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  1. - Top - End - #241
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    Default Re: Skull's & Shackles Solo

    Ryotsu helps haul in the dingy. If there's nothing major going on then, he'll head down to the galley and help prep the food.

  2. - Top - End - #242
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    Default Re: Skull's & Shackles Solo

    As the rest of the newbies hasn't anything better to do, they follow you down to the galley - likely in the hope to get first in line for the food.
    Your last minute intervention in the galley prevents a totally hung over Fishguts from ruining an already suspicious looking stew.
    There is a bit of joking going on between you four - the little exercise has helped you bonding to the others quite a bit.

    Handing out the food follows the usual routine and after the sweltering heat of the day you enjoy the strong breeze on deck.

    You notice that some of the older sailors throw worried glances at the sky and you realize that the clouds are racing across the sky.
    Suddenly Sandra is by your side and says in a quite ominous voice: "Prepare yourself, a storm is coming."

  3. - Top - End - #243
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    Default Re: Skull's & Shackles Solo

    "How bad to storms usually get out here?" Ryotsu asks, curiously. He'd be lying if he said that the idea of weathering something major on a ship was something he was comfortable with.

  4. - Top - End - #244
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    Default Re: Skull's & Shackles Solo

    "Bad enough. This is going to be rough." Just as she has spoken, the first lightning strike hits somewhere along the horizon. The thunder, when it reaches the ship, is loud enough to rattle the deck.
    The waves are getting higher and the ship begins to lurch, just as the winds pick up again.

    "Everyone in to the riggs, get the main sail down and trim the aft." The command is bellowed and soon all sailors no matter if rigger or scrub is engaged in some kind of work.
    Even you, the cook's mate, are pressed into working the rigs.
    And the work just doesn't stop, hours upon hours everyone has to stay up and alert, to keep the ship from falling apart as waves and wind lash at you.
    Only your improved night sight allows you to evade several hairy situations.

    Spoiler
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    One Fort save DC 14 to avoid becoming fatigued


  5. - Top - End - #245
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    Default Re: Skull's & Shackles Solo

    Spoiler: OOC
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    Fort+Charmed Life

    (1d20+5)[23]

    You think that as a melee class Swashbucklers would have good fort saves, but you'd be wrong.

  6. - Top - End - #246
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    Default Re: Skull's & Shackles Solo

    You work tirelessly and so it's no wonder that you are the first to notice when Owlbear goes over board. The hulking man with only one eye missteps and is thrown into the water. His strength helps him to keep his head over water, but without aid he certainly will be dead soon.

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    Ranged touch attack with a thrown rope -2 DC 10 to give him a chance - unless you bind the rope onto yourself and would rather swim out to him in that case it's a swimming check DC 15

    Or you can let him drown...

  7. - Top - End - #247
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    Default Re: Skull's & Shackles Solo

    "Man overboard!" Ryotsu shouts, grabbing a free rope. "Please sweet lady of luck, just give me this one!" With that said he hurls the free end with as much skill as he can muster. At the same time, four blue flames ignite over the kitsune's shoulders and fly out to illuminate the struggling man.

    Spoiler: OOC
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    I feel like going in after him would just add to the problems. Also going to cast dancing lights, because it seems like it would be helpful.

    (1d20+3)[20]

    Owlbear better hope I can roll at least a 7...
    Last edited by Eonn; 2017-11-02 at 02:47 PM.

  8. - Top - End - #248
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    Default Re: Skull's & Shackles Solo

    Lady Luck seems to be in a good mood. Despite the bad weather, the exhaustion of the day and your less than stellar record at throwing ropes, this time you manage it perfectly.
    Owlbear even manages to get a grip on it and starts to pull him self toward the ship.
    But the man is heavy and you alone are holding the rope...

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    One Str check please

  9. - Top - End - #249
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    Default Re: Skull's & Shackles Solo

    Ryotsu does his best to try to heave the large man in. Where is everyone else right now? Shouldn't this be priority?

    Spoiler: OOC
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    (1d20+1)[4]

  10. - Top - End - #250
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    Default Re: Skull's & Shackles Solo

    You make no headway and in fact the rope begins to slip between your fingers, giving you a nasty rope burn.
    You cry again for help and you are certain that any second now you'll lose the rope.
    Suddenly a strong pair of hands clamp down beside yours and start to heave.
    Crimson has made his way towards you.

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    You receive (1d4)[3] points of fire damage

    make another test, this time with a +4 bonus through Crimson's help

  11. - Top - End - #251
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    Default Re: Skull's & Shackles Solo

    "About time." Ryotsu shouts over the wind sarcastically.

    Spoiler: OOC
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    (1d20+5)[14]

  12. - Top - End - #252
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    Default Re: Skull's & Shackles Solo

    "Less talk, more pulling. Damn this oaf is heavy."
    With combined effort you manage to pull the large man on board. He is bleeding from a nasty gash on his forehead and seems to be disoriented. Lightning flashes through the clouds, illuminating the scene eerily.
    Crimson quickly runs back to the task he abandoned.

  13. - Top - End - #253
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    Default Re: Skull's & Shackles Solo

    "You alright buddy?" Ryotsu shouts over the wind. "Let me patch you up..." The bard prepares his magic.

    Spoiler: OOC
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    Cure Light Wounds: heal for (1d8+2)[5]

  14. - Top - End - #254
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    Default Re: Skull's & Shackles Solo

    Owlbear looks up to you and the soothing feeling of your touch makes a smile appear on the brute's face.
    The blood stops flowing and the man regains his feet, lurching away to get back to work.

    The night finally is replaced by a weak morning light and the storm abates. The crew wants nothing more than to go to sleep, but the day business still has to be attended to.

    In the evening everyone is hungry and exhausted, so whatever you serve it has to be excellent. To this effect, you are ordered to slaughter a pig and serve fresh meat to the crew

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    Surviving the storm 300 XP, saving Owlbear 400 XP

    One test Profession (Cook) to slaughter and prepare the pig at DC 15 for some added goodwill from the crew

  15. - Top - End - #255
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    Default Re: Skull's & Shackles Solo

    Knife in hand, Ryotsu sneaks up on the swine. It's just a dumb animal, butchering it can't be too hard. Can it? Maybe he should have actually learned these things instead of using magic to make everything taste good.

    Spoiler: OOC
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    (1d20+4)[19]

  16. - Top - End - #256
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    Default Re: Skull's & Shackles Solo

    You are surprisingly adapt at killing pigs and taking whatever they've got.
    The meal becomes a resounding success - insofar a bunch of exhausted people do resound on anything. But at least there are no complains, which is high praise on this ship.

    This night, there are no games or music as every last member of the crew sinks into their hammock and begins to sleep. For once even Fishguts has gone to bed without the aid of a bottle.

  17. - Top - End - #257
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    Default Re: Skull's & Shackles Solo

    Ryotsu calls upon his magic once again to patch himself up before going to bed himself.

    Spoiler: OOC
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    Level up! And I'm going to make sure I put a point in climb.

  18. - Top - End - #258
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    Default Re: Skull's & Shackles Solo

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    Good for you. Time for some real action then



    The next day dawns. You are awoken by anxious whispering around you. "Ah ship, I've seen it. A fat trader. Got blown of course just like us. Lot's of plunder, I tell you."
    Going on deck, you find the whispers to be indeed true. The sleek form of a Chelish trader can be seen. Slowly but steadily, the Wormwood gains on the other ship, which in turn indicates that the trader must have a full hold to be that slow...

    Sandra appears at your side: "The pirate queen blesses us after we weathered her storm. This will be our first real fight with this new crew. Stay alert and close to your friends when the action starts. It will be only a few hours before we catch up with them."

  19. - Top - End - #259
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    Default Re: Skull's & Shackles Solo

    "Exciting!" Ryotsu says, cheerily. It's at this point that he remembers how negligently he's been with his equipment over the last few day. The kitsune decides to grab a hearty breakfast with the other new crewmembers, then take some time to sharpen and polish his blades before the fight starts. He wanted to speak with Owlbear soon also, but that may have to wait for another time.

  20. - Top - End - #260
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    Default Re: Skull's & Shackles Solo

    Talking to Owlbear is easy: For the time being, Scourge has chained the man with an iron collar and a short chain to the main mast in the hold. Right now he is dragging his finger morosely through the filth on the floor.
    When you get close he looks up suspiciously - he has learned that someone from the crew coming close seldom brings him anything but new pain...

  21. - Top - End - #261
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    Default Re: Skull's & Shackles Solo

    "Hello, Owlbear. How are you faring after last night?" Says Ryotsu with a kind smile.

  22. - Top - End - #262
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    Default Re: Skull's & Shackles Solo

    It takes a moment for the big man to realize that you aren't here to throw tar and feathers on him and even longer to process the friendly tone of your voice.
    Finally he admits:
    "Feel better now. Head no hurt anymore. Even tooth hurt gone. You good Stichman"

    He cringes a bit as if expecting punishment for his answers. When no punishment comes, he fetches a small life crab from somewhere in his makeshift kilt, bites its head off and eats the meat raw that he pulls from it.
    "You want crab too?"

  23. - Top - End - #263
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    Default Re: Skull's & Shackles Solo

    "Err, no thanks. I'm not hungry." Says Ryotsu, trying to hid a look of disgust. "Well, I need to get ready for the fight. Stay safe!"

  24. - Top - End - #264
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    Default Re: Skull's & Shackles Solo

    "Fight, yes, I is good in fight."
    Owlbear gets on his feet and turns his head so you can open the screw that keeps the chain to his collar.

    When you get on deck, you see for the first time the sorcerer Peppery Longfarthing. She is standing on deck, concentrating on the other ship. You notice a heavy mist has begun to spread before the trader ship.

    The master gunner is handing out weapons to all who don't have their own.

    The captain is now personally assigning jobs.

    You are grouped together with Crimson, Rosie and Conchobar to enter the ship on the after deck and prevent anyone from fleeing in the two life boats.

  25. - Top - End - #265
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    Default Re: Skull's & Shackles Solo

    "So, everyone ready for a fight?" Ryotsu asks. He knows that most of these people were taken against their will, and hopes to gage how ready they are for this.

  26. - Top - End - #266
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    Default Re: Skull's & Shackles Solo

    "As ready as I'll ever get", Rosie replies. The other's just nod, determined to to their part.

    The first minute passes with the ships drawing closer to each other and small canon fire being exchanged.
    Fishguts is busy throwing pig blood and guts over board to attract sharks - a motivation, as the captain calls it, to stay on board fighting.

    Finally, the grappling hooks are thrown and the combined efforts of the pirate crew pulls the two ships together.

    Only now you can recognize the name of the ship through the thick mist: The Man's Promise is a proud Rahadoumi Merchant Vessel and the Rahadoumi sailors are not inclined to give up without a fight.

    Planks are put in place and the battle proper begins.
    As the winner of the boarding exercise, Rosie is in the lead. With sure, quick steps she moves across the planks and on board toward the stern. Six Rahadoumi sailors get in your group's way, trying to stop you from conquering the steering wheel and access to the boats.

    As your group takes on the sailors, you are left to fight against two of them!

    Spoiler
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    One Acrobatics check so you don't start Flat Footed into the fight due to the unsecured planks.

    Ini.

    Rhadoumi Sailors:
    (1d20)[5]+1



    Spoiler: map
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  27. - Top - End - #267
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    Default Re: Skull's & Shackles Solo

    Spoiler: OOC
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    Initiative: (1d20+5)[8]
    Acrobatics: (1d20+9)[19]

    Would it be possible for me to begin a bardic performance before beginning to board?

  28. - Top - End - #268
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    Default Re: Skull's & Shackles Solo

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    Certainly.

    You've got the initiative.
    Your opponents are armed with short swords, heavy crossbows, wear studded leather armor.

    Conchobhar will use Cause Fear on anyone getting to close to him
    Rosie Power Attacks, but needs two rounds to dispatch one sailor
    Crimson attacks with a cutlass, but won't be much faster


  29. - Top - End - #269
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    Default Re: Skull's & Shackles Solo

    "Alright, listen up you three! I know it may not be your choice to be here today, but that doesn't change that we will soon be fighting for our lives. I want you to remember what was taken from you, and vow that you'll live to see it again! Now, forward!" Ryotsu shouts as the boarding planks are locked into place, calling upon his bardic abilities to bolster his ally's moral. He is the first to charge over, immediately swatting away the blades of the defenders to allow the others to safely follow him. With a weapon in both hands, he lungs at his foes.

    Spoiler: OOC
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    Using bardic performance to Inspire Courage

    Making an attack at the nearest foe once I get over

    attack: (1d20+6)[11] crit 18-20 (1d20+6)[24]
    damage: (1d6+4)[9] crit (1d6+1)[4]

    If my attack hits, I can intimidate to demoralize as a swift action:
    (1d20+4)[24]

    Also queueing up Opportune Parry and Riposte

    Parry: (1d20+6)[21]

    attack: (1d20+6)[18] crit 18-20 (1d20+6)[7]
    damage: (1d6+4)[8] crit (1d6+1)[6]

  30. - Top - End - #270
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    Default Re: Skull's & Shackles Solo

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    Your charge fails, two Sailors attack you:
    (1d20)[16]+2 Damage (1d6)[1]+1

    (1d20)[13]+2 Damage (1d6)[3]+1



    The charge over the plank is harder than you thought and the sailor manages to stop your blade with his own short sword. But your opponents are too cocky: When they press the attack, you easily parry and riposte, cutting a horrible gash open on his left arm, while you also dodge the second one's blade

    Already the first blood has been spilled on deck - and before long it will be much more.

    Rosie attacks with abandon, dancing between blows, advancing and retreating.
    Crimson on the other hand is straight forward: He presses his attack with pure ferocity giving his opponent little chance to attack himself. Conchobhar has his sword cane out, but keeps his distance. At the moment he seems content to use illusory lights to blind and daze his opponent.
    Last edited by Pyrophilios; 2017-11-04 at 12:56 PM.

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