DM Cuc's Skull and Shackles Campaign. (Inactive)

Game Master moafnsteel

Skull and Shackles Campaign!


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MAP

balthe how much gold do you have? Grok found a masterwork gauntlet and will sell them for 100gp after your free 100gp.

jasmine if you can promise me to keep Four Skulls safe you can take the dagger, and pay me why you can and owe me the difference, deal?


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

"Promise sweetie," she kisses Grok's forehead. She gives Grok 419 Gold pieces, "I'll pay you when we meet next. Hopefully we score big by then."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

525 gp plus the bonus 100


MAP

Balthe, I just found some of those nice gauntlets you wanted. We took them off some poor dead sailor. I will give them to you for, say 100gp after the free 100gp I offered, what so you say?


MAP

Mes, I finally figured out what you were looking for, I think are these it? grok holds up a nice leather satchel which all the tools necessary to open locks and disable traps. (They are masterwork) if you want them they are yours.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram smiles broadly.

Thank goodness! It's so hard to find the proper tools for anything.

He gives Grok a brief hug and a brotherly peck on the cheek.

Fair winds and smooth sailing, Grok. When I get my own ship I'll be looking for a good quartermaster.

No pirate ever made it big thinking small.

He waves at his companions and goes to start smuggling out the small armory he'd distributed across the Wormwood to the Man's Promise.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Buying a banded mail and 2 alchemist fires from Grok and selling my old armor for half the price.

Four Skulls pays Grok one last visit.
Seems like this is goodbye. Watch your back with this clowns when we are gone... He stops searching for words not found. As the silence stretches the shoanti finally remarks.
I will try to keep Fishguts out of trouble.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe happily purchases the gloves and the potions. Then he seeks out sandy

so you coming with us?


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

I will list any purchases Holgur makes later. I am a bit busy right now, probably tonight or tomorrow at worst.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Remember to include the loot sale calculations that I did for the fewitems he didn't sell yet. The last DM didn't respond.

total: 53 GP, 3 SP, 3 CP to each PC

Jasmine would have given these funds to Grok to.

Link to post

DM any idea what those magical candles do?


MAP

Jasmine it is a Candle of Truth. I over looked it before.

Balthe: You can't get rid of me that easily big boy, Sandara says with a wink, and glides her hand across his chest as she walks away. To ensure that he is watching Sandara stops after a few seconds, Plus somebody has to watch out for you, and I KNOW that you are watching my back, Sandara walks off and disappears below deck.

Four Skulls: Before Four Skulls can finish his sentence, Oh shut up, and pulls Four Skulls towards her and kisses him passionately, before shutting and locking the door and leading him to her bed.

Holgur post whenever you have a chance, you would have went before Four Skulls did anyways so it is no big deal. I will advance again tonight when my son goes to bed, next week will be rather slow, as I do not want to move too far ahead without Jasmine as I said before it gets good and don't want her to miss out.


MAP

New details about tasks:

From now on, the DC to
avoid fatigue for a daily task increases by +2, and PCs must
now make DC 8 Constitution checks to avoid fatigue for
those tasks where no fatigue chance previously existed.

Everybody is greeted to the usual morning bells, as everybody makes their way up to the ship, Captain Harrigan announces that those who were chosen last night need to make their way to the Man's Promise. Once the crew members are all sorted out, the Wormwood continues on its journey.

Mr. Plugg, at the wheel, whistles to get everybody's attention.
Listen up, now that I am the head of this ship there will be a few rule changes, first off no more punishment by the whip, all offenses will go straight to the Master Scourges and the Cat. After your shift is over, you will go down to the galley eat and go to bed, no gambling or partying, and no rum rations. You all will be required to work extra hard as we are a skeleton crew and I don't have time to waste on failure. We are headed to Port Peril like the good Cap, said and we will not disappointment. Now everybody report to Master Scourge for your duties.

Everybody notices that Owlbear is chained to the main sail shaft

Scourge assigns Balthe to upper rigging work, Jasmine to the bilges, Holgur to runner, and Four Skulls to rat chasing. a few of you have changed jobs, this is intentional.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

1d6 ⇒ 2

1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5 working diligently
1d20 + 3 ⇒ (14) + 3 = 17 Con

Balthe spends the first day, and avoids getting tired but drops a line, and makes his way to get the cat

Afternoon Scourge. Enjoy.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Runner? Holgur needs to repeat this to himself when he hears the new assignment. When he gets his first dispatch he makes his way over to Balthe whether it is a deviation from the most direct path or not.

"Watch yourself up there. Whatever Plugg is thinking with these new jobs, its probably a trap. If one of the hostile-types calls over to ye in as if in need of rescue, then it is probably a set-up."

Acrobatics
1d20 + 2 ⇒ (20) + 2 = 22

Con Check
1d20 + 2 ⇒ (12) + 2 = 14

Holgur goes about his task with just enough energy to avoid shirking. He takes any opportunity to memorize verbal messages or to look at written ones surreptitiously. One never knows when something useful might be discovered.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

As if on cue Balthe screws up. Well here we go. Time to find out, Hopefully Skulls can heal me up cause this is going to suck.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

I'm sort of assuming I'm still a cook's mate?

Ambrose's Sobriety: 1d100 ⇒ 29 Sober.
Cook's Mate Task: 1d6 ⇒ 2 Cooking, automatic success.

Mesdoram decides to play it safe and helps Ambrose with cooking on the first day under new management.

When the various sailors come in to collect their meals at the end of the day he makes sure to keep up as much friendly banter as possible to keep his friends spirits up.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Great the bilges I suppose I'll be attacked...again.

Jasmine heads to the bilge; once she is there she exams the area carefully.

Does she have any help or assistance down there? I'm assume not since it's a skeleton crew.

Since bilge work involves cleaning Jasmine will lighten the load by casting Prestidigitation. She lets the magic do the hard work while she simply keeps busy with the lighter stuff.

prestidigitation:

Duration 1 hour

DESCRIPTION

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

[ooc]Does the spell help with my strength/fatigue rolls

str., working diligently: 1d20 + 2 ⇒ (19) + 2 = 21
con, fatigue: 1d20 + 0 ⇒ (4) + 0 = 4


MAP

Jasmine you are by yourself for the whole day, and no prestidigitation wont help in this situation with your rolls unfortunately.

Mesdoram, sorry I forgot to let you know that you are still the cooking mate and will continue to be the cooking mate, the others may see jobs change up a bit.

Holgur, don't forget about the free 100gp worth of goods from Grok.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

The laughed at me for putting points in a Profession skill, but they'll see! They'll all see!


MAP

Four Skulls rolls:

1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
1d20 + 1 ⇒ (13) + 1 = 14

Four Skulls makes it through the day, with just enough rats to satisfy Scourge and Plugg. As the shifts come to an end, Mr. Plugg gets everybody's attention.

Since, Balthe decided he couldn't handle the rigging work and made everybody else work harder today, he will get two lashings from the cat. Now take off your shirt and get on your knees.

1d4 + 2 ⇒ (1) + 2 = 3
1d4 + 2 ⇒ (4) + 2 = 6

Each strike of the cat, leaves gashes and trickles of blood all over Balthe's back. Once Scourge is done, he smiles and walks back towards Mr. Plugg.

Now everybody go eat and get to bed, and Mesdoram bring me and Scourge are dinners to my cabin! yells Mr. Plugg before he marches off towards the captain's cabin with Scourge on following.


MAP

Balthe feel free to RP before the lashings if you want. Everybody can RP their dinner time, which is below deck and there is no rum rations or games set up below deck and your SUPPOSE to go to bed. Mes roll a perception when you enter the captain's cabin.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Four Skulls heals Balthe during dinner. While they are eating he whispers.
So can we kill them already? We could bring a special dinner to their cabin tomorrow, sword's stew. Maybe some of the others will even help.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

"Poison to weaken them would be nice. It's time to assume command of the ship." She has a wicked smile on her face. "I can vanish, I can get in corner and hit them with spells as the rest of you rush them. Try to limit their crew's help if we can hit when they eat."

Speaking to the others, "We need to get our allies with us, and limit Capt's and Scourge's crew's involvement. We are running a skeleton crew so, we can't kill them all we need them to assist us sailing the ship." It's apparent Jasmine has been contemplating this in detail.

Pausing for a second, "we'll need to scrub the Man's Promise, our old Capt. Barnabus will be looking for his ship."

How many total crew are on the ship and how many are needed to skeleton crew the vessel? Can we use officers to assist sailing or will that bring morale down?


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

"We need to make sure that Plugg and Harrigan are not communicating somehow, even at a distance. Because if they are, when Harrigan stops hearing from Plugg he will be at full-sails to find out why. That is why we need to get farther away from the Wormwood so as to have a head start. Otherwise, we are going to go ship-to-ship against one that is captained by someone who knows how to command a crew in battle. We are not there yet. We can't even count on the crew here, with all the ones loyal to the rat-bastards and the old crew that we just beat now pressed into service with us."

"It's painful to say this, because I want to skin those two and their cronies. And I mean that literally. If we can take them alive, I say we skin them and then dip 'em into the salty sea a few times before killing them."


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

"I've have no problem removing a body part or two from each of them." She pauses to think about what Holgur mentioned. "We should let a few days pass, rally our allies, and see if we can figure out where to get the ship scrubbed. Perhaps, Sandra or Fish Guts will have an idea there."

"Before we move we need a clear plan on change of leadership. Capt., First Mate, Quartermaster, Pilot, navigator, sailmaster, chaplain, siege engineer, and carpenter whose skills are best utilized in those roles. No reason having a wizard catching rats...you understand? The ship can be run much more efficiently."

DM what officer positions are there on the ship?


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram delivers the meals to the captain's cabin with all the pomp and circumstance of a head waiter at the fanciest dining club in Absalom.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Your dinner is served. Tonight you will be dining on a roast pork leg, with sage and onion stuffing and a brown onion sauce. Your predecessor was inordinately fond of fresh vegetables so we have a side of smashed potatoes and green peas.

He presents the plates with a flourish and then walks out.

When he sits down with the rest of crew he's eating his own share of the mess's dinner, the good but by-now familiar turtle stew.

No sense not driving a small wedge in between the crew and the officers by giving different food to each.

Talking removal already? He asks in a low voice. Well, first we need to make sure that the people on our side would be on our side in the event of a change in command.

There should be around 7 "officer" jobs : Bosun (sort of chief NCO), captain (who can double as navigator), carpenter (probably doubles as surgeon), cook, purser (called quartermaster here I think), whoever's in charge of the artillery (catapults, ballistae, cannon, archers), and the head of marines/boarders.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I'm running a razor coast game and I'm not sure if that has different officer titles.


MAP

I will look into the player's handbook to see if there is any mention of which positions are open, I like what Mes listed. Also I will relook at the list of officer's on the Wormwood and we can use most of those. I also have to look to see if it gives a number of people that you would have to have in order to have at least at skeleton crew. Lastly I will advance the story and provide all the answers tonight, when I have more time to look things up. My son is sleeping and I get to do some chores :) got to love being married lol.


MAP

Jasmine, there are 10 crew members friendly to you guys, and 12 hostile to you plus Mr. Plugg and Scourge. I have added the crew to our campaign tab.

Mes: You notice traps on Plugg's door and the trap door, that you guess leads to the galley. You also notice a "hidden" sliding door in the left front corner of the room. Lastly, you can tell that Plugg's hammock is of very fine quality.

As everybody is eating Sandy and Crimson come up to your table. In a hushed voice, Sandy whispers Me and Crimson here have been assigned to sleep in the Officer's cabin with Scourge and his goons. I got a bad feeling about all this, I don't know if you havn't noticed but the Scourge Brigand isn't here for dinner, according to Rosie, they took their dinner and went up to the captain's quarters. We need to do something, soon, but not too soon. I was talking to Ambrose and he reckins that in about 3 days we should be far enough from the Wormwood that they can't here us, the only problem is, if all the Scourge Brigand and those Rahadoumi pirates join Plugg and we have to, get rid of them, we may not have enough crew members to make it anywhere. So we could wait longer and get closer to Port Peril we might be better off, what do you guys think?


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Holgur grinds audibly as he listens to Sandy and Crimson. If a woman don't want you then all you can do is offer coin to change her mind. What Plugg is likely thinking.... he trails off rather than finish the thought.

"All right, we got to get them Rahadoumis on our side. Best idea that I got is simply telling them the truth; if not fer Plugg, Scourge and that lot they would still have their ship and their freedom. The rat-bastards will probably offer them something solid and valuable to sway them against us, and they will probably give them better tasks then we get to boot."


MAP

The only problem, Holgur is that we killed several of their mates too, and on top of that Balthe, had to go and get giant sized and throw people off the side of the boat, which didn't help our image, Sandara winks at Balthe, and from my little understanding of them, they are the type who follow orders and respect command, they are, I mean were regular sailors after all.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Comprehension gradually shows on Holgur's face. Hmmph! Regular folk should be tossed over to the sharks. If nothin' else it would teach them something." The ugly pirate stops abruptly before someone asks him what exactly it is that they would learn from that.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Well I spect they would rather have me Giant sized on their side.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

"the key is Plugg and Scrouge...chop the head and rip the heart out of the beast the others will fall in line. We may have to remove one or two others that are in the way but remember we need them to sail the ship." Jasmine looks at Sandra, "Any idea where we can get the ship scrubbed?"

She looks at the others, "They also saw how I put some of them to sleep rather than face certain death. It would be nice to at least get the new crew to stay out of it...loyal only to the victor."

She smiles, "People rightly fear magic."


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

With Balthe's potion and my scroll of enlarge that can make Balthe and Holgur fearsome equally a couple crew.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

you can't stack them can you? use a scroll and a potion and become huge?


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

You'd be surprised how quickly someone's mind can turn from being an honest sailor.

Mesdoram smiles as he thinks about his introduction to the shady side of sailing.

I can't say about getting a ship scrubbed, most of my sailing happened on the Inner Sea. But tomorrow while I'm working I'll talk to Ambrose, he might have an idea.

He chews thoughtfully on his stew and ship's biscuit.

Four Skulls, you're the most...charming?...of us I'd guess I'd say. Any chance you can cozy up to our new shipmates? Or failing that, anyone know what they speak in Rahadoum in case Jasmine can make someone less-than-visible? I speak a few languages myself, but I don't know about what the new crewmen speak.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I don't think you can drink a potion and then I cast the scroll to make you even bigger. It's the same base spell for each.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

DM any chance that Jasmine being from the shackles and her father in the slave trade business would know where to scrub a ship?


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Same question for Holgur about knowing where ship-scrubbing is done


MAP

You two can give me a knowledge (geo) or profession (sailor) check, and we will go from there. The AP doesn't say anything about it, but based on your background, I think you may know something. If either of you think a different skill would be more appropriate let me know and I will made a decision.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

know geo: 1d20 + 8 ⇒ (8) + 8 = 16

or

sailor: 1d20 + 5 ⇒ (14) + 5 = 19


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Knowledge (geography)
1d20 + 3 ⇒ (19) + 3 = 22

Profession (sailor)
1d20 + 3 ⇒ (15) + 3 = 18


MAP

After some debating and discussion Holgur and Jasmine are able to remember hearing about a place called Rickety’s Squibs. You guys can also remember that is is somewhere west of Bloodcove, but its exact location escapes you.
I am not sure what language the Rahadoum speak,so what I am going to do, is just assume they speak mostly common, but some words are different, like England English to USA English. Mostly the same but some things are different and have different meaning.

I am going to email Four Skulls to see if everything is okay, and give him a chance to respond, if not I will advance again tomorrow. Is anybody doing anything else tonight?


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine will try to influence if we still do that at this point.

siplo: 1d20 + 6 ⇒ (16) + 6 = 22


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Might make it right. The brave ones are dead, what we got is the rahadoumis left overs. Our wizard is right, once the two clowns are dead they will bend the knee quick enough, Harrigan have already showed them the way it works.

When we take care of our "homework" one or two extra deaths should be enough to bring the new guys in line. Besides, as long as we go to someplace in the shackles we only need them until next port.
When the pale man got to my people's lands the the Axe Clan wanted to fight them but the tribes did nothing. They attack us and killed us. When we finally got together it was too late, they were already strong in our lands and kicked what was left of us out.

Four Skulls spits on the floor.

Three days is too much, we may not live that much.They are probably doing the same math as we are, this will be one of those who-go-first-wins fights. I say the day after tomorrow tops.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4
Mesdoram wrote:
Four Skulls, you're the most...charming?...of us I'd guess I'd say. Any chance you can cozy up to our new shipmates?

Isn't Rahadoum that place where they hate all the gods and then wonder why their lifes are #%$ty? I dont think my charms would work on them, my powers dont come from books you know....

Whatever language they speak they will understand this one. The shoanti taps his belt dagger. Mez you have being inside the captain's cabin, how hard would it be to open it from inside or to break it open from outside? After a few moments he mumbles.

Officer Skulls. I like the ring of that.

According to my Inner Sea World Guide the official languages of Rahadoum are Osiriani and Commom.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Officer...I just want to toss folks in the drink.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Well, I was hoping for a more diplomatic approach but I suppose it all shakes down in the end. And it looks like Balthe just volunteered to be Master-at-arms.

Mesdoram finishes his stew and water and thinks for a second.

I wish we had a true alchemist here to brew us some fun.

He thinks for a minute.

There's a hatch in the floor of the captain's cabin that leads to the galley, but frankly I'm not sure they won't block or trap the dman thing if we go that way. And finally we need enough sailor to crew this ship and we're on minimal crew as it is. I'm not sure we're not better off waiting a day to see if we can take our bearings.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

these arms are masterful...right Sandy?

Balthe says flexing

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