otherwise I wouldn't know if you decided to do that instead of another action.

~~~Mama Mamba~~~

Grok considers... then smiles back. "If you can keep up with the good cookin', that sits alright with me."


Female LN Human Monk of the Mantis 2 | HP 24/24 | AC 17, T 17, FF 14 | CMD 23, FFCMD 20 | F +4, R +5, W +5 Init +2 | Perc +9 | Stunning Fist Uses 2/2 | Ki Pool ** |

Diplomacy: 1d20 - 1 ⇒ (5) - 1 = 4

Welp. No special favors for Chisomo. Hopefully trade or quest is still on the table.


Male 1/2 Orc Druid (Storm) 2 Initiative+4 AC 17 Hp 19/07 Fort +7 Ref +4, Will +9 Perception +9 DV 60'

Arkhan chooses to take the sneak action to explore (one area of the ship); this requires a perception check.
While pursuing his Runner's duties for the day, Arkhan decides to take peeks at various places on and in the Wormwood.
He is particularly interested in the Armory.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Scarab Sages

AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | Init +3 | Senses darkvision 60 ft. | Perception +4
Arkhan Silvinesti wrote:

** spoiler omitted **

Arkhan steps on those fallen pirates as the laughing druid follows along top deck.
The 1/2 orc winks at Pai Song.
That was perfectly timed and deserved.

Arkhan chuckles a bit as they bring the unconscious idiots above deck, much to the obvious displeasure of Plugg and Scourge.

He stops smiling once the day jobs are assigned.
F!++ing runner. Rull sticks a lightning bolt up any f@!!ing swabs mopping the decks too much!

Pai Song looks at the half orc consideringly, then smiles.

Thank you, you're welcome. When the time is right, i will stick some lightning up their backs, don't worry. Just gotta pass the right time...
You can see how her hair float up and the air around her begins to crackle slightly with electricity.

During her work, Pai Song looks around on the ship a bit.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17


~~~Arkhan and Pai Song~~~

Both make their way to the door of the Armory with little issue. The problem? The door is locked with a good lock.

~~~Chisomo~~~

Grok eyes the monk carefully. "I don't think giving a weapon to an assassin's a bright idea. I don't care if you're friends with Mamba."

You missed the check, but just barely since she's Helpful now. You can try again the next day.

~~~Bloody Hour~~~

Eventually the day waned as the crew lined up for Bloody Hour. Aretta tried to prove to Plugg that Chisomo was slacking on the job and Fipps spilled some water for some extra work for Pai Song, but both make it out okay.

Djir however isn't so lucky. When the time came, Scourge stepped forward to address Plugg with some rope clearly knotted. "That rat over there's sneaking around. And look. The ropes not properly secured."

"Can you prove it..."

"...no. But I know he's been slacking."

Plugg examines Scourge carefully. "I can't have you conjure up baseless accusations... but he has a reputation for a poor worker. He gets no whip, but you can apply another form of punishment."

Scourge wastes no time using the knotted rope to bash him on the head. 1 point of non-lethal damage to Djir

Scourge moves up once more. "Now as for what happened this morning."

"I've heard enough." Scourge hesitated as Plugg dealt out his conclusion. "I've made my own investigation, and I've heard multiple cases of your men try and block the entry way, no doubt trying to get them late. I do not care whoever side is true. What I saw with my own eyes are five of your men arriving late at my command. And that I will not tolerate. For that you will be giving three lashes everyone who arrived late." Scourge's pirates all had various degrees of shock and anger at the ruling. "And I better not have another attempt like that again. Or I will have no choice but to report to the captain himself. And no one wants that to happen."

At the mention of the captain, all those accused reluctantly formed a line to receive their punishments. Scourge's face appeared stuck in a scowl as he dished out his frustration on his lackeys.

GM Screen:
Whip: 15d20 + 6 ⇒ (19, 10, 2, 20, 3, 18, 12, 6, 9, 9, 5, 13, 8, 9, 16) + 6 = 165

Damage=Sly: 3d3 + 6 ⇒ (1, 3, 2) + 6 = 12

Damage=Fipp: 3d3 + 6 ⇒ (3, 2, 1) + 6 = 12

Damage=Japes: 3d3 + 6 ⇒ (1, 1, 1) + 6 = 9

Damage=Dwarf: 3d3 + 6 ⇒ (2, 1, 1) + 6 = 10

Damage=Scowlie: 3d3 + 6 ⇒ (2, 1, 3) + 6 = 12

Despite being allies, it seems like no quarter was given that day. In fact, Scourge even looked like he was smirking by the end of it all. And while they all had damage done to them, Syl and the man with the scowl both passed out by the end of it all. Plugg ordered for those two to stay in their hammocks and ordered Sandara not to heal them magically (which she did a remarkable job not to hide her pleasure in doing). At the end, the day turned towards night once more.

Alright, you have your night actions to do. Obviously those two who passed out are not in the running to influence (unless you want to heal them). Now that Grok is Helpful, you can try to get your items back... with the right Diplomacy check of course.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

OK, so Djir is fatigued (until he gets 8 hrs of complete rest) and is at 1 pt of NL damage.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

That evening, Djir takes him rum ration and wanders about, gabbing with other members of the crew. He knows he's in no shape for the poison, so he waits until he can find a second when he's not observed (Cevanne keeps an eye out for who's watching, so he doesn't have to be obvious), and flips the nasty stuff over the side...

Stealth: 1d20 + 1 + 3 + 3 + 4 + 1 - 1 ⇒ (14) + 1 + 3 + 3 + 4 + 1 - 1 = 25
1 rank +3 trained +3 dex +4 small -1 fatigued +1 guidance (from Cevanne)

Night action will wait until my next silly question in discussion is answere.


Male Skinwalker (Coldborn) Barbarian (Invulnerable Rager) 1

Fortitude: 1d20 + 5 ⇒ (7) + 5 = 12
Fatigue: 1d8 ⇒ 2
Charisma: 1d4 ⇒ 1

Still having no coin to wager, Cnut drinks his rum and heads off to bed.


Male Human Fighter 2 | HP 36/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

Fort for the Rum: 1d20 + 4 ⇒ (17) + 4 = 21

Reknar downs the rum more easily tonight - "I think I may get used to this" - he grunted.

This time around though, he decided to focus on more pressing matters, and try to recover some of his gear. He went looking for Grok.

"Ok, I will just throw this out there" - the half-orc commented when he had an opportunity to do it in private - "Is there any chance I can get my hands on my gear? I would owe you big time"

Diplomacy: 1d20 + 2 ⇒ (9) + 2 = 11

Meh.....


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Djir action for this evening is making friends again; he wanders about, chatting with the crew and telling tall tales. In particulary, he will focus his efforts the "Stoic Mwangi Woman" (one of the swabbers)...

Bluff: 1d20 + 1 + 3 + 1 + 1 ⇒ (2) + 1 + 3 + 1 + 1 = 8
1 rank +3trained +1 Cha +1 guidance


Male Human Fighter 2 | HP 36/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2
Djir Bentwhisker wrote:

Djir action for this evening is making friends again...

Bluff: 8 = 8
1 rank +3trained +1 Cha +1 guidance

I think you meant Diplomacy Djir :)


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
Reknar wrote:

I think you meant Diplomacy Djir :)

If I understood the instructions correctly, you can use any of the three social skills (Intimidate/Bluff/Diplomacy) interchangeably to do influence actions.


Male 1/2 Orc Druid (Storm) 2 Initiative+4 AC 17 Hp 19/07 Fort +7 Ref +4, Will +9 Perception +9 DV 60'

Where'd all da rum go! Fortitude DC 5: 1d20 + 6 ⇒ (4) + 6 = 10
Charisma: 1d4 ⇒ 3

Arkhan joins the newest members of the crew. The 1/2 grins.
We new mates should stick together. Even the goblin.

The charismatic Druid attempts to aid in anyone else's endeavors.
Diplomacy Aid DC 10: 1d20 - 1 ⇒ (4) - 1 = 3


Male Human Fighter 2 | HP 36/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2
Djir Bentwhisker wrote:
If I understood the instructions correctly, you can use any of the three social skills (Intimidate/Bluff/Diplomacy) interchangeably to do influence actions.

Ok, I must have missed that - I stand corrected then :P


S CE Female Goblin | Cleric 1 | HP 9/9 | AC 16, FF 14, Touch 13, CMD 8 | Fort +2 Ref +2 Will +5, +2 vs nauseated or sickened | Init +2 | Per +3, SM +3 | Speed 30ft | Conditions:
Usable/day:
Channel negative 6/day, copycat 5/6, visions of madness 5/6

Mambo throws a sea biscuit at Arkhan’s face for speaking, ”Stuff your face hole with this. Better in than out!” Mambo didn’t have time to spice up the night's dinner with Fishguts insisting on complaining about his plight all day. But she did manage to surreptitiously give an extra bit of salted beef to Grok, and some of the others she liked, Chisomo, Djir, Pai. That last one is more out of fear than fondness.

Once she was done with her rounds, she hid her rum ration as was becoming her habit. If it's just a DC 10 stealth I auto pass that even with a 1.

Mambo approached one of the gnomes cautiously I think there’s two. The one that Arkahn offended, ”Hey! You’re Mambo’s friend now. Lamashtu will watch over you, and give you her blessing. You watch Mambo’s back. Mambo gives you better food! Mambo likes your hat.”

Diplomacy, enhanced diplomacy, vision of madness: 1d20 + 3 + 2 + 1 ⇒ (20) + 3 + 2 + 1 = 26

Scarab Sages

AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | Init +3 | Senses darkvision 60 ft. | Perception +4

Pai Song is frustrated about the closed door since she has nothing on it. Seeing Arkhan rattle the very same door to no effort later on as well doesn't really help. Although it helps a little...

During the following bloody hour Pai Song tries to hide the smug smile that keeps on appearing on her face.
Bluff: 1d20 + 4 ⇒ (11) + 4 = 15
Every now and then her eyes light up and the corners of her mouth quirk upwards too, but overall she's able to preserve a detached impression.

Fort Save: 1d20 + 2 ⇒ (1) + 2 = 3

Fatigue: 1d8 ⇒ 4

However the rum doesn't agree with her after a hard days labor.
Gear? Oh yeah, that's quite impor --- tant. she lulls with one hand on Reknar and the other on Arkhans chest for support.
Haha i saw you at that door. Did not open to you either he. hicks. Doncha worry, we'll get that open sooner or later. Must get some more stuff too.
You can see she's already reeling.
Have you seen my stuff? Looking for a small bottle. Feels cold to the touch. Important bottle. No drinking! Ah i think i need to lie down.
And she's staggering off to the hammocks.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
Djir Bentwhisker wrote:

Djir action for this evening is making friends again; he wanders about, chatting with the crew and telling tall tales. In particulary, he will focus his efforts the "Stoic Mwangi Woman" (one of the swabbers)...

[dice=Bluff]1d20 + 1 + 3 + 1 + 1
1 rank +3trained +1 Cha +1 guidance

Clearly, she's not impressed... Djir heads to his hammock to sleep off the fatigue of a hard day's work...


Female LN Human Monk of the Mantis 2 | HP 24/24 | AC 17, T 17, FF 14 | CMD 23, FFCMD 20 | F +4, R +5, W +5 Init +2 | Perc +9 | Stunning Fist Uses 2/2 | Ki Pool ** |

Chisomo joins the festivities that night, though she takes care not to over-indulge before her plan.

While Mama Mambo is feeding and chatting with Grok, Chisomo gives her an 'accidental' bump and lift to sneak away the quartermaster's key. Once it's secured, she slips away, not planning to take anything, but instead provide visual aides as to Achaekek's displeasure. Rearranged supplies, suspicious red stains, and at the center of the disarray, her sword.

Stealth to ditch the rum: 1d20 + 6 ⇒ (17) + 6 = 23

Sleight of Hand: 1d20 + 5 ⇒ (20) + 5 = 25


GM Screen:

low bad: 1d100 ⇒ 15

~~~Reknar~~~

Grok puts down her own drink and gives him reassuring nod. "After that stunt Scourge did on ya, you'll need all the protection ye can get. Can't be too careful around here." She showed him a wicked looking scar under her neck. "Got this cutthroats jumped me as a kid. Thanks to that I think of how to keep us low-lifes outta trouble." Her gaze turned to Kroop who's predictably downing his rum in a drunk stupor.

The check to get your stuff back's pretty easy now that you got her helpful.

~~~Chisomo~~~

While this conversation was happening, Chisomo manages to retrieve the key without any trouble. Yet when she approaches the door, she finds that the door is already unlocked, like due to Grok being too drunk to remember to do that at the time. With that, she is able to perform her task with little trouble and without anyone the wiser.

~~~Djir~~~

The Mwangi woman slowly put down her drink, made the time to turn towards the ratfolk and made a face of disgust. "I know you're type. You're the kind who thinks they can skirt the rules and think they can lie about doing their part. Master Scourge was right. You'll be nothing but a pain to us." With a huff she stood up and walked away.

The woman is now Hostile

~~~ Mama Mambo~~~

The gnome is shocked when she hears that the goblin openly worships a demon lord... but her gaze then turns to Scourge and his entourage which appears to have gotten a new member in the Mwangi woman and sighs in response. "If I'm gonna survive, it might as well be with you lot. At least you know how to cook." She then fixed up her hat. "You really like my hat? I mean... when people look at me they only notice how bedraggled I look all the time..." She shook her head to get herself out of her tangent before simply saying: "I'm Giffer Tibbs. She glares at the half-orc awkwardly trying to apologize for before. "...are you sure I can trust you people?"

Giffer is now Friendly. Nice recovery... from the goblin demon worshipper.

You can continue the conversation if you want, but I will prepare for Day 3 in the meantime.


~~~Day 3~~~

A new day has dawned and everyone made their way up the deck for work. There are no issues getting up this time around, though many of the members of those who attack you are staring daggers at you. Up on the deck, you can see Scourge and Aretta arguing, with the later talking loud enough for you to her "...a damn caster." And Cutthroat Grok looked visible shakened over last night.

Plugg and Scourge gives out your tasks for the day, Scourge more begrudgingly.

Swabs
Chisomo: 1d6 ⇒ 4

Djir: 1d6 ⇒ 2

Pai Song: 1d6 ⇒ 4

Arkhan: 1d6 ⇒ 1

Arkhan

Arkhan sees the young Scrimshaw working in the bilges next to him.

Riggers

Cnut: 1d6 ⇒ 6

Reknar: 1d6 ⇒ 4

Cook's mate

Mambo: 1d6 ⇒ 4

GM Screen:

High good: 1d100 ⇒ 25

Mama Mambo finds Kroop drunk yet again.


Male Skinwalker (Coldborn) Barbarian (Invulnerable Rager) 1

Profession(Sailor): 1d20 + 2 ⇒ (19) + 2 = 21
Constitution: 1d20 + 3 ⇒ (20) + 3 = 23

Having some experience with the Wormwood's layout, Cnut has an easier time with the sails today.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

"Rat catcher, much more to my tastes." Djir is pleased to be on vermin patrol, something he can do well, as opposed to hauling heavy ropes... Although he refrains from killing his cousins, he prowls the lower decks relentlessly, killing cockroaches and beetles by the score.

But before he starts, he takes the time to visit Grok: "Hi Grok, Scourge has set me to killing all the vermin in the hold, and for that I'll need me little sharp pokey's and kit back if you please..."

I assume I cannot take 10 on this roll. As it is, Cevanne will use her domain power ability to apply Bit of Luck (luck domain first level ability) to the roll letting me roll twice and take the better...
Diplomacy, Roll 1: 1d20 + 1 + 1 - 2 ⇒ (15) + 1 + 1 - 2 = 15
+1 cha +1 guidance (Cevanne) -2 meticulous
Diplomacy, Roll 2: 1d20 + 1 + 1 - 2 ⇒ (9) + 1 + 1 - 2 = 9

"Also, I see ye has a violin in my size, could I trade you for it?"
He has 50 gp of miscellaneous trade goods he somehow acquired through the eye for plunder trait, and is looking to buy Rosie's violin, depending on the price...

He is taking a shop action during the day

Stealth: 1d20 + 1 + 3 + 3 + 4 + 1 - 2 ⇒ (19) + 1 + 3 + 3 + 4 + 1 - 2 = 29 vs DC 10
1 rank +3 Trained +3 dex +4 size +1 guidance (from Cevanna) -2 shop action


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

and with a 29

And it's a good sized bucket of beetles and cockroaches he hauls up to Mama Mambo, to find out if she knows how to cook spice-roasted beetles...


Female LN Human Monk of the Mantis 2 | HP 24/24 | AC 17, T 17, FF 14 | CMD 23, FFCMD 20 | F +4, R +5, W +5 Init +2 | Perc +9 | Stunning Fist Uses 2/2 | Ki Pool ** |

Today is the first day Chisomo truly enjoys her task. Hauling on ropes till her muscles burn and her skin beads with sweat is pretty much her idea of a good time - if she didn't know it was bad luck, she would have even whistled while so she worked.

I'm not totally clear on which areas of the ship are user to be explored, but Chisomo would like to take some time to search a new area if possible.


Male Human Fighter 2 | HP 36/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

Rope Work:
Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.

Profession (Sailor) take 10 (-2 for Daily action 'visit the quartermaster’s store'): 10 + 5 - 2 = 13

Reknar goes about his rigging work methodically, getting it done as quickly as possible, then grabbing the chance to visit Grok and try to recover some of his gear.

Orcish with Grok:
"Well met Master Grok" - he nodded - "Wondering how much it would cost to get some of my gear back? Like a weapon and/or maybe some armor?" - the half-orc continued - "I am thinking if some of those idiots try to jump us again, I will not just walk away this time. I know, I know... No killing. But some serious bruising should be ok" - he finished with a snarl.

Using Intimidation not to intimidate Grok, but to come across as a dangerous, menacing crew member, talking orcish and all ;)

Intimidate: 1d20 + 8 ⇒ (7) + 8 = 15


~~~Djir~~~

Grok agrees with the terms. "I don't see why not. Scourge's mad to send his lackeys at ya like that."

The mention of the violin gives her pause. "Did Cusswell set you up on this?" After a pause, she shrugged it off. "Maybe I was a bit harsh on her, but tis a fine violin and not easy to replace. I'll tell ya what. I'll hand it over on a 20 gp loan if you tell her not ta be so hard on Fishguts Kroop."


S CE Female Goblin | Cleric 1 | HP 9/9 | AC 16, FF 14, Touch 13, CMD 8 | Fort +2 Ref +2 Will +5, +2 vs nauseated or sickened | Init +2 | Per +3, SM +3 | Speed 30ft | Conditions:
Usable/day:
Channel negative 6/day, copycat 5/6, visions of madness 5/6

The night before

Mambo consoles Giffer, "Mambo will cut Arhkan foot off and feed it to him if he gets out of line again. Bedraggled people are Lamashtu people, Lamashtu helps them. People forget they broken, think they better for not being broken, but pretending to not be broken, that sin. Being broken is beautiful, Giffer beautiful. "

Today

Turtle catching, survival, work diligently, foraging for foooood?: 1d20 + 4 + 4 + 4 ⇒ (7) + 4 + 4 + 4 = 19

Tonight's food: Galtish inspired turtle in piquant sauce.


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M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

No spice roasted beetles, Mama Mambo?


Female LN Human Monk of the Mantis 2 | HP 24/24 | AC 17, T 17, FF 14 | CMD 23, FFCMD 20 | F +4, R +5, W +5 Init +2 | Perc +9 | Stunning Fist Uses 2/2 | Ki Pool ** |

Strength: 10 + 4 = 14
Con: 10 + 1 = 11
Stealth: 1d20 + 6 ⇒ (16) + 6 = 22 Giving the lower deck a good look


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
DM Meleager wrote:

~~~Djir~~~

Grok agrees with the terms. "I don't see why not. Scourge's mad to send his lackeys at ya like that."

The mention of the violin gives her pause. "Did Cusswell set you up on this?" After a pause, she shrugged it off. "Maybe I was a bit harsh on her, but tis a fine violin and not easy to replace. I'll tell ya what. I'll hand it over on a 20 gp loan if you tell her not ta be so hard on Fishguts Kroop."

"Aye, she did. I will have a chat with her about leaving Kroop alone. This should cover yer nut" (Djir hands over 20gp worth of his "trade goods")


DC Screen:

Low bad: 1d100 ⇒ 10

Bite: 1d20 + 7 ⇒ (4) + 7 = 11

Strength check, Arkhan: 1d20 + 1 + 4 ⇒ (20) + 1 + 4 = 25

Con Check, Arkhan: 1d20 + 2 ⇒ (5) + 2 = 7

Profession (Sailor) check, Pai Song: 1d20 + 1 + 4 ⇒ (1) + 1 + 4 = 6

Con Check, Pai Song: 1d20 + 2 ⇒ (18) + 2 = 20

The day went on and it was clear that most of the landlubbers have been doing fairly well. The riggers continued to perform well enough to get compliments from those not opposed to them. Samms in particular was looking at Reknar admirably.

~~~Chisomo~~~

Sixteen pillars support the deck above this spacious hold. At night,
the Wormwood’s common pirates tie their hammocks between the walls and pillars and sleep until dawn. Two of Mr. Plugg’s toadies have claimed the far forward section of the hold as their own, and their hammocks are strung between the foremast and the stairs leading up to the middle hold
A trap door just behind the mainmast opens onto the bilges below. The hold is currently empty of cargo, but several footlockers line the walls. Each member of the crew has a locker, equivalent to a small chest. Only 25 of these lockers (including your own) are in use with 15 lockers sit empty without any items in them.

~~~Pai Song~~~

Unfortunately, Pai Song rang into trouble. She would find herself with a tangle of rope that seemed impossibly knotted. No matter what kind of expertise she tried, the rope remained a complete mess. From a distance, she could see Aretta snicker. Scourge grinned, revealing his crooked teeth. "Let's see you escape punishment now, ya sea trollop."

~~~Arkhan~~~

Meanwhile, Arhkan had little trouble manning the bilge, leaving the water low enough to keep the ship afloat. But the exertion tired him out, leaving him fatigued.

At the last second he notices a spider land on his arm and was ready to bite, but he knocks it out at the last moment. The spider scurries off in fear afterwards.

Some time later, near the end of the shift, those on the deck could hear a loud clamoring of steps. Emerging from the stairs emerged young Scrimshaw sporting a nasty gash on the arm.

"Scrimshaw Jack! Why aren't you down at the bilge!" Scourged barked at the lad.

"Giant rats on the bilge... sir." The boy replied. "Rats the size of dogs jumped Arhkan and me. Probably would've been rat feed without him." Sure enough, Arkhan emerged from the stairs from behind. Sandara was quick to drop what she was doing and take a look at the wound.

"Fresh meat, get over here!" Both swabs and riggers make their way over to his side. "Quinn! Take the boy to The Stichman to treat that. And the rest of ya check on the rat problem and whether or not the brat's lying."

"And ya expect them to go down their with their bare fists?" Sandara added crossly.

Scourge played with his mouth a bit before gnashing his teeth. "...I suppose you can ask Grok to get ya weapons back... but only yar weapons!"


Female LN Human Monk of the Mantis 2 | HP 24/24 | AC 17, T 17, FF 14 | CMD 23, FFCMD 20 | F +4, R +5, W +5 Init +2 | Perc +9 | Stunning Fist Uses 2/2 | Ki Pool ** |

Chisomo grins fiercely at Sandara. "Bare fists would have been fine, but my practice sessions have been a little one-note."

Before Scourge can change his mind, she hustles over to tell Grok the good news!


Male Human Fighter 2 | HP 36/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

Reknar nodded a thanks at Sandara for yet another intervention on their behalf, and went with the others - "I guess now we know what will be the next meal" - he chuckled.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

"What's wrong with a rat or three? They keep the vermin down; ya just gotta make friends..." Djir mutters to himself as he spans his crossbow...


Everyone, including Mama Mambo can join in too.

The group heads over to the quartermaster's store, who was looking jitterish in the front. "Gods, what is it now?" She asked nervously.


Male Skinwalker (Coldborn) Barbarian (Invulnerable Rager) 1

I'd rather have my armor, but weapons will do. For now. Cnut thinks as he heads belowdecks with the others.


Female LN Human Monk of the Mantis 2 | HP 24/24 | AC 17, T 17, FF 14 | CMD 23, FFCMD 20 | F +4, R +5, W +5 Init +2 | Perc +9 | Stunning Fist Uses 2/2 | Ki Pool ** |

"Rats the size of hounds!" Chisomo reports with glee. "I told you you shouldn't keep the blade of a-" She pauses meaningfully. "A blade with someone watching over it."


Male Human Fighter 2 | HP 36/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

"Scourge says we are to have the weapons back - we are going rat hunting" - he grinned at Grok.


Male 1/2 Orc Druid (Storm) 2 Initiative+4 AC 17 Hp 19/07 Fort +7 Ref +4, Will +9 Perception +9 DV 60'

Would Endurance help with the Fatigued issue?


It doesn't say anything about saves against fatigue... but I will allow it since it seems on brand for the kind of work you're doing there.

Sandara winks at the group as she waves them off while taking Jack to the Stitchman.

----------------------
Grok's green skin only grew paler as she heard the news coming from the former assassin. "Oh for gods sake, take all the weapons ya need." She rushed from out of view, appearing a couple minutes later with all of their weapons carried with them onto the ship. Afterwards, she peered through the opening to speak to Chisomo. "Do ya think praying to Achaekek for forgiveness will stop all this from happening?"


Female LN Human Monk of the Mantis 2 | HP 24/24 | AC 17, T 17, FF 14 | CMD 23, FFCMD 20 | F +4, R +5, W +5 Init +2 | Perc +9 | Stunning Fist Uses 2/2 | Ki Pool ** |

"He rarely grants it, but it couldn't hurt. An offering of a drop of your blood should help."


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Sense Motive @ Chisomo: 1d20 + 1 + 3 + 1 + 1 ⇒ (6) + 1 + 3 + 1 + 1 = 12
1 rank +3 trained +1 wis +1 guidance (Cevanne)

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