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  1. - Top - End - #61
    Orc in the Playground
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Sima goes about his work on the ship.

    Spoiler
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    Acrobatics (1d20+2)[11]
    Con (1d20+2)[10]

  2. - Top - End - #62
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    PirateWench

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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    With an ever present smile Arashi rolls up her sleeves , revealing her tattoos, and starts hauling and tying rope as needed while making small talk where appropriate slowly trying to gather more information about the ship and its crew.

    Spoiler: Crunchatize me Captain
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    Str check for rope work (1d20+0)[7]
    Con check for fatigue (1d20+0)[8]
    Diplomacy check for gathering general info (not sure if you roll that or me so i'm putting it in just in case, feel free to ignore it if its not needed/applicable) (1d20+6)[18]

  3. - Top - End - #63
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    ElfRogueGirl

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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Tossed Salad gets to work cleaning the bilges and familiarizing himself with the ship. He's used to the humidity, but its slick and keeping his footing is more difficult than he'd anticipated.


    Spoiler: Roly Poly
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    STR (1d20+3)[5]
    CON (1d20+3)[20]

  4. - Top - End - #64
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    HalflingRogueGirl

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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Dolly mostly keeps to herself while doing her assigned task. If spoken to, she will respond politely.

    Spoiler: Rolls
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    Strength check (1d20+1)[4]
    con check (1d20+2)[3]

  5. - Top - End - #65
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Over the course of the day, Dolly and Sprawl will heal from their earlier whippings.

    With everyone complete whatever tasks they were performing, the clock on deck chimes out and Master Scourge calls dusk. Mister Plugg comes out to the poop deck, and calls an end to tasks, and then the runners are sent to the other parts of the ship to make sure that they know the day's work is done and that all hands are to muster topside. (That means to gather together on the main deck.)

    With the crew on deck, it is the "Bloody Hour." The unfortunate sailor that Dolly and Tossed Salad saw in the bilge - Jakes Magpie - is brought topside. His crime is that he was caught stealing from the quartermaster's store the night before, and after a brief interrogation confessed his crime to Mr. Plugg and Master Scourge. Mister Plugg comes down to meet Master Scourge on the main deck, while the captain himself comes out of his cabin and goes up to the poop deck to the bridge to witness the sentence being carried out.

    "A pirate ship requires absolute faith and trust in each other for all that sail under that ship's flag," begins Captain Harrigan. "Stealing undermines that trust, and ruins the good order and discipline needed for a ship to run smoothly. The act itself is a violation that is like a cancer, and the source of that cancer must be excised.

    "Jakes Magpie, for your execrable crime of theft at the quartermaster's store, which is a theft directly against myself and each sailor here ... from Mister Plugg on down to the nub Tramp there ... you are hereby sentenced to death by keelhauling."


    Jakes gets his hands tied together through expert knots, while the bitter end of a rope from the other side of the ship binds his feet. He is tossed over the port side of the ship, and Mister Plugg, Master Scourge, and a few other sailors tug at the ropes which will carry Jakes Magpie down the port side of the boat, across the keel, and then up the starboard side of the boat and back onto the ship.

    Everyone of the PCs notices the relish with which Mr. Plugg, in particular, tugs at the rope as the unfortunate Magpie is dragged under the ship for 12 rounds. What appears on the other side has been cut to shreds and is soon thrown overboard to feed the sharks.
    Spoiler: Sparkles
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    You noticed that the body must have suffered enough damage from the barnacles crusting the barnacles of the ship to kill him twice over, and the constant stress of such damage means he probably expelled his air from the pain and drowned anyway.

    The Bloody Hour continues, though, as Master Scourge gives Tossed Salad and Dolly both a strong verbal reprimand - publicly - for performing so poorly in the bilges today.

    The Bloody Hour complete, the crew is then served dinner and rum rations while the officers retired to the captain's cabin for dinner. The crew's morale actually perks up quickly despite the downer that Magpies' death might have provided. It seems the new cook's mate Handbag did a decent job of hunting leatherback sea turtles, so the fish stew is better than normal.

    Is there anyone who does NOT drink their rum ration. And if so, what do you do with it?
    Last edited by lostsole31; 2021-09-14 at 12:04 PM.
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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    bcool999: On hiatus through 01APR2024.

  6. - Top - End - #66
    Orc in the Playground
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Sparkles will offer to trade his rum for carpenters tools, or if no one has any information on where to find some.

  7. - Top - End - #67
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    "Drink your f*$%ing rum rations, non-qual," says a halfling female to Sparkles.
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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  8. - Top - End - #68
    Barbarian in the Playground
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    "Whys, I belives that tha last time I accepted a drink from an unsavory lot, I found myself whisked away from peril. Port Peril that is!" With a laugh Sprawl will raise a toast to his new fellows. "May this company a fine gentlemen, and gentlewomen, keep me away from peril many times more, and I will repay tha kindness!" Sprawl then drinks his ration.
    Spoiler: Crunch
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    Drink my ration
    Last edited by Ostoril; 2021-09-14 at 02:00 PM.

  9. - Top - End - #69
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    His toast is met well by his fellow sailors, though nobody glugs down their rum ration, as they want it to wash their meal down.
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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    bcool999: On hiatus through 01APR2024.

  10. - Top - End - #70
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    HalflingRogueGirl

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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Dolly does her best to blend in, especially after the reprimand. She follows the lead of the more established crew- saving her rum ration to wash down her meal.

    Spoiler: Stuff
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    drinks rum after seeing others drink it

  11. - Top - End - #71
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    PirateWench

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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Tramp will plop down next to Dolly and flash her an exhausted smile, before ravenously digging into her meal. using the Rum ration to wash it all down. and letting out a loud satisfied "BELCH" afterwards.
    Last edited by Master K; 2021-09-15 at 04:26 AM.

  12. - Top - End - #72
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    ElfRogueGirl

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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Tossed Salad will slowly sip his rum rations while observing and listening to how everyone interacts over dinner.

  13. - Top - End - #73
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Sparkles, do you drink your rations after a fellow sailor reprimands you?

    Handbag, what about you?
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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  14. - Top - End - #74
    Orc in the Playground
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Sparkles sighs and eats his meal drinking the rum as he goes.

  15. - Top - End - #75
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    OldWizardGuy

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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Handbag doesn't trust the rum, but he does trust his own constitution. He'll swish it back and forth in his mouth before swallowing, seeing if he can tell if they've laced it with anything. If it passes his test he'll drink the rest. He looks over the other people in the small crew, grunting in acknowledgement
    Last edited by Lord Foul; 2021-09-17 at 08:18 PM.

  16. - Top - End - #76
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    During the crew's meal, the PCs will note that Sandy is no longer stripped of all possessions like themselves. Now, she wears a sporty tricorne, has weapons, and some other items ...

    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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  17. - Top - End - #77
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    The rum rations are staggeringly strong. After dinner, everyone feels really good and mildly more sociable, but also more tired as it helps the body relax from a long day's work, so it shouldn't be hard to go to sleep if you want to go right to bed.
    Spoiler: Dolly, Tossed Salad, Tramp
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    Because you were already fatigued, you are now exhausted. However, you do get a variable bonus to CHA (see your sheets).
    Spoiler: Exhausted
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    Exhausted: An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

    As a side effect, however, you are also "weakened."
    Spoiler: Weakened
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    Weakened: A character whose health is weakened by Constitution poison takes a –2 penalty on all Fortitude saves and Constitution checks.

    Spoiler: Handbag, Selkie, Sparkles, Sprawl
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    You are now fatigued as the strong drink has a good sedative calming effect.
    Spoiler: Fatigued
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    Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
    You will have no problems getting to sleep when you want to.
    Alcohol is still a drug and toxin, though, so you are are "weakened" as well.
    Spoiler: Weakened
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    Weakened: A character whose health is weakened by Constitution poison takes a –2 penalty on all Fortitude saves and Constitution checks.
    But the sociability means you gain a CHA boost. Please see your sheets for individual effects.

    Now that you've witnessed "Bloody Hour" on the ship and have had dinner and your rum rations, the new recruits are all marched down to the Lower Hold and Crew Berths (A10). Sixteen pillars support the deck above this spacious hold. At night, the Wormwood’s common pirates tie their hammocks between the walls and pillars and sleep until dawn. Two of Mr. Plugg’s toadies, Kipper and Patch Patchsalt, have claimed the far forward section of the hold as their own, and their hammocks are strung between the foremast and the stairs leading up to the middle hold (A6). A trap door just behind the mainmast opens onto the bilges below (A11), and requires a DC 10 Strength check to lift. The hold is currently empty of cargo, but several footlockers line the walls. Each member of the crew has a locker, equivalent to a small chest. At the start of the adventure, only 18 of these lockers are in use by other sailors, while 22 empty lockers are stacked along the walls.

    Master Scourge and a sailor marking things down in a ledger assign each sailor a locker and a locker key. You are each instructed to keep your locker locked at all times.

    After that, Master Scourge leaves, and each of you are on "shipboard liberty."

    What night actions do you take, if any? Feel free to comment here (if you might end up working with others, but beware a roving band of sailors looks sus), or in your private Discord channel.
    Last edited by lostsole31; 2021-09-17 at 07:38 PM.
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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  18. - Top - End - #78
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    DAY 2 ABOARD THE WORMWOOD

    Everyone wakes up rested, though a little sore as hammock-sleeping takes some getting used to. And waking up rested is not the same as springing out an full of pep.

    Sandy has some things for two of her fellow recruits. She hands Tossed Salad his Gozran fetish symbol and medicine bag (spell component pouch), and then a holy symbol of Besmara and another pouch of interesting objects for Dolly. For Tossed Salad, these are both of his objects. For Dolly, it is her spell component pouch, but the wooden holy symbol of Besmara is new.

    "Hey," she says to both Dolly and Tossed Salad, having called them over to her. "I managed to get Cut-Throat Grok to give me these things when I saw them and found out who their owners were. I hope you take these as an offering of friendship. On a pirate ship, it's not what you know but who you know that helps you get by. Friends help each other out, enemies cause trouble—on a crowded pirate ship, this fact is essential for basic survival. I hope we can be friends."
    Spoiler: Dolly, Tossed Salad
    Show
    Sandy seems to be someone who is helpful, so you can spend some off-time talking for RP and training, but you won't need to spend your ship actions influencing her. If you want to continue chatting with her, let me know, but as it is the morning, and this now means you have the means to recover spells, I imagine both of you are eager to reconnect to your divine sources!

    After everyone has a simple breakfast of hard tack and about an hour or so to stow their hammocks and "prepare themselves for the day" (which includes preparing spells, extracts, mutagen, and/or veils), muster on deck is made, and then everyone is given their jobs.

    Fall Out to Discord!
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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  19. - Top - End - #79
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    As it was, mostly everyone did fine with their various shipboard tasks.

    Sparkles and Sprawl swabbed the decks, with Sparkles trying to make headway on influencing Crimson "Cog" Cogward.

    Tramp had another day of not doing that great with hauling rope and knot tying, finding out that while she has magic that she openly shared ... making ropes go up and down ... there is no finesse in this task and she was given a verbal reprimand. Dolly does alright learning how to effect repairs on a ship. In the evening, she and Tramp performed for the crew, singing passably, with Tramp trying to sing "right" and Dolly being more "fun" (read: drunk), but all-in-all doing well.

    Tossed Salad did a good job as a runner.

    Handbag got to slaughter a pig. Of course, the crew still only got fish rations, but Fishguts did let Handbag have a few pull of pork .... for a cook's taste-test, of course. Strictly professional.

    You hear that your fellow recruits did well as well. Selkie performed upper rigging work, while Sandy was able to perform the job in the bilge that Tossed and Dolly couldn't the day before.

    End of day...
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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  20. - Top - End - #80
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    DAY 3 ABOARD THE WORMWOOD

    Mere seconds after the bell tolls to summon the crew on deck (so after the PCs do their setups for today), four pirates—Aretta Bansion, Fipps Chumlett, Jaundiced Jape, and Slippery Sy Lonegan—block the PCs’ path.

    “In a hurry?” the corpulent Fipps says as he laughs, pushing Tramp in the chest.

    Round One ...

    R1T28:
    Dolly, what do you do? You heard Fipps around a stanchion that's in the way, though you did not see Tramp get pushed in the chest.
    Last edited by lostsole31; 2021-09-23 at 12:33 AM.
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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  21. - Top - End - #81
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    HalflingRogueGirl

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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Dolly nonchalantly walks towards the door. She looks at Fipps and smiles, “I’d love to stay and chat, but I need a head start on my day: short legs and all.” She gives a slight shrug.
    Spoiler: Crunch
    Show
    Move: up to 20 feet of walking towards door, not pushing through those in way though.
    Free: Assess- specifically looking for best way through.
    Standard/2nd move: Studied target Fipps (as slayer ability)
    Free action: Talk (I believe you roll for social skills as you deem appropriate. She has no real interest in talking to him.

  22. - Top - End - #82
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    R1T28: Dolly nonchalantly walks forward, looking at Fipps, and smiles, “I’d love to stay and chat, but I need a head start on my day: short legs and all.” She gives a slight shrug right next to him, looking him up and down. As heavyset as he is, that requires a lot of looking.

    R1T27: "Oi!" comes a call from the forward part of lower deck. Selkie walks right up to Fipps, and he has brass knuckles that he has pulled from somewhere on himself that was hidden. "Now, these all here are a bunch of mewly scrubs, but as we woke up together, and were impressed together, that sorta' makes me and them like family. And you just can't choose family, but you can choose to f*&k up those who mess with family. You know, for fun."

    R1T18: Handbag, what do you do? And just for guidance, the hammocks that you see are not tied up for the most part, as sailors are required to roll and tie off their hammocks when not in use, so they aren't "in the way."
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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  23. - Top - End - #83
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    OldWizardGuy

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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Handbag hisses at the people blocking their way, opening his mouth to show large fangs. He glared at the ones mostly blocking their way and says "move"


    Spoiler
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    intimidate (1d20+9)[28]

  24. - Top - End - #84
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    R1T18: Handbag hisses at the people blocking their way, opening his mouth to show large fangs. He glared at the ones mostly blocking their way and says, "Move."

    R1T17: Fipps gulps and steps away from Sprawl and Dolly.

    R1T15: Sprawl, what do you do?
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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  25. - Top - End - #85
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    "Come now ma dear friends, if ya have a quarrel wi' us, best we settle it afta hours. Unless ya want to be getting tha officers involved in why we are late ta duty. If ya would be so kind as ta let us through?" Sprawl gives the men a smile and makes his way towards the deck, nimbly moving past them. "S'cuse me, pardon me."

    Spoiler: Crunch
    Show
    Move: Move towards the top deck, using acrobatics to move through adjacent squares along the top if necessary. (1d20+10)[21]
    Standard: Continue moving towards the top deck.
    Free: Talk.
    Last edited by Ostoril; 2021-09-26 at 08:57 PM.

  26. - Top - End - #86
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    R1T15: "Come now ma dear friends, if ya have a quarrel wi' us, best we settle it afta hours. Unless ya want to be getting tha officers involved in why we are late ta duty. If ya would be so kind as ta let us through?" Sprawl gives the men a smile and makes his way towards the deck, nimbly moving past them. "S'cuse me, pardon me."

    Sprawl does get stopped at the ladder (nautical term for "stairs") because the stairs are packed with the rest of the crew there listening and watching and seeing what happens.

    R1T15: Slippery Sy Lonegan gives chase and gets right up to Sprawl, loading up to swing.

    Sprawl, she isn't a skilled brawler, so you could get an unarmed attack on her as an AOO. Normally I do them, but we haven't really defined what your PC would do in this scenario. Does Sprawl take an AOO, and if so ... what type and what type of damage?
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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  27. - Top - End - #87
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Sprawl may be a friendly fellow, but not being one to be walked all over he takes his opportunity to let that be known. He quickly tries to knock some sense into his assailant, hoping he doesn't leave too big of a bruise.
    Spoiler: Crunch
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    AOO: Non Lethal Unarmed Strike (1d20+7)[13] for (1d6+4)[7] non lethal bludgeoning.

  28. - Top - End - #88
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    R1T14 (Cont'd): Sprawl may be a friendly fellow, but not being one to be walked all over he takes his opportunity to let that be known. He quickly tries to knock some sense into his assailant, hoping he doesn't leave too big of a bruise, using the stairs for a little extra height as he knees her in the crook of the left elbow for 7 NL, making her own blow go wide.

    R1T13: Sparkles, what do you do?
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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  29. - Top - End - #89
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    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    Sparkles continues to top deck to do his work, if anyone tries to stop them he looks them in the eye and says.
    "Move, or be moved!"

    Spoiler
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    (1d20+8)[17]

  30. - Top - End - #90
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    Join Date
    Nov 2008
    Location
    St. Louis
    Gender
    Male

    Default Re: Skull & Shackles: The Wormwood Mutiny [IC]

    R1T13: Sparkles continues to top deck to do his work, passing by Jaundiced Jape and Aretta Bansion, who don't try to stop him. He gets up next to Slippery Sy Lonegan after a double move and growls, "Move, or be moved!"

    R1T12: Jaundiced Jape recovers from Handbag's scary delivery then snarls and steps up to Handbag and takes a swing, missing.

    R1T9: Tramp, what do you do?
    20MAR2024: Completed reading Paizo's Pathfinder Campaign Setting: The Worldwound (2013, Jacobs, Keith, et. al.).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    Spoiler: Player Status
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    bcool999: On hiatus through 01APR2024.

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