Brvheart's Skull&Shackles

Game Master brvheart

Become a pirate and plunder the Shackles and maybe one day challenge the Pirate King himself for leadership!


The Shackles


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Male Human Rogue6/Clr1 Current Map

Sandara channels from 30' away. Will get some prisoners only of the sailors.

channel: 2d6 ⇒ (5, 1) = 6


Male Human Rogue6/Clr1 Current Map

Giffer Tibbs starts tieing up the asleep sailor.
Barefoot Samms Toppin and "Badger" Medlar help guard the prisoners with Rosie.
This is almost finished.


Nuts keeps looking at the portside cluster with some hesitation.

"Last chance to give up before I go in! Stay down!"

I'll wait for others to do their turns. Holding the wheel for now.


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Laroisael moves a bit, joining Capricia, Manny and Vikla...and to give help to Nuts from a distance.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Move up 10 feet and take swipe at the officer.

I was going to do some great damage but it appears not now

sword with Thunderstaff, bless: 1d20 + 2 ⇒ (5) + 2 = 71d8 + 1d6 ⇒ (1) + (6) = 7


Male Human Rogue6/Clr1 Current Map

Initiative Order Round Eight
Rahadoumi
Capricia
Laroisel
Manny
Nuts
Emmy
Vilka


Male Human Rogue6/Clr1 Current Map

The officer and the sailor attempt to finish untieing the boat and launch it..
The four of you can take AOOs


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

AoO: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d6 + 1 ⇒ (3) + 1 = 4
Vikla may get another hit in, if possible to sabotage the launching rather then to injure.


Female Human Swashbuckler (Rondelero) 5 | hp 43 40/51 NL (0) | AC (gear) 20, t 16, ff 14 | CMD 22 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +9 | Panache 3/3 | Conditions: none

Capricia swings her falcata at the officer again, likely scoring a weak hit.

Capricia the Pirate falcata: 1d20 + 7 ⇒ (13) + 7 = 20 for slashing damage: 1d8 + 1 ⇒ (1) + 1 = 2 (19-20/x3)


"Alright... Enough." Nuts loses his patience with the two, and moves towards port. "You've had plenty of warnings. Are you deaf?"

Stunning Fist DC13

Unarmed Strike, Nonlethal: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d4 + 1 ⇒ (2) + 1 = 3


Male Human Rogue6/Clr1 Current Map
Nutѕ wrote:

"Alright... Enough." Nuts loses his patience with the two, and moves towards port. "You've had plenty of warnings. Are you deaf?"

Stunning Fist DC13

fort: 1d20 + 3 ⇒ (11) + 3 = 14


Male Human Rogue6/Clr1 Current Map

Vilka and Capricia both hit


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

I said you can't have that boat, stay down


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Damage sword: 1d8 ⇒ 6

Damage electric: 1d6 ⇒ 5

Aao: 1d20 + 2 ⇒ (4) + 2 = 6

So this is ridiculous, rolling this in hero lab, Dm will post roll


Male Human Rogue6/Clr1 Current Map

The officer and the remaining sailor surrender as they are both down to 2 hp each.


Male Human Rogue6/Clr1 Current Map

The battle ends with the pirates victorious.
The fog dissipates, and a line of prisoners from the Man’s
Promise is paraded before Captain Harrigan and the
cheering crew of the Wormwood.
Aboard the Wormwood, a party begins as the pirates
celebrate their victory with fine food and drink from the
Man’s Promise’s hold. Captain Harrigan holds a meeting
with his top officers and divvies up the plunder from
the Man’s Promise among the crew in the early evening.
Bolstered by gold and good drink, the party lasts for 36
hours, well into the next night. Naturally, no work takes
place during the party. During this time, the PCs can
take up to 5 ship actions of their choice, or do nothing
but drink and revel like most of the pirate crew does.
Treasure: Each PC receives 150 gp in coinage as his or
her share of the booty, modified by the following factors.
• For taking the aft deck and sterncastle within
6 rounds, the party receives four potions of cure moderate
wounds and a potion of invisibility, and each is awarded
an additional 100 gp.
• For Warning Captain Harrigan as he was being
attacked in Round 3, the party receives an amulet of
natural armor +1.
For each Rahadoumi sailor killed by the party, the party
receives +25 gp to divide among themselves. x5
• For capturing the Rahadoumi officer in Round 11,
they receive an additional 200 gp to divide among
themselves.


Male Human Rogue6/Clr1 Current Map

At dawn, a few hours after the celebration finally winds
down, the ship’s bell sounds, calling all hands on deck.
When the crew is assembled, a long line of captured
officers and sailors from the Man’s Promise is brought
on deck and paraded before the crew. Captain Harrigan
addresses the captives first, offering a place on the
Wormwood’s crew for any who want to throw their lot
in with pirates. Several of the Rahadoumi sailors step
forward; Master Scourge cuts their bonds, and the sailors
take their places among the Wormwood’s crew. Harrigan
then turns to address the Wormwood’s crew.

"All right, you scurvy tars! You’ve done a right good job by
me—we’ve got a second ship now, and she’s quite a prize from
the looks of her. But I still have only one crew. So here’s the
plan—the Wormwood will sail on to our planned destination
with our new shipmates here, while Mr. Plugg will pick a
skeleton crew to sail the Man’s Promise to Port Peril, where
she’ll be worth a pretty penny as salvage.
“As for these fine fellows here”
—Harrigan gestures at the
remainder of the captured ship’s crew—“some of them will no
doubt be worth a hefty ransom from their families back in Azir.
And for the rest, if the life of a pirate’s not for them, they can
spend the rest of their lives at sea!”


Male Human Rogue6/Clr1 Current Map

To make his point, Harrigan grabs one of the Rahadoumi
sailors and throws her overboard to the accompaniment
of cheers and laughter from the Wormwood’s crew. As the
unfortunate woman sinks beneath the waves, many of
the remaining sailors scramble to swear their loyalty to
Harrigan. The officers are led belowdecks and the crew
begins to disperse to their daily tasks.
As they do, Mr. Plugg and Master Scourge pick out
several of the Wormwood’s original crew, telling them to
be aboard the Man’s Promise within 10 minutes to set sail
for Port Peril. The PCs are chosen to join the skeleton
crew as well, and Scourge smiles evilly at them as he picks
them.


Male Human Rogue6/Clr1 Current Map

XP=500 each, 400 for 12 sailors and 100 for the officer


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

Manny will take the opportunity to sneak aboard the Man's Promise and try to see if he can score any plunder from the officer's quarters

Stealth: 1d20 + 13 ⇒ (14) + 13 = 27


Male Human Rogue6/Clr1 Current Map

The valuables on the Man's Promise have all been gathered up and divided between the captain and the crew. Mr Plugg and Mr Scourge have not moved their belongings over yet, but are in process.
You only have 10 minutes to move all of your belongings over.
Soon, eight members of the crew most loyal to Scourge and Plugg start moving their things in here.


Male Human Rogue6/Clr1 Current Map

You have little time left on the Wormwood, but allow them to gather whatever gear or loot they may have acquired, and give them one last chance to purchase supplies from the quartermaster’s store. If any of the PCs have befriended Cut-Throat Grok, she cries as they leave. If she was made helpful, she gives Capricia a a potion of barkskin and a potion of cure light wounds from the stores on parting.
Anyone who did not have their gear, it will be returned before going to the new ship.


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

Manny doesn't have much, but gathers his meager belongings before heading off. Bye bye Fishguts! Lay off the sauce! or I'll swim back and kick yer butt!


"No need to say bye m'lad cus I be joinin' ya. I be glad of gettin' off the Wormwood." He asks you and several other members helpful to start moving his stuff over.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
brvheart wrote:

The battle ends with the pirates victorious.

The fog dissipates, and a line of prisoners from the Man’s
Promise is paraded before Captain Harrigan and the
cheering crew of the Wormwood.
Aboard the Wormwood, During this time, the PCs can
take up to 5 ship actions of their choice,

Treasure: Each PC receives 304 gp in coinage each.

• The party receives four potions of cure moderate
wounds and a potion of invisibility.

• For Warning Captain Harrigan as he was being
attacked in Round 3, the party receives an amulet of
natural armor +1. (He's not a bad guy, just misunderstood)

• For capturing the Rahadoumi officer in Round 11, (bonus included above for captures and kills)

I take all my gear, plunder, and stuff we hid, weapons and stores over to the new ship. Also, during the party, look around and see what else I can find and palm.

Perception: 1d20 + 1 ⇒ (9) + 1 = 10

Slight of hand: 1d20 + 4 ⇒ (9) + 4 = 13


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

perform female Sabbaton covers: 1d20 + 1 ⇒ (18) + 1 = 19
Vikla sees what her allies are doing, and plans to distract everyone else from doing the same by singing some pirate warsongs to distract, hopeing that the pirates actually capable of singing join in! She does a decent job though!

From the sea a shape a ship is taking form
And the silence of the seas it will erupt into a storm!
Show of power, Show of force
raise the anchor battleship is plotting her course

Wrath of the Maelstrom
a Beast made to kill
Sea Wraith in motion
She was made to rule the waves
lead the Besmarine
the terror of all seas
The sea wraith and the Besmarine


Two thousand men,
Bringing their finest, deadliest steel
Set the course for the Ishiar
bring the midnight isles to heel
Firepower, firefight
Battle Stations, keep the Balors steady in sight


Into formation, our hunt has begun
Death and damnation, midnight is coming
She was made to rule the waves across the seven seas
To lead the war machine
To rule the waves and lead the Besmarine
The terror of the seas
The Sea wraith and the Besmarine


In the raging skies 'bove Ishiar, the depths of the abyss
We prevail by iron and blood
The Siren of Shamira, the temptress of the seas
Her songs have gone silent at last!

Wrath of the Maelstrom
a Beast made to kill
Sea Wraith in motion
She was made to rule the waves
lead the Besmarine
the terror of all seas
The sea wraith and the Besmarine

kn religion DC10 Sea wraith and Besmarine:

THe Sea Wraith is both Besmaras flagship and her realm, it is relatively unique, as, while it normally resides in the Maelstrom, it often raids other planes, including hell, the Abyss or even heaven.
Besmarine is a colloquial term for any naval ship that is under Besmaras direct command. The song is obviously referencing a raid into the Abyss.

kn planes DC10 Midnight Isles:

The Abyssal realm of Nocticula, Lady in Shadow, made of the corpses of the demonlords she has slain. The by far richest place of the Abyss, and a frequent target for both Besmaran raids, as well as a base for raids deeper into the Abyss. Relations between Nocticula and Besmara are... highly unpredictable, from open war one night to allied against a common foe like Abadar on the next one.

kn planes DC15 Siren of Shamira:

Demonic Flagship/party-dreadnaught of the midnight isles. Sunk after getting rammed by the Sea Wraith in an epic battle.
Had exceedingly potent mind control effects, particularly at close range.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

I also go to the ships store to say by to grok and buy some scrolls and potions.


Male Human Rogue6/Clr1 Current Map

First thing I though of when I saw knowledge planes was the Lancasters firebombing Hamburg and Dresden! I Love Sabatab myself as well as Alestorm as I have my degree in history. Taking part in the entertainment gets you 100 xp.


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

I had a conversation with a gm that knowledge planes should clearly allow me to operate a biplane in reign of winter.

Vikla purchases 2 quickdraw sheaths, one extra holy smybol of Besmara, and a breastplate, selling her current hide armor.


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M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

Manny dons his crab suit and dances to Vikla's song, clacking his claws and singing something about yellow boats that go under water.


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

Vikla blows Manny a kiss.


Male Human Rogue6/Clr1 Current Map

The Man’s Promise is a three-masted sailing ship, 105 feet long and 30 feet wide. A minimum crew of 20 is required to sail her. Unless otherwise indicated, interior walls on the ship are of wood, 2 inches thick (hardness 5, hp 20, Break DC 20). Doors are of good wooden construction (hardness 5, hp 15, Break DC 18). Interior rooms are unlit during the day
(except for those with windows or portholes), and usually have a single hooded lantern for light at night.
Sandara and Rosie are assigned hammocks in the officers quarters where Plugg can keep and eye on them. The rest of you are in B9.


Male Human Rogue6/Clr1 Current Map

You picked up a boarding pike from the officer that surrendered. It seems a bit out of the ordinary.


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

Vikla nabs it and, in a hidden area, casts detect magic on it. She doesnt have spellcraft yet to actually identify though.


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

I need to get a horse chopper, these daggers are too small.


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Laroisael gets all her remaining gear

The elf is very glad to have gotten both her sword and bow back-parting gifts from some old traveling companions of hers. Of course, she's not too pleased at the evil grin Scourge gives as they're all selected.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
brvheart wrote:

You picked up a boarding pike from the officer that surrendered. It seems a bit out of the ordinary.

detect magic

Spellcraft: 1d20 + 10 ⇒ (14) + 10 = 24

what is the list of items available for purchase at Grok's store.


Nuts moves his small backpack to the new boat. "No worries, manny. No horses here. I don't think horse choppers will be needed."

He does a double take. "Is that crab dress?"


Male Human Rogue6/Clr1 Current Map
Emerald Delta Waters wrote:
brvheart wrote:

You picked up a boarding pike from the officer that surrendered. It seems a bit out of the ordinary.

detect magic

[dice=Spellcraft]1d20 + 10

what is the list of items available for purchase at Grok's store.

boarding pike of repelling


Male Human Rogue6/Clr1 Current Map
Emerald Delta Waters wrote:
brvheart wrote:

You picked up a boarding pike from the officer that surrendered. It seems a bit out of the ordinary.

detect magic

[dice=Spellcraft]1d20 + 10

what is the list of items available for purchase at Grok's store.

scrolls of cure moderate wounds, mage armor, magic missile, scorching ray, and summon swarm


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

Get the healing potion!


Male Human Rogue6/Clr1 Current Map
MannyGoblin wrote:
Get the healing potion!

Costs 150 GP Manny


Male Human Rogue6/Clr1 Current Map
MannyGoblin wrote:
I need to get a horse chopper, these daggers are too small.

hate to say it, but you are not proficient with a horse chopper, need martial profiency of a warrior.

besides where you getting one on a pirate ship? Gruk does have a small heavy mace though.


Male Human Rogue6/Clr1 Current Map

Note: A night has past so everyone gets 2 hp overnight.


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13
brvheart wrote:
MannyGoblin wrote:
Get the healing potion!
Costs 150 GP Manny

Trade you my super moonshine recipe? Dunno when we can meet again, so you can brew for other pirates! The one who controls the booze controls the waves!


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Purchase:
Scroll summon swarm at ??
Alchemists Fire x3 @ 60gp
2 potions of cure Light at 100 GP
Alchemical Kindness x10 @ 10gp


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

Oh! Oh! Can I have the alchemy fire plz?


Male Human Rogue6/Clr1 Current Map
MannyGoblin wrote:
Oh! Oh! Can I have the alchemy fire plz?

60gp each


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

Sorry, I was talking to Emerald.

Manny buys two and even tells her the secret to bulking up stew with fresh rat!


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

She has 2 tanglefoot bags top

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