Wormwood Map
Sorry for the continued delay. As I mentioned before I moved over the new year weekend. And now I've started my new job and I'm trying to figure out my schedule and how to fit everything in! With luck, I'll have things shoved into place in the next couple days.
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Between the two of them, Artevious and Gall manage to finish off the Pastel Sailors before they can make it over the railing. The Sailors heading towards the other boat (Navy, Indigo, and Magenta for target labeling purposes) get in a quick argument, one of them pointing towards the boat that had just been launched and another pointing towards the one next to them as the Indigo Sailor tries to loose the boat. But Cueta's arrow landing straight into the arm of the Navy Officer surprises the arguing pair out of it and they move into position to untie the boat. GM Screen:
Sailor: 1d20 + 3 ⇒ (11) + 3 = 14 LPk Stabilize: 1d20 - 3 ⇒ (7) - 3 = 4 G -2/11 (stablized)
N 16/24, I 11/11, M 11/11
**Yes, Harmony, your movement is correct. I've moved your token for you.** Thank you Gall and Esmarelda for waiting for so long before posting x.x Just because of how the rounds are being split to make for more fluid posting, I'm going to stop writing up recaps unless it's obviously needed (ie: I have to alter someone's action to hit the next target or w/e. Gall may now post Round 9, Everyone else may now post Round 10 (including Esmarelda!)
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I will be posting tomorrow, then again the day after, then will probably have a bit of a break over the 24th through to the 27th to account for the bustle of Christmas and Boxing Day (and then an extra day to recover from it all lol).
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Esmarelda, Round 8 is currently in progress. It's impossible for it to have been skipped as the recap hasn't happened for it yet. The Orange Sailor goes down retroactively thanks to Artevious' fancy bladework. ===================
The Pastel Sailors keep trying to launch the boat, dreaming of drifting away to relative safety. GM Screen:
LPk Sailor: 1d20 + 4 ⇒ (14) + 4 = 18 The Light Pink Sailor manages to untie the boat, then both the Light Purple and the Light Blue sailors scamper over the side, provoking attacks of opportunity.
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Cueta prepares to fire at the Purple Sailor, but shifts targets when Esmarelda snuffs it out before she has the chance to shoot. Sadly, the bolt goes missing in the fog. Artevious again tries to demoralize the Blue Sailor.
Harmony keeps trying to use her hypnotism to subdue the Sailors, but they keep seeming to roll hacker dice and shaking off the spell.
GM Screen:
LP Will: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21 The Light Pink Sailor manages to get the boat untied, and the Light Blue and Light Purple Sailors try to get over the side of the ship as an escape. Gall doesn't give the Light Pink Sailor a chance to follow his comrades, downing the Sailor in a single stab. ===================
Initiative
Again the fog parts, seeming to disperse. It seems the battle is wrapping up rather quickly in favor of the Pirates.
GM Screen:
NIM Initiative: 1d20 + 1 ⇒ (6) + 1 = 7 R -/11, O -/11, Y -/11, G -2/11 (stablized), B -/11, P -/11 LPk -5/11, LP 11/11, LB 11/11
You can all see a group of Sailors rushing to the unlaunched portside boat, one of which seems to be an Officer of the Man's Promise. They seem intent on escape! Cueta, Artevious, and Harmony may now post Round 9. Esmarelda and Gall must wait until after my next post.
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GM Screen:
Prof(sailor): 1d20 + 4 ⇒ (20) + 4 = 24 Prof(sailor): 1d20 + 4 ⇒ (20) + 4 = 24 Prof(sailor): 1d20 + 4 ⇒ (4) + 4 = 8 ===================
The Sailors valiantly attempt to ward off the Pirates, but all of them manage to miss their marks. Cueta fires at the Purple Sailor, but it can't penetrate his armor. Artevious attempts to demoralize the new comers, but fails to leave them shaking in their boots. Do you get to parry on a miss? Harmony again tries to subdue the Sailors for their own good, but again they manage to shake it off. Curse the DM Save dice!
GM Screen:
O Will: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21 The Pastel Sailors keep trying to loose the boat despite Artevious' show of intimidation! Gall moves in on the Pastel Sailors. ===================
Initiative
Looking about the battlefield, the party can see signs that their victory is close at hand. Everywhere Sailors are scattering or dropping their weapons. The most gruesome scene of all is Captain Harrigan holding what appears to be a heart in his hands. Unfortunately, the Sailors on the aft deck and sterncastle are too stubborn to cave just yet. GM Screen:
1-80% hit, 81-100% miss O Atk: 1d20 + 2 ⇒ (15) + 2 = 17 Concealment: 1d100 ⇒ 6 Dmg: 1d6 + 1 ⇒ (1) + 1 = 2 P Atk: 1d20 + 2 ⇒ (18) + 2 = 20
R -/11, O 1/11, Y -/11, G -2/11 (stablized), B -/11, P 1/11 LPk 11/11, LP 11/11, LB 11/11
The Orange Sailor is "delaying" until Artevious answers my question ;D The Purple Sailor drops his crossbow and draws his sword, then thrusts his blade, piercing Esmarelda.
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Please, please, please keep marking your posts with your current Round. ===================
The Sailors make an attempt to stave off the pirates, attacking the party with varying degrees of success. Cueta provides some cover fire for her allies as they cross and engage the Sailors. Artevious lands a perfect hit, running his blade through the Blue Pirate threatening Esmarelda. Harmony continues to put her effort towards peaceful solutions, or at least less violent ones, but it seems the Sailors are pretty resilient to hypnosis! My weighted dice, jeeze.
Spoiler:
=GM Screen]
Target: 1d2 ⇒ 1 Will: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16 Gall begins his climb across the rope over the shark infested waters in hopes of reaching the other ship. ===================
Initiative
A new wave of fog envelops the ships.
Three more Sailors from the Man's Promise rush towards the lifeboats in an effort to flee. Krine's words flaot to the front of your mind, reminding you that one of your jobs is to keep anyone from escaping on those boats! GM Screen:
LPkLPLB Init: 1d20 + 1 ⇒ (5) + 1 = 6 1-50% hit, 51-100% miss
P Atk: 1d20 + 2 ⇒ (6) + 2 = 8
G Stabilize: 1d20 - 2 ⇒ (2) - 2 = 0 R -/11, O 1/11, Y -/11, G -2/11 (stablized), B -/11, P 3/11 LPk 11/11, LP 11/11, LB 11/11
The Orange Sailor weakly thrusts his blade at Artevious, but misses by a mile. The Green Sailor seems to have stopped bleeding, but is still unconscious. The Purple Sailor attempts to shoot Gall down from the ropes, but only manages to lose his bolt to the ocean waves. Gall manages to get on board the Man's Promise and is now flat footed while he finds his balance on the new ship until his next turn. Cueta keeps her bow trained on the Purple Sailor, but the arrow bounces off the Sailor's armor.
Everyone may post Round 7, Esmarelda may post Round 8.
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The Sailors on the Man's Promise attempt to shoot Esmarelda down before she can climb onto the aft deck, however their bolts go wide, landing in the ocean below. Cueta takes advantage in the break in the fog to pin an arrow through the jugular of the Yellow Sailor. Artevious follows up Cueta's attack with a final bow to the Yellow Sailor who crumples to the ground. Harmony attempts to convince the Sailors facing off with her allies to drop their weapons with the aid of hypnotism. Though the Blue Sailor appears to have considered it a moment, he manages to shake it off.
GM Screen:
Target: 1d2 ⇒ 2 Will Save: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16 Gall stands and prepares to climb the rope. Climbing the rope is a full round action, so you'll have to wait until next turn since standing from prone is a move action. Not only that, you can't make two attempts at climbing in any given round. Please read the climbing instructions to ensure you're clear on what's happening with that. ===================
Initiative
A huge explosion rocks the Man's Promise, and Kipper comes out from below its decks covered in soot and looking a little worse for wear. GM Screen:
B Will: 1d20 + 1 ⇒ (18) + 1 = 19 P Will: 1d20 + 1 ⇒ (19) + 1 = 20 G Stabilize: 1d20 ⇒ 1 vs Art
Target: 1d2 ⇒ 2
Target: 1d5 ⇒ 2
R -/11, O 1/11, Y -/11, G -2/11, B 5/11, P 11/11
The Orange Sailor drops his bow and draws his sword with a deadly swing towards Artevious, but Artevious' quick thinking allows him to parry the attack and land one of his own. The Green Sailor is bleeding out on the deck where he fell. The Blue Sailor steps forward and slashes at Esmarelda, but misses his mark. The Purple Sailor stands back and continues firing his crossbow. THis time, he aims at Cueta and manages to catch her in the side.
Cueta retaliates by taking a moment to study the Purple Sailor before firing another arrow from her longbow.
Everyone may post Round 6, Esmarelda may post Round 7. Concealment will kick back in on Round 7.
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Apologies for being AWOL. It's been a busy week. Got a new job, found a new place (moving over Jan 2-3) and been Xmas shopping and party planning. Realistically, I'm not going to post tonight (I'm wiped and a lil tipsy from the party), but I assure you a post is coming up tomorrow assuming my house doesn't opt to burn itself down in the night!
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The rather stubborn Orange Sailor manages to land a bolt on Artevious. Cutea pins another arrow to a crate behind her target. Artevious, in true Poisson fashion as only he can, swings over the 30ft gap between the ships, landing with a flourish on the aft deck of The Man's Promise. A series of cheer erupt from the pirates of the Wormwood! You are flat-footed as you try to find your footing! Harmony has a bit of a mental argument with herself. Feel free to use alternate tactics, but remember Diplomacy to influence takes a minute, but you can always ask some favors...? Intimidate for surrenders? Feel free to get creative. Gall stands up and smacks the Blue Sailor in the cheek with a bullet from his sling.
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Initiative
The ships are now side by side, only a 10ft gap between them!
As soon as the ships get into this range, pirate from the Wormwood start laying planks down across the gap and those who hadn't made it across before with grappling lines (or swinging in the case of Artevious!) are now boarding with enthusiastic growls and battle cries for booty! GM Screen:
1-40% target party, 41-100% aim elsewhere O Chance: 1d100 ⇒ 10 *party* Y Chance: 1d100 ⇒ 11 *party* B Chance: 1d100 ⇒ 74
O Target: 1d2 ⇒ 2
1-50% hit, 51-100% miss
Y Atk: 1d20 + 2 ⇒ (3) + 2 = 5
P Atk: 1d20 + 2 ⇒ (6) + 2 = 8
R -/11, O 11/11, Y 11/11, G -1/11, B 5/11, P 11/11 Art Percep: 1d20 + 4 ⇒ (9) + 4 = 13
Three of the remaining four Sailors on the aft deck and sterncastle turn their focus to Esmarelda as she starts her go across the rope to the Man's Promise, but all three bolts go wide. Esmarelda is now on the aft deck of the Man's Promise. Esmarelda is flat-footed until her next turn. Meanwhile, Jape and Jack pass the party up some grappling hooks, should any of you feel so compelled to use your own. The fog obscuring the field of combat starts to part slightly as Pepper is between spells, and Artevious, Gall, and Harmony catch a glimpse of Captain Harrigan himself with Scourge and Patch hacking and slashing their way to the captain's cabin of The Man's Promise. But a Sailor comes sneaking up behind Harrigan, obviously about to surprise him from behind!
Everyone may now post Round 5, Esmarelda may post Round 6
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Good News, Everyone!:
You're level 2. You should have been at the start of the fight, but I had written my notes wrong and had it at the end of this fight. But no, it ought to have been just before! I encourage RPing out your daring new acts and awesome new abilities you're learning/gaining very suddenly mid combat >.>;; ===================
A pair of the Sailors fire towards the party, but neither bolt finds a target. Cueta fires another arrow that gets lost in the fog. Artevious sees his chance to swing across to board the other ship draw near and gets himself into position for the swing. Harmony holds her ground, presumably sweating bullets about having to climb across. Gall reloads his sling, and Jack Scrimshaw, who has standing near by and overheard Gall, calls to Jape to bring up some more hooks. ===================
The chase is almost done! 30ft apart! Botting for Esmarelda again...
There is now a rope stringing across the two ships that you can begin crossing.
GM Screen:
1-40% target party, 41-100% aim elsewhere O Chance: 1d100 ⇒ 26 *party* Y Chance: 1d100 ⇒ 81 B Chance: 1d100 ⇒ 82
O Target: 1d4 ⇒ 3 1-50% hit, 51-100% miss
As Artevious moves into position, the Orange Sailor (who seems to have a person vendetta against the party if the dice are any indicator), fires a bolt at Artevious, catching him in the leg.
You may now all post for Round 4, Esmarelda can post for Round 5.
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Esmarelda keeps low, retaining her cover while she waits for the opportune moment. Three of the Sailors fire on the party, though only one manages to land a hit against Gall. Cueta fires an arrow at the Yellow Sailor, but the arrow plants itself into a crate where she had thought her target was through the fog. Artevious shoots an arrow as well, though the Yellow Sailor's armor protected him from the attack.
Harmony stays in her position ducked behind the railing, using it for cover while she devises a plan of attack. Gall unleashes a stone from his sling, hitting the Green Sailor right in the noggin, knocking him out cold.
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The ships are now only 60ft apart! GM Screen:
1-40% target party, 41-100% aim elsewhere O Chance: 1d100 ⇒ 34 *party* Y Chance: 1d100 ⇒ 1 *party* G Chance: 1d100 ⇒ 96 B Chance: 1d100 ⇒ 84 P Chance: 1d100 ⇒ 66 O Target: 1d4 ⇒ 2
1-50% hit, 51-100% miss
Y Atk: 1d20 + 2 ⇒ (2) + 2 = 4
R -/11, O 11/11, Y 11/11, G -1/11, B 11/11, P 11/11
Once again, the Orange Sailor fires towards the party, but Cueta narrowly dodges the attack. The Yellow Sailor, after having two arrows aimed at him, also turns to fire at the party, but Gall's quick drop down behind the railing foils his plans of hitting anything. Everyone can post their Round 3, Esmarelda can post her Round 4. For Arty (and other Rope Swinger types ;D): Artevious figures he can make the swing across once the ships are 30ft or less apart. This will be a full round action. (I suggest he gets into position for the swing this round if he plans on doing it on Round 4 when the ships are 30ft apart. It'll take you a full round action to get into place. Sorry I don't have a map for this part of the fight >.<) With the ships 30ft apart, the Acrobatics DC is 15. You will land on the other side, but the jolt of it will leave you staggered until the end of your next turn (and flat-footed, but everyone is flat-footed when they first get onto the other ship). But, if you manage to hit a DC20, you negate the stagger effect!
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See, I knew in all that I was going to miss things. That was my bad on Initiative. Numbers can be found below under the Round 2 heading. Concealment: 1-50% hits, 51%-100% misses. Targets: Red, Orange, Yellow, Green, Blue, Purple
That's a crit threat there btw, Cueta. Going to confirm for you for speed.
GM Screen:
Circumstance Bonus: +10 Esm Stealth: 1d20 + 4 ⇒ (6) + 4 = 10 Har Stealth: 1d20 + 1 ⇒ (19) + 1 = 20 Collective Percep: 1d20 + 3 ⇒ (18) + 3 = 21
Artevious, you totally can if for no other reason than for the cool factor. You'll have to wait until the ships are closer together, as it is now, you'd land in the water! I'll figure out a decent DC by the time the round you can do that in comes around. ===================
The Sailors on the other ship seem to remain unaware, or at least uncaring about the party gathered on the poop deck, instead firing at various crew members on the main deck. Cueta Draws her bow and nails the Red Sailor Square in the center of his forehead, dropping him instantly much to the horror of the other Sailor's around him. Artevious manages to catch the Green Sailor in the shoulder, just missing his heart but very likely doing a good amount of damage to the poor lad. Harmony joins Esmarelda in crouching low to avoid the exchange of fire. Harmony has full cover and is hidden. Gall draws and loads his crossbow, preparing to join the volley! ===================
The gap is closing! Only 90ft away now! Botting for Esmarelda
GM Screen:
1-40% target party, 41-100% aim elsewhere O Chance: 1d100 ⇒ 18 *party* Y Chance: 1d100 ⇒ 60 G Chance: 1d100 ⇒ 72
O Target: 1d4 ⇒ 4 Gal
1-50% hit, 51-100% miss
B Atk: 1d20 + 2 ⇒ (8) + 2 = 10 Miss
P Atk: 1d20 + 2 ⇒ (15) + 2 = 17
With arrows now flying from your location, three of Sailors, Orange, Blue, and Purple, now turn their weapons towards the party! Two bolts come towards Gall, one whizzing past his head, and the other just nicking his arm. A third falls short, landing in the planks in front of Cueta. Gall takes 1 piercing damage. Everyone may now post their Round 2, Esmarelda may post her Round 3.
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GM Screen:
Hit: 1d100 ⇒ 42 You can see the outlines of sailors on the Man's Promise continue to try assaulting the Wormwood in an attempt to deter the Piracy, but they haven't seemed to take notice of your group. They fire off onto the more aggressive of the crew members, such as Rosie who is clinging to the rigging screaming profanities at them while haphazardly firing a crossbow towards them. Okay, everyone else can go now. Except Cueta who jumped the gun. I'll recap her post in the next GM post. That includes Esmarelda who will be posting her round 2 while the rest post round 1. Also, Esmarelda, please read my posts fully. I specifically requested you head your posts with your round and initiative.
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We did it! Made it to Part Two! Not Chapter Two mind you, but still! Yay! Cueta
The morning dawns on the seas and the Wormwood has nearly closed the gap to the other ship. The usual tasks aren't being handed out as preparations for boarding begin. The crew runs about hoisting ropes, tying off grappling lines, and preparing the cannons should they become necessary. "Don't ye be damagin' that ship! Cap'n wants a new one. Fancy we ought to start our own armada!" boomed Pluggs voice over the din. Some of the crew cheered at the idea, while others busied themselves with talking about what they'd do with their share of the haul. When you come up on deck, Riaris Krine summons you all up onto the poop deck with her. “The ship’s wheel is on the aft deck, just below the sterncastle. You’re going to grapple over, kill the guards on the sterncastle, take the wheel, and guard the ship’s boats. Kill anyone who tries to get away on one of the boats. Don’t move from the wheel until the fighting’s done, or you’ll have to answer to me. Oh yeah, as we get close, it’s going to get foggy. Just stick to what I told you to do.” It's well known that Pepper, one of the officers, is a sorcerer of some sort who enjoys experimenting in her own little cupboard she calls a lab. Any of the veteren crew will tell stories about the fogs she lays out during a skirmish. You either learn to work with it, or die. "Artevious, you'll be in charge of this little boarding party. Cueta, you'll be his second. The rest of you," she cringes a touch, especially when her eyes land on Harmony. "Just try to not f%~*in' die." It's not long after that that the Wormwood gets into firing range to the merchant ship, now easily identified as the Man's Promise. Judging from the style, it's likely Rahadoumi. The Man's Promise's crew pelts the Wormwood with crossbow bolts while two large ballistas on the sterncastle fire off their own larger projectiles in hopes of slowing the pirates down. The crew of the Wormwood fire back with their own crossbows as a thick bank of fog slowly starts to roll in over the two ships. Before long, everything is clouded over. Gall notices Fishguts dumping particularly bloody pigs, freshly slaughtered, overboard into the ocean. He makes a few trips for his task, and by the time he's done a sharks fin breaching the surface explains why it's been done. Dangerous waters to fall into now! At least the water is pretty calm. ===================
Targets are coming into range! There are six Rahadoumi sailors on the sterncastle, your target location after boarding. They have cover, and the fog provides concealment, but they are still viable targets. The ship itself is now close enough to attempt to throw a grapple line across and start boarding. You guess the ships are 120ft apart, closing at approximately 30ft per round. GM Screen:
Art Init: 1d20 + 5 ⇒ (9) + 5 = 14 Cue Init: 1d20 + 4 ⇒ (12) + 4 = 16 Esm Init: 1d20 + 4 ⇒ (19) + 4 = 23 Gal Init: 1d20 + 1 ⇒ (2) + 1 = 3 Har Init: 1d20 + 1 ⇒ (12) + 1 = 13 RYO Init: 1d20 + 1 ⇒ (20) + 1 = 21 GBP Init: 1d20 + 1 ⇒ (20) + 1 = 21 PIRACY! Some ooc rambling for clarification: ~ No swim check needed if you fall into the water at any point. Also sharks. It'll be a DC10 Climb check to get back on board. To speed things up, if you fall, you spend one round in the water (assuming sharks don't try to eat you), and one round climbing back up. We'll ignore the usual speeds for such actions. ~ I don't have a map for this fight until the ships are side by side, so we'll be using some imagination for the first 3 rounds. Assume any target you're aiming for is the distance from ship to ship. For example, any target you try to hit in round 1 is 120ft away. ~ Everyone has total concealment, including you, so please roll that with any intended attacks. ~ The ship has an AC5 to catch with your grappling hook. The hook has a range increment of 10ft. Please calculate range penalties into your posts, as well as 50% concealment! it's a move action to reel back in the hook after a failed throw. ~ It's a DC15 Climb to shimmy across the ropes to the other ship, and a Reflex DC10 to not fall if you get shot at. To speed things up, you'll spend one round climbing across, the foes will get a chance to shoot at you on their turn and you to make a Reflex save (I'll make this on your behalf). If you succeed (or aren't shot at all), then you will effectively be on the ship your next round, but flat-footed and only able to make a move action. ~ Be VERY descriptive about your posts. Also, please remember to keep initiative order in mind! Don't act one way because another ally who acts AFTER you posted before you! ~ Ask any questions if you're confused! I'm probably over complicating things with all my words! ~ This is new: please put the round number and your initiative at the top of your post! Esmarelda can now post for round 1
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Krine groans as Harmony continues to struggle into the evening with what to her should have been an easy task. She sends the other two off to head to their bunks for the night, but keeps Harmony a moment longer. "Alright, now, when we board that f!@#in' ship tomorrow, you're gonna have to cross over! Now, if ya end up needin' to climb anything, just--- Well just tie a safety rope around your waist and cry for help. Ain't going to do us no good losing a f@&!in' crew member now. Not when we might be takin' another ship. Already runnin' a bare bones crew now!" she says, giving Harmony a slap on the back at she heads back to the officers' quarters. The slap was friendly, though much harder than Harmony would have found comfortable. Waiting on Artevious and Cueta's Night Actions before moving to tomorrow!
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Captain Harrigan storms out of his cabin at the shout of sails on the horizon, shoving a few unlucky crew members out of his way as he heads onto the poop deck. Teehee, poop deck! He raises a spyglass to his eye, a wicked grim spreading across his face. "She looks ta be fat with cargo!" she exclaims with a hearty laugh wicked enough to send shivers down your spine. "We can be on her tomorrow!" He barks a few orders and the ship ever so slightly changes course directly for the other ship. "Pay day's a comin', lads!" he yelled before disappearing back into his cabin again. ~ ~ ~ Shortly after that, Riaris Krine seeks out Harmony, Esmarelda, and Gall. "Drop what you're doin', ya stupid c%~&s. I'll not have ya f&&$in' up a perfectly fine boardin' just because you're a punch of useless pussies. You'll be practicin' your climbin' for the rest of today, and into the night if ya don't get it right!" She drags the three of you up on deck and sends you into the rigging to practice climbing. Of course, just that isn't good enough, so she rounds up a few crew members to throw various things at you, very similar to the experience last time... Okay! Esmarelda, Harmony, and Gall need to get into the rigging and make five successful DC15 Climb checks without falling. Each of you will have a random chance of being struck with some debris being thrown by the crew and will need to make DC10 Reflex saves to avoid being knocked down. GM Screen:
Esmarelda: 1d3 ⇒ 1 Distance: 1d5 ⇒ 1 Harmony: 1d3 ⇒ 1
Gall: 1d3 ⇒ 1
Esmarelda
Harmony
Gall
If you fail the Reflex save or the Climb check by 5 or more, then you fall back onto deck.You can make a total of five attempts before Riaris gives up on you (again). To keep things simple, I won't bother with rerolling how many times or where the Reflex saves need done if you do end up falling, so it'll be identical attempts with the same hazards. THIS WILL TAKE UP YOUR NIGHT ACTION! But it will leave you with enough time to sleep off fatigue! That said, if you are fatigued, don't forget to adjust your rolls accordingly! Artevious and Cueta
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No worries. Gall's been busy with his finals. Top that off with the holiday season and I expect things to be slow for the next little while. Also apparently Gall's not posting today either. I'll be putting up the next post regardless of if he posts or not between now and then. Speaking of absences, I'll be moving at the end of December/beginning of January so I may have to take a break from the campaign at that time. Still a month off from that, but figured i ought to let you all now while I was thinking of it!
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Just waiting on Gall and Harmony before I push us along here. Their mornings may have an impact on what happens next.
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Post is up! I apologize, I did end up skipping an event. It didn't seem like a good fit for the PBP format as it was going into one on one combat rounds between a single player and the GM. Feel free to read about the missed event in the spoiler below! The Missed Event: Risky Games in the Bilges The PC whom Scourge hates the most (or a random PC, if no one particularly stands out) is assigned to the bilges to help pump them out. The other PCs are assigned tasks as normal, though no others are assigned to the bilges. On the way to the bilges, the PC bumps into Mr. Plugg and Master Scourge, who search the PC for hidden weapons and forcibly remove any the PC might have. Creatures: Three characters man the pumps—the PC and two hostile Wormwood pirates. Each pirate carries a hidden dagger. The PC can make a DC 12 Perception check to spot the hidden weapons. After a few minutes, one of the pirates accuses the PC of slacking. The other pirate quickly joins in and attacks the PC, intending to kill the PC away from prying eyes and make it look like an accident. Development: Keelhauling is the normal penalty for killing a member of the crew, but if they kill the PC, the pirates topple several barrels over the PC’s body, claiming the death was a terrible accident. If the PC kills the pirates and the deaths are discovered, the PC is locked in the sweatbox to await keelhauling on the following day. Fortunately for that PC,
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Esmarelda
Artevious
Gall
Harmony
Cueta
GM Screen:
Cueta Perception: 1d20 + 7 ⇒ (11) + 7 = 18 Cueta Stealth: 1d20 + 8 ⇒ (15) + 8 = 23 Crew Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Cueta easily slips around the ship, avoiding the creakiest boards and timing steps with the steady roll of the ocean waves. The officer's door opens as easily as it had the last time with a near-silent 'click'. A small everburning torch flickers at the top of the stairs, lighting her way well enough to navigate upwards into the officer's rooms. Seeing that all are asleep (or at least seem to be), Cueta sets to work. There are several heart-stopping moments when the officers tossed and turned, and Pepper even grumbled in her sleep about washing out bloodstains again, but it seems Cueta was able to complete her painting without disturbing the sleepers. The locket she easily gets half around Plugg's head without having to physically move him. Good enough, likely. When content with her work, she's ghosts back down the stairs and to her bunk without a sound. All
Once again, you're all assigned the tasks you seem least capable at. Scourge glares at the rather battered (though feeling much better thanks to a few heals) Harmony, as if daring her to say another word on the matter when he sets her back to swabbing the decks. Part way through the morning, Plugg emerges from the Captain's cabin, red faced and clearly angry. Anyone working near the back half of the ship could tell you they heard raised voice, but couldn't make out the words. It's clear something is amiss. By lunchtime, rumors are circulating fast. Everything from Plugg having been caught with the Captain's love interest (though who that might possibly be no one seems to know) to Plugg getting demoted because he killed a crew member in the night (of course a head count discredits that one). Much like yesterday, Scourge tries to keep an eye on all of you with the help of Kipper. Fortunately, Kipper is much less competent leaving Scourge stretched thin over his self appointed task of making you all miserable. Mechanically speaking, you don't take the same penalties as you did yesterday. GM Screen:
Perception: 1d20 + 3 ⇒ (12) + 3 = 15 Shortly after lunch, Artevious spots a pot on the horizon. It's nothing to make a fuss over right away, but as time passes, the dot becomes more easily identifiable. A ship! It's a ship! A ship on the horizon! Artevious
Gall
Esmarelda
Cueta
Harmony
Feel free to do some daytime RP. Going to wait for Artevious to respond to the ship before I say what happens the rest of today.
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Alright. Post incoming this evening when I get to my AP book. Again, sorry for the hold up.
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Just taking a moment while I'm lucid to say I am exceptionally ill today and probably unable to sit down and actually write a coherent post. Sorry.
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GM Screen:
Stealth: 1d20 + 1 ⇒ (13) + 1 = 14 Perception: 1d20 + 1 ⇒ (17) + 1 = 18 Climb: 1d20 + 5 ⇒ (17) + 5 = 22
CMB: 1d20 + 3 ⇒ (20) + 3 = 23 Damage: 1d4 ⇒ 4
Damage: 1d4 ⇒ 4
Heal: 1d20 + 4 ⇒ (18) + 4 = 22
Channel: 1d6 ⇒ 4
Gall
Cueta
Esmarelda
Artevious
Harmony
All
From his vantage point, Artevious can clearly see the ongoings below him and Esmarelda who had still been on deck at the time had a front row seat. Rather than go through the usual routine of tying an unsatisfactory crew member to the main mast before the lashes to the back, Plugg simply starts cracking his multi-tailed whip over Harmony, letting the lashes fall where they may. It's a brutal thing to watch as Plugg removes chunks of skin from Harmony. By the time he's done, Harmony isn't moving and is bleeding all over the portion of the deck she had been scrubbing. Any attempts to intervene are thwarted. Should Esmarelda make any move to help her companion, she's easily grappled by Maheem who had been lurking nearby, Artevious is unable to scale back down the rigging quick enough, and Gall and Cueta aren't even able to make it back up on deck before the matter is done. "Get her off the decks and take her to the Stitchman!" he orders. Crimsom Cogward and Aretta Bansion quickly scoop her up and take her below decks. Very quietly, Mila Quinn follows after them. "Bring me the others!" Plugg sneers. Kipper and Jape grab hold of Cueta once she makes it on deck and haul her forward to the mast, followed by Gall at dagger point by Syl. After them comes Badger Medlar, Jack Scrimshaw, and Rosie Cusswell. Of course, none of them get as rough treatment as Harmony had, but rather than the usual whip, they all get the cat-o-nine-tails as well. Everyone is dead silent after the Bloody Hour. Below decks, the unconscious Harmony is tended to by the Stitchman who cleans and patches the worst of the wounds, stabilizing her if nothing else. He's joined by Mila Quinn, who he seems friendly with, and offers up some aid in the task, though the Stitchman hardly seems to need it. Seeing that Harmony is still out cold, probably from pain and blood loss, Mila Quinn calls out to Besmara for some divine healing for the woman. Sadly, healing does absolutely nothing for her very torn clothes. At least they are tastefully torn. Harmony takes 12 points of lethal damage, but is healed by Mila Quinn for 4 hp. I believe that's enough to get you conscious again! Cueta takes 4 points of lethal damage. Gall takes 2 points of lethal damage. Everyone can take their Night Actions now
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The next morning was not ideal. Plugg and Scourge seemed to take a certain amount of pleasure from handing out the tasks today, putting each of you in a role that was likely not the most ideal by any stretch. Not to mention they were jobs that others likely could have done better. Even Gall in the kitchen with Fishguts wasn't free from their orders. Typically, Plugg and Scourge avoid the galley, but today they've poked their heads in to make a few demands of the kitchen. Fishguts didn't seem to mind of course, not after he was handed a lovely bottle of whiskey from Plugg. Needless to say, he was quite drunk within the first thirty minutes of the work day, leaving Gall to all the day's work. To make matters worse, the pair somehow manage to shadow all of you, breathing down your necks and just waiting for an excuse to dole out some lashings come Bloody Hour. The crew members more sympathetic to your causes offer supportive words and as much help as they can without abandoning their own posts. A few will be getting their own lashings for their efforts. Artevious
Gall
Esmarelda
Cueta
Harmony
With the sharp eyes of the meanest officers constantly on you, it's difficult but not impossible! to slack off or sneak away. Even chatting with the person next to you is likely to earn some backlash if they catch it. It's clear they are now quite literally out to get you. Mechanically, anyone not working diligently will take a -2 to their checks on top of the usual penalties for Day Actions.
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Yes excellent, RP. This I like. CONTINUE. Alright, so we got an action packed next little bit and I have to do some book keeping now that all the actions are in. I need each of you to let me know what is your character's least favorite Daily Task as well as the one they are worst at mechanically. Preferably the three Swabs will have different tasks than each other! As a reminder (and quick reference) here are the tasks and their associated skills... Rigger:
Artevious Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired. Two DC10 Climb checks to reach the rigger 30ft up, and a DC10 Profession(sailor) or Dexterity check Line Work: Hard work hoisting and lowering sails. DC10 Profession(sailor) or Dexterity check, and a DC10 Constitution check to avoid fatigue Upper Rigging Work: Work in the upper rigging. Three DC10 Climb checks to reach the rigging 50ft up, and a DC10 Profession(sailor) or Dexterity check Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards. DC10 Profession(sailor) or Dexterity check Lookout: A climb to the crow’s nest to keep a keen eye out. Four DC10 climb checks to reach the crow's nest 60ft up, and a DC10 Perception check Mainsail Duties: Tough work raising and lowering the mainsail. DC10 Profession(sailor) or Strength check, and DC10 Constitution to avoid fatigue
Cook's Mate:
Gall Cooking: Assisting Ambrose Kroop in preparing the day’s meal. DC10 Profession(cook) or Intelligence check Fishing: Catching tonight’s supper using the ship’s nets. DC10 Profession(fisherman) or Survival check Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. DC10 Profession(fisherman) or Survival
The last two are not options for you :P
Swab:
Esmarelda, Cueta, and Harmony Man the Bilges: Vile and sweaty work cleaning out the bilges. DC12 Strength, and DC10 Constitution to avoid fatigue Rat Catcher: Catching rats and other vermin below decks. DC10 Stealth, Survival, or Dexterity check Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones. DC10 Strength or Constitution check, failure of either results in fatigue Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another. DC10 Profession(sailor) or Strength, and DC10 Constitution to avoid fatigue Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins. DC10 Acrobatics, and DC10 Constitution to avoid fatigue Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day. DC10 Profession(sailor) or Dexterity check
~ ~ ~ As the day Day 3, to be exact starts to come to a close, it's quite apparent that the crew members almost appear to be functioning themselves apart. There are those who you've befriended, and those who seem more eager to please Plugg and Scourge. It's definitely a touch odd... Now's a good time to wrap up any lose ends. Tomorrow's post will be a goody. Cueta, you're free to make a Day 3 (night) overnight action if you wish. I don't know if Gall's idea would have put something in her mind! Also! The Crew Reactions chart has been updated to properly reflect your most recent Diplomacy checks!
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Bad DM. Bad. Shame on me. You can all throw rotten fruit for my lack of post. RP MORE IN MY ABSENCES DAMMIT! Cueta
Gall
GM Screen:
Perception: 1d20 + 7 ⇒ (19) + 7 = 26 Day 1 (day) Gall manages to spot the trap on the door that leads up into the Captain's cabin. It looks intricate and very well hidden! Day 1 (night) No check or time spent needed as it's an entirely flavorful part of the campaign :P Feel free to do a proper Night Action if you wish! Day 2 (day) "Ya'd be drunk, too, if ya lost yar own freedom in a bet! Captain might as well own me, eh? Unpayable debt, as it were." Day 2 (night) "I been on ship my whole life!" Rosie boasts. "And I ain't got no scares 'cause nothin'll touch me as to leave one! Toughest broad on the seas!" It's clearly a lie, you can see a scar on her right arm, but hell, she likes to spin tall tales! Day 3 (day) "I'll give ya 151gp for it. Fairest price, scouts honor!" Gall would indeed recognize this as the common going rate for a used masterwork dagger. The efforts on Geach have been successful, and very little if any puss really remains. He still looks a bit off, but much better. Esmarelda
Harmony
Artevious
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Harmony
Artevious
Esmarelda
All
Everyone's Daily Tasks:
Artevious Rigger Task: 1d6 ⇒ 2 Line Work: Hard work hoisting and lowering sails. DC10 Profession(sailor) or Dexterity check, and a DC10 Constitution check to avoid fatigue Rigger Task: 1d6 ⇒ 1 Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired. Two DC10 Climb checks to reach the rigger 30ft up, and a DC10 Profession(sailor) or Dexterity check Rigger Task: 1d6 ⇒ 1 Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired. Two DC10 Climb checks to reach the rigger 30ft up, and a DC10 Profession(sailor) or Dexterity check Gall
Esmarelda
Cueta
Harmony
It'd be awesome if you could divide things up by marking which day and time things are happening in bold OOC tags. This includes conversations, actions, etc. Just to help organize the timeline for my sake. Label them as Day 1 (evening), Day 2 (night), Day 3 (day) or w/e as appropriate! Example: Day 1 (evening) Besmara threw back her head and laughed. "Didn't you hear? I sent a Kraken after Cayden!" Day 3 (day)
Day 3 (night)
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There is a Crew Relationship document in the Google Drive folder now. Going to address Gall and Cueta's Night Action, then give Harmony, Esmarelda, and Artevious a moment to get their Night Actions in with the new list in mind. GM Screen:
Officer Perception: 1d20 + 2 ⇒ (6) + 2 = 8 Crew Perception: 1d20 + 1 ⇒ (4) + 1 = 5 Cueta Stealth: 1d20 + 8 ⇒ (14) + 8 = 22 Cueta Stealth: 1d20 + 8 ⇒ (6) + 8 = 14 Heal: 1d20 + 6 ⇒ (13) + 6 = 19
Gall
Cueta
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Ah yes, I had nearly forgotten about Artevious' request for that, too! Zzz. My bad. I'll set a reminder on my phone for this evening.
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Apologies. I've been a bit busy? No, that's not the right word. Overwhelmed. yes. Overwhelmed lately so I let this sit back burner. Lets move on, shall we? Riaris can't help but shake her head at the failures and shortcomings of the newest members of the crew. It was shameful, really, but she had other things to do that didn't involve watching these swabs drench themselves over and over. At least two made it up. "Alright, you f@*~ing useless pieces of s!~&. Row us in. Suppose you'll just find yourselves in the bellies of the sharks come boarding time," she says with a sneer. Despite the harsh words, it wasn't stained with the same hatred that Plugg and Scourge tended to hold towards the party. More like a permanent anger that was directed no where and everywhere. Once the little boat was bumping back against the Wormwood, the remainder of the party are lowered down a rope ladder to climb up, while Riaris simply sits in the jolly boat while it's hauled up, still muttering angrily about the failures. You all spend the rest of the day pumping out the bilges as punishment, even Cueta and Artevious who had actually been successful. The rat seems more than happy to see you, and appears to be fattening up. Apparently somewhere between the spoiled grain and the snacks you've occasionally brought it, it's gotten a little healthier than it had been. Later that evening during the bloody hour, Harmony, Gall, and Esmarelda are subjected to six rope bashes each, much to the pleasure of Plugg who was to administer them. You are now free for evening actions.
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Harmony, you fell into the water on that 8, so you'll have to start again. When I say five checks to the ship, I mean five checks without falling to cover the distance. Your distance resets when you fall in.
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The sun rises over the ocean, waking the crew of the Wormwood for yet another day of toil under a pirate's flag. But today is a little different; it's time to train up the new recruits as more than just free labour. Today the newest members will be practicing boarding techniques under the watchful eyes of Riaris Krine, the ship's master gunner. Typically she'd be assisted by Kipper, but for some reason he's been put in the proverbial doghouse by the other officers and is busy at work in the bilges. Riaris Krine herself looks like a well salted seadog. She's got dark, leather skin from years of work under the sun, a nose that's got the look of being broken about ten times too many, and a peg leg to replace one that had been shot off by a wayward catapult shot. To top it off, she's the only person who could give Rosie a run for her money when it comes to foul language. "Alright, you s#*~ heads, listen up! Today you'll be learning the basics of boarding, though I doubt you f+%%ers will actually manage to grasp the concept. Any lip will get a tooth knocked out, so keep your f$#&ing traps shut and focus on your work," she barked as a few crew members lowered the jolly boat down to the water. "We'll start with grappling, then move you c#!+s onto climbing. I s!!% you not, if you start drowning I'll personally see to it that your b+##+-ass stays drowned." With that all said, she gestures for you all to follow her down the rope ladder to the little boat now floating next to the Wormwood. Once everyone is settled in the boat, she hands you each a grappling hook and shows you how to loop the rope properly through it. It's a simple enough task that no one seems to struggle with it. "Alright, dick-s%*$s. Now get those hooks latched onto the Wormwood's rail, then shimmy up to it. Oh, and to give you a challenge, I've got a handful of the crew to chuck some s~&& at you. You know, to really simulate a boarding," she says with a mocking laugh. By now, you've drifted a good 40ft from the Wormwood, making the task a bit of a challenge! So you'll be throwing this grappling hook at a -6 penalty to account for distance. The railing is at an AC5. You then tie off the rope (no check, just a thing you do) and start to shimmy up the rope with a Climb check at a DC15. You'll need to make a total of five successful Climb checks to make it back to the Wormwood. Each of you will have a random chance of being struck with some debris being thrown by the crew still aboard the ship and will need to make DC10 Reflex saves to avoid being knocked into the water. GM Screen:
Artevious: 1d3 ⇒ 1 Distance: 1d5 ⇒ 2 Cueta: 1d3 ⇒ 1
Esmarelda: 1d3 ⇒ 2
Gall : 1d3 ⇒ 2
Harmony: 1d3 ⇒ 1
Artevious
Cueta
Esmarelda
Gall
Harmony
If you fail the Reflex save or the Climb check by 5 or more, then you fall into the water. The water is still enough that no check is needed to get back to the jolly boat. You can make a total of three attempts before Riaris gives up on you. To keep things simple, I won't bother with rerolling how many times or where the Reflex saves need done if you do end up falling, so it'll be identical attempts with the same hazards.
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Sorry for the delay. Thursdays are rough as I have a night class, then I'm out the door at 6am the next morning. I'll get a post for moving on tonight if it kills me. Esmarelda
Harmony
Artevious
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Harmony
As far as Harmony can tell, Rosie likes him just fine though doesn't know him well to have much of a well formed opinion yet. Most of what she knows is pretty generic and superficial. Gall GM Screen:
Perception: 1d20 + 7 ⇒ (7) + 7 = 14 Crew Member 1: 1d22 ⇒ 12
While preparing the meal, Gall notices the knife he's been using is a bit oddly shaped, and very well made. Closer inspection of the utensil reveals that it's actually a very well made dagger that Fishguts has been using as a butcher's knife! Gall found a masterwork dagger The first night, who but Rosie would challenge Gall to an arm wrestle? Apparently she's determined to best the giant despite her impaired stature.
The night he opts to bet on someone else to feed what is apparently becoming an addiction, he finds himself putting his money on Fipps Chumlett, a fat and balding man who is more than a bit pushy. He goes up against Cog in a game of Hog Lob. Apparently when gall isn't competing, other people are more likely to try their luck!
Artevious
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I've already made your rolls, but feel free to join in the rp. We are currently on two days of routine. I'll move us along tomorrow night.
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GM Screen:
85% or higher provides opportunity Odds: 1d100 ⇒ 91 Officer: 1d12 ⇒ 9
Cueta Stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Sleight of Hand: 1d20 + 4 ⇒ (13) + 4 = 17
Cueta
On the second day, Cog seems quite impressed with Cueta's scars, and lifts his own shirt to show off his own. The pair spend some time exchanging scar stories, with Cog trying to one up her each time to maintain his man-card. As Cueta keep an eye on the officers, she notices that Kipper, the Gunner's mate and a known bootlicker of Plugg and Scourge, seems particularly careless with his set of keys. There aren't as many on his as some of the other officers, but it's better than none. When he puts them down on a crate while tying his shoe, Cueta is able to casually walk by and pinch them before he has a chance to see. There are three keys on the ring, one you can recognize as the same type used to open up a personal locker, and the other two are likely for doors on the ship, though what doors they are for would require some risky trail and error, or someone who specializes in locks and such. Congrats! You have keys!
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Gall
Harmony and Cueta
All
Two days of mundane routines that lack events unless you all do something incredibly daring! Artevious
Gall
Esmarelda
Esmarelda's Checks:
Working Diligently Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9 Constitution: 1d20 + 4 ⇒ (2) + 4 = 6 Strength: 1d20 + 4 ⇒ (9) + 4 = 13
Cueta
Harmony
As expected, Plugg has more than a couple jokes made behind his back. Even the other officers are blowing raspberries at him. The crack of his whip even gets less of a jump out of the crew. When Harmony and Esmarelda head down to the bilges on the second day, Ratline scurries up to them and warns them to be careful, because the bilges are still haunted by ol' Jakes. Apparently, their's been some thudding and scratching heard at all times of the day.
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Cueta's Perception Aid actions:
Perception: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20 Perception: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 Perception: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 Perception: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 Perception: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 Esmarelda's Totals w/ Aid:
Perception: 8 Survival: 15 Perception: 21
Perception: 9
Perception: 19
Perception: 10
While Cueta and Gall make quick work of finishing off filling their pots, it takes Harmony and Artevious slightly more effort. However no one, it would seem, struggled as much as Esmarelda. Even with the help of both Cueta and Gall, she only manages to catch one more crab, leaving her one short of a full pot. With luck, bringing back the reefclaws will make up for it. Of course, Plugg and Scourge are always looking for a reason to whip anyone... As much as anyone would wish to stay longer, a flare signalling you back goes up from the ship. You can all take 10 on the swim, so I'm going to go ahead and skip over the swim back. ~ ~ ~ Once back aboard, everyone comes to see the haul you brought in. Even Captain Harrigan. "This pot has only got two crabs!" roars Plugg when he inspects the catches. "Ya didn't finish the job!" "Ah, shut up, ya bilge rat," Harrigan shoots at Plugg. "Reefclaws'll make up for it. Well done. Here." Harrigan plucks a potion from his belt and tosses it to Artevious who has no problem catching it. "A reward for your efforts," the Captain explains. "Now get those down to Fishguts!" he orders before heading back to his cabin. Plugg eyes you all with a look that should have dropped you all dead, a promise that you'll pay written in the sneer on his lips. "You heard him! Get those down to Fishguts! Make it fast or it'll be whippin'!" Night actions can start now. So little is left in the work day that you really have nothing to do, nothing that requires a check anyways. Some last moment rope tying and water boiling, but that's about it so no point in drawing it out with checks. For dinner tonight? Crab. Seems the officers and captain got the reefclaw... too bad.
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So we are at a week of no Esmarelda after she estimated about 24 hours of absence. I'm not sure how long to wait for her return. I'm not big on botting characters, and especially not long term because that is more work than I want to deal with to be quite honest. Anyways, I understand moving and the hiccups that go with it, but I also don't want to wait three weeks only to have her never return. Any suggestions on how to handle this in the meantime, or how long 'meantime' should be?
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Moved Harmony and Cueta I adjusted your movement to fit the allowed 15ft according to the slightly wonky Pathfinder measurements. Also updated Artevious' token which I thought I had already done. Zzz ~ ~ ~ The blue reefclaw fixes his attention back on the woman who had managed to break through his hard shell exterior and once again lashes out at her with his claws. GM Screen:
Claw Atk: 1d20 + 2 ⇒ (18) + 2 = 20 Claw Atk: 1d20 + 2 ⇒ (2) + 2 = 4 Piercing Dmg: 1d4 ⇒ 4
Grapple: 1d20 + 8 ⇒ (1) + 8 = 9
Esmarelda takes a claw to the stomach, doing another 4 damage, but manages to avoid beig pulled back into a grapple by the reefclaw. ~ ~ ~ Esmarelda retaliates by making a full round attack with her spell combat; casting shocking grasp in one hand while wielding her rapier in the other. Rapier Atk: 1d20 + 4 + 2 - 2 ⇒ (10) + 4 + 2 - 2 = 14
Defensive Casting: 1d20 + 4 ⇒ (20) + 4 = 24
Although her rapier hits its mark, she isn't able to land the touch attack. Esmarelda is still holding the undelivered shocking grasp spell. ~ ~ ~ Round Summary Acrobatics: 1d20 + 9 ⇒ (5) + 9 = 14
The reefclaw manages to get another hit in on Esmarelda. Harmony moves in to assist with the last of the creatures. Esmarelda retaliates against the reefclaw with her rapier, but misses with her spell. She is still holding the spell. Gall then finishes off the creature with a well aimed bullet from his sling that cracks it over the skull. And combat is done. ~ ~ ~ Gall thinks he recalls an excellent recipe from that cookbook he found that used reefclaws, which are a known delicacy. It'd take some amount of cooperation, but it seems doable to bring them back to the boat. With that all wrapped up, you can all get back to hunting crabs for dinner. Esmarelda's Crab Catching Rolls (from before I remembered she was AWOL and was waiting for her):
Perception: 1d20 - 1 + 1 ⇒ (11) - 1 + 1 = 11 Perception: 1d20 - 1 + 1 ⇒ (3) - 1 + 1 = 3 Survival: 1d20 - 1 + 2 + 1 ⇒ (16) - 1 + 2 + 1 = 18
Everyone can make a total of five more attempts to catch crabs. Once your own pot is full, the extra tries can be Aid checks. I'll distribute the Aid checks to maximum effect, as I'm sure your character will have no problem seeing who is having the hardest time. So no need to label who you're helping; I'll do that. If after these five checks all the pots are not full, then you've not managed to complete the task! Artevious: 0/3
Total Caught: 5/15 ~ ~ ~ Esmarelda's Crab Catching Rolls
Perception: 1d20 - 1 + 1 ⇒ (17) - 1 + 1 = 17
Perception: 1d20 - 1 + 1 ⇒ (5) - 1 + 1 = 5
Perception: 1d20 - 1 + 1 ⇒ (15) - 1 + 1 = 15
Perception: 1d20 - 1 + 1 ⇒ (6) - 1 + 1 = 6
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Gall recognizes the creatures as reefclaws, aquatic aberration type creatures. Though Artevious' attack misses the reefclaw attacking Esmarelda, it's enough to draw the creature's attention and it lashes out at him instead, seeing him as the bigger threat. GM Screen:
Claw Atk: 1d20 + 2 ⇒ (14) + 2 = 16 Claw Atk: 1d20 + 2 ⇒ (14) + 2 = 16 Piercing Dmg: 1d4 ⇒ 2
Grapple: 1d20 + 8 ⇒ (10) + 8 = 18
But Artevious is too quick, and easily dodges the double claw attack from the reefclaw. ~ ~ ~ Esmarelda wades forward, fueling her weapon with a touch of her own power before taking a stab at the reefclaw (blue). +1 Rapier Atk: 1d20 + 4 ⇒ (11) + 4 = 15
She manages to pierce it's hard outer shell and damage the creature! ~ ~ ~ Round Summary Artevious moves back to aid Esmarelda, trying to stab the reefclaw but his blade doesn't connect. Blue reefclaw changes targets and tries to attack Artevious, but isn't able to land either claw on him. Harmony jabs at the red reefclaw and finishes what she starts, dropping it to unconsciousness. Esmarelda strikes the blue reefclaw, managing to get some damage done. Red reefclaw is unconscious (dying) and as such, let's go of Cueta. Gall retrieves the potion and passes it off to Cueta before moving out towards the blue reefclaw. Making some assumptions about what you'd do since the red reefclaw is now dying Cueta drinks the potion from Gall.
~ ~ ~ Start round three
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