GM Trevor's Skull & Shackles

Game Master Trevor0828


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A cloud of golden particles blasts out from around Ioney.
Syl: 1d20 + 2 ⇒ (3) + 2 = 5
Maheem: 1d20 + 1 ⇒ (12) + 1 = 13
Both of them are blinded by the light.

Syl swings wildly at Ioney.
1d20 + 3 ⇒ (8) + 3 = 11

Sebastion, Ioney, and Nivian are up.


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

Stepping away from Maheem, Ioney pulls his sap before striking out at Syl. "I really didn't want to be doing this. You started it."

Sap vs blinded Syl: 1d20 + 2 ⇒ (8) + 2 = 10
Non-Lethal Bludgeoning: 1d6 ⇒ 6


Ioney, you get +2 for attacking a blind opponent.
Ioney lands a solid blow on Maheem.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Sebastion moves up quickly between Syl and Maheem. Seeing Ioney smack Maheem in the head with a sap, Sebastion tries to finish him off with a punch.

Punch w/PA: 1d20 + 5 + 2 - 1 ⇒ (13) + 5 + 2 - 1 = 19
damage: 1d3 + 4 ⇒ (2) + 4 = 6

status:

AC-14
hp=11/11


I mistakenly said Ioney hit Maheem, he hit Syll instead, I assume Sebastion will be hitting her as well.

Sebastion finishes what Ioney started and knocks out Syl.

Maheem, regaining his vision, roars and attempts to grab Ioney.
1d20 + 7 ⇒ (2) + 7 = 9
But Ioney easily evades his grip.

Ok, everyone else can go


Following Sebastion out of the hatch, Onnello quickly takes in the scene. Seeing Ioney and Sebastion both strike the woman, Onnello smiles as she drops to the deck. Realizing what ever had slowed Maheem was wearing off, Onnello flinches as the man roars and tries to grab Ioney. Growling, "We have to shut him up." he draws his own sap and swings it at Maheems head. "Let's try and do this without much blood shed. Be easier to believe they fell overboard."

Move action, whatever distance to get the other side of Ioney for the flank. Attack: MW Sap, power attack
mw sap: 1d20 + 5 + 1 + 2 - 1 ⇒ (10) + 5 + 1 + 2 - 1 = 17 for nonlethal: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9


Helgash follows right after Sebastian and Ioney, ganging up on Maheem.

Punch: 1d20 + 3 + 1 - 1 - 1 ⇒ (18) + 3 + 1 - 1 - 1 = 20
Damage if it hits: 1d3 + 3 ⇒ (3) + 3 = 6

------
Status:
HP: 12/12
AC: 15
Effects: Using Power Attack, Using combat Expertise, will use Opportune Parry and Riposte if hit.


Well, that was quick

Onnello smashes Maheem, who is just recovering from the blindness, and Helgash finishes him off. As you drop Maheem, you hear a loud yell from the direction of the officers' quarters. Coming out of the door is a half dressed, but fully armed Scourge. His face is clouded with anger.

"What in the hells are you all doing on deck!'
He bellows. Then, seeing Maheem and Syl lying on the deck, he gets even angrier.
"Attacking the night watch!? Killing a crew member is a keelhauling offense! The lot of you will stand punshment hour tomorrrow. And, if I have any say, I'll reccommend to the Captain keelhauling all around!"

He moves to check on the two knocked out crew.
"Get below now!"


One thing you notice is that Scourge reacted awful quick to the altercation. You might say suspiciously convenient.


Trevor0828 wrote:
One thing you notice is that Scourge reacted awful quick to the altercation. You might say suspiciously convenient.

How close does Scourge get? Does it look like there is anyone else around?


Onnello Ustradi wrote:
How close does Scourge get? Does it look like there is anyone else around?

He moves up to the two crew to check them. He did make a lot of noise coming out of the officers' quarters, but you see no one. He also moves as if he has absolutely no fear of your group. Be aware that just attacking an officer is also a keelhauling offense.


'Keelhauling?' Blinking in disbelief as Scourge walks out of the dark quarters, Seamus realizes it was clearly a set up. As the smirking Scourge approaches threatening them with keelhauling something inside of Onnello snaps. He watches as the arrogant man turns away to check his unconscious friends. Without saying a word, Onnello studies the man then lashes out with the sap.

5 ft step? move action studied target, attack: MW sap, power attack
Kunai: 1d20 + 5 + 1 + 1 - 1 ⇒ (17) + 5 + 1 + 1 - 1 = 23 for damage: 1d4 + 4 + 1 + 2 ⇒ (1) + 4 + 1 + 2 = 8


He doesn't turn away, he may be arrogant, but he won't turn his back on you. Also, you aren't going to surprise him, he has been spending years dealing with pirate crews.

Onnello: 1d20 + 4 ⇒ (1) + 4 = 5
Scourge: 1d20 + 7 ⇒ (12) + 7 = 19

Scourge, seeing Onnello spring to attack, preempts him (unless any of the others restrain Onnello? I'll roll everyone elses initiative just in case).

Helgash: 1d20 + 3 ⇒ (17) + 3 = 20
Nivian: 1d20 + 3 ⇒ (3) + 3 = 6
Ioney: 1d20 + 2 ⇒ (14) + 2 = 16
Sebastion: 1d20 + 4 ⇒ (11) + 4 = 15

Helgash can intervene before anything happens if he wants.

1d20 + 5 ⇒ (18) + 5 = 23
damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10


Helgash tries to stop Onnello when he notices he is going for Scourge - he spins around and punches him squarely in the face!

Punching Onnello: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Damage if it hits: 1d3 + 1 ⇒ (1) + 1 = 2

"Not today..." - he growls at him.


'What the?' Surprised by his friends glancing blow off of his chin, Onnello is distracted enough that Scourge strikes him with his hand axe in the shoulder. Growling at Helgash, "What are you doing? This is our chance, he's alone!" As he swats at Scourges head, causing a knot.

His blood dripping on the deck, he continues as he drops the sap, "We'll need to cover the blood, instead of throwing them overboard we can stage it so it looks like they've killed each other." He glances at the others, hoping they realize this would be the best time to get rid of the Scourge and two of his minions.

Just some fluff, Trevor, I'm assuming that damage is a type-o, so it would be 5 instead of 10 right?


I blame myself for not being clear. Scourge just came out of the officer's quarters, which is a shared room. He was very noisy, which means that several of the officers have probably woken up. This means that you have at most 2-3 rounds before someone else comes out. I made a point about Scourge's suspiciously fast reaction to make it obvious that he was setting you up. Either Syl and Maheem would quietly dispose of Ioney (who is somewhat untouchable currently because of his value to the captain) and Scourge would cover for them, or he could catch the lot of you on deck after hours and get to punish all of you. If you had killed either of them, he would get the added bonus of pinning one of you with the killing. Attacking him is almost as good for his plans.


Apparently after much discussion, Onello's action never happened: Retconning

Feeling the cold hard slap of a friend, Onnello's glare shifts from Scourge to Helgash. Spitting blood, he looks at the others, "I'll not be keelhauled!"

Dropping the masterwork sap he sprints for the gunwale, diving over the edge into the dark water. Clearly preferring death at sea to any punishment Scourge was preparing.


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

Hesitating for a second, Ioney calls out in a loud stage voice, but with an obvious lack of confidence, "Man overboard?"


Well, to move on then...

Scourge lashes out with his whip as Onnello turns to run.
"Now where do ya think yer goin' there, boyo?"

1d20 + 10 ⇒ (10) + 10 = 20
The whip curls around Onnello's ankle, tripping him. Scourge immediately moves up to keep him from standing.

"Just stay down, gettin' up will only make it worse."

You also hear more voices and see several officers exiting their room. Fortunately, no one has awakened Captain Harrigan yet. Onnello is restrained and, barring any actions by the rest, everyone is sent back below decks.

The next morning, the punishment hour is moved up to first thing before jobs are assigned. Captain Harrigan is in a foul mood, and it is obvious that he is almost as mad at Scourge as he is at the rest of you. Instead of Plugg announcing punishments as usual, Harrigan does it himself (something that does not sit well with Plugg). Everyone that was above decks, including Syl and Maheem are to be given six lashes, Onnello receives twelve and is sentenced to the "box" for three days.

FYI, the "box" is a steel box that can barely fit a crunched up person that sits on the open deck exposed to the sun. It is very hot and cramped.

Turning in disgust, Harrigan shouts at Plugg to get everyone working.


OK, I have updated the crew attitudes. I redid my system because Nivian was right about the scale, so I fixed it. Everyone can do a single influence roll for Day 18 now.


Onnello Ustradi wrote:
Is there any reason you didn't let my character die?

I thought you had left as you hadn't responded to any of the posts, so I made Onnello an NPC. And there would have been a much worse reaction from Harrigan if any crew had actually been killed. I needed someone to get sent to the box.


I see no option to move a player to "previous player?"


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

When you are in campaign overview and "edit campaign", below the information boxes, there's a list of players to the left, and characters to the right. You'll want to remove the checkmark for Robert Henry, and move Onnello over to NPC side.
@Onnello: Usually I'm for player agency - if a player wants to exit by dying, sure thing...but in this case it would indeed have been complicated - Nivian would have felt compelled to jump in after you - not willing to simply let you drown(as in, at least go down fighting) - I was considering options on why she would or could not. So I'm torn, but for me, this makes things easier.

Nivian considers fleeing the ship...but the same thing that held her here for the past 2 weeks remains true: They were on the high sea, cruising for potential prey - she had no idea where exactly they were, or where she could head from here.
Depending on how things progressed from here, she realizes she might have to take her chances, regardless, but for now, she walked up and received her lashes. She cried out in pain, not seeing much value in pretending it didn't hurt and antagonizing her punisher further by being spiteful.

That day, she simply kept her head low, working diligently, and trying to easy Onnellos suffering, bringing some water or cooling his head with wet rope, if allowed - Harrigan wanted to punish him, but if the goal were to kill, there would've been a keelhauling.


Helgash took his lashings with a grim face, handling as much as he could without giving them any satisfaction.

Not sure if any of us can remain conscious with 6 lashes :P

Whenever he could, he took turns with Nivian to bring water to Onnello. And an apology - "Sorry brother, you were right. We should have taken him out there and then"

Helgash wrote:
Influence (Shivikah: 18 = 18

Was this successful? Or…?

Influence Owlbear: 1d20 + 5 + 2 + 2 ⇒ (16) + 5 + 2 + 2 = 25

If Owlbear is no longer 'influenceable' for some reason, Helgash will target Badger.


Helgash wrote:

Helgash took his lashings with a grim face, handling as much as he could without giving them any satisfaction.

Not sure if any of us can remain conscious with 6 lashes :P

Probably not.

Helgash wrote:


Whenever he could, he took turns with Nivian to bring water to Onnello. And an apology - "Sorry brother, you were right. We should have taken him out there and then"

Helgash wrote:
[dice=Influence (Shivikah]]18

Was this successful? Or…?

[dice=Influence Owlbear] 1d20 + 5 + 2 + 2

If Owlbear is no longer 'influenceable' for some reason, Helgash will target Badger.

Owlbear was never influencable except by special event.

Yes, I already had updated Shivikah so you made her friendly. And now you have made Badger helpful.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

I guess I'll go pick on Conchobar...

Intimidate: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25

Wow! A roll with double digits! Finally :)


Sebastion 0430 wrote:

I guess I'll go pick on Conchobar...

[dice=Intimidate]1d20+7+2

Wow! A roll with double digits! Finally :)

Only women get the +2 with Conchobar, but your roll was good enough without it.


So currently, only two crew are still "on the fence," Giffer and Aretta. Waititng to see if Ioney goes for one of them, then we can move on. Cogward is unfreindly, but not hostile or an enemy yet.


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

Cogward it is, then!

Diplomacy: 1d20 + 13 + 3 + 2 ⇒ (1) + 13 + 3 + 2 = 19

So, even a 1 doesn't push him over the edge, does it? Missed the Unfriendly DC by less than 5, right? WOW.


Ioney Dragi wrote:

Cogward it is, then!

[dice=Diplomacy]1d20+13+3+2

So, even a 1 doesn't push him over the edge, does it? Missed the Unfriendly DC by less than 5, right? WOW.

lol, a 2 or higher would have moved him up. If you rolled a 12 or higher you would have moved him all the way to helpful.

By the way, for anyone else, Intimidate cannot be used against Cogward.


Day 19

Today, Nivian is sent to scrub decks with Ioney. Sebastion is sent to the bilges, as usual, along with two of Scourge's toadies, Tam and Jape. As has been happening for the last few days, each person being sent to the bilges is searched and relieved of any weapons.

1d20 + 4 ⇒ (10) + 4 = 14


After Sebastion goes below, he notices that Tam has a concealed dagger, something that should have been easily discovered by Scourge's "search" for weapons.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

I will try and work in a way that gives me some seperation from them and keeps them in front of me. I will keep a sharp eye out for Tam to draw his dagger.


You manage to position yourself so that neither of them are behind you, but the pumps are realtively close together, so you don't have much distance from them as the area is cramped.

After about an hour of work, Tam suddenly shouts at you:
"Stop your useless slackin', you worthless swab!'
You can tell he is getting ready to start trouble, especially since the "slacking" is an obvious pretext.
"I'm sick o' you and your friends, mucking up the proper order o' things."
With that he draws his hidden dagger.

Sebastion: 1d20 + 4 ⇒ (14) + 4 = 18
Tam: 1d20 + 2 ⇒ (11) + 2 = 13
Jape: 1d20 + 2 ⇒ (5) + 2 = 7

Lucky you, you go first.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Sebastion reacts quickly to the planned attack, reaching out to grab Tam's dagger from him.

Disarm: 1d20 + 5 ⇒ (18) + 5 = 23

I believe I can take the dagger with a successful disarm attempt made unarmed? If not, I could also be a steal attempt with the same numbers.


Tam looks surprised as the dagger is ripped from his hand. He hurriedly backs away (but tries to avoid an AoO from Sebastion), looking desperately for something to use a weapon he picks up a stave from a broken barrel to use as an improvised club.

Jape also pulls out a concealed dagger while moving up to attack Sebastion.
Acrobatics: 1d20 + 2 ⇒ (16) + 2 = 18
He narrowly avoids an attack of opportunity from Sebastion.

Jape also pulls out a concealed dagger while moving up to attack Sebastion.
1d20 + 3 ⇒ (2) + 3 = 5
Srbastion easily evades Jape's thrust.

You're up again.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Sebastion focuses on Jape as he has a real weapon.

attack w/CE & PA: 1d20 + 5 - 1 - 1 ⇒ (10) + 5 - 1 - 1 = 13
damage: 1d4 + 4 ⇒ (3) + 4 = 7

Status:

AC - 17
hp - 11/11
status- no current special effects.

I will 5' step back in an attempt to put the hull to my back and also be against boxes so they can't flank if possible.


Tam pushes forward to attack with Jape.
1d20 + 1 ⇒ (14) + 1 = 15
But his swing goes wide.

Jape's eyes widen with worry as Sevastion gives him a serious gash, but the cramped quarters and Tam moving forward slow his ability to retreat. He lasges out in desperation.
1d20 + 3 ⇒ (4) + 3 = 7
Jape also fails to hit.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Two on one? I don't like these odds.
Sebastion goes more defensive hoping to hold out long enough for someone to notice. Hoping to even the odds, he keeps attacking Jape.

attack, fighting defensively, PA & CE: 1d20 + 5 - 4 - 1 - 1 ⇒ (16) + 5 - 4 - 1 - 1 = 15
damage: 1d4 + 4 ⇒ (2) + 4 = 6

Status:

AC - 20
hp - 11/11
status- fighting defensively.


[spoiler=Sebastion]AC 20? I get 19?[/ooc]

Jape's eyes roll back and he drops unconscious. Tan presses his attack.

1d20 + 1 ⇒ (14) + 1 = 15
But Sebastion's defense confounds him.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

I have a trait that gives me a +1 dodge bonus when I fight defensively

Now facing only one opponent, and still uninjured, Sebastion goes for more offense.

attack w/CE & PA: 1d20 + 5 - 1 - 1 ⇒ (9) + 5 - 1 - 1 = 12
1d4 + 4 ⇒ (4) + 4 = 8

Status:

AC-17
hp-11/11
Status -none


Sebastion seriuosly injures Tam and he drops his club and flees.

I need to know what you do next.

1d20 ⇒ 17


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Sebastion allows Tam to flee and instead goes to Jape and sees if he is dead. If not, he tries to stop the bleeding.

Heal: 1d20 + 2 ⇒ (5) + 2 = 7


Sebastion:
He's still alive, but that's all you can tell.

Ioney & Nivian:

You are scrubbing the deck when you see Tam come running up from below. He has a wild look to his eye and is bleeding. He turns about frantically until he spots Scourge, he then runs to him. After a brief conversation, both of them head back to below decks. You both know that Tam was sent with Sebastion to work the pumps in the bilges.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Sebastion expecting that Tam will tell lies and soon someone will be down here, will continue to try and stop the bleeding.

Heal: 1d20 + 2 ⇒ (1) + 2 = 3 lol, I guess i'm only good at combat.

Let me know how many tries I get.


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

Exchanging looks with Nivian, Ioney goes to follow them down. Visions of horrific options running through his head. The blood showing on Tam doesn't lead to calmer imaginings.

"Does someone need some healing?"


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Nivian will give a short nod to Ioney, then follow along towards the bilges as well:"Has there been an accident?"

Also, just for reference to an earlier post: this was the event I had hoped was replaced with the above-deck situation that cost us Onnello. :P At least Sebastion Fourthirty managed to survive and turn it around.

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