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Devil-spawn and Demon-taint: A Fiendish Take on Skull & Shackles
Game Master Mark Sweetman

Press-ganged to serve aboard the Wormwood, the crew with the outsider's touch must struggle to stay alive long enough to sate their desire for revenge...



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Primordial Ooze

I'd think the claws would still be fairly sizeable (like say length of forearm ish). Bestiary has the reefclaw as 3-1/2' long and 70 pounds; though alot of that would be the moray eel tail section.


Stats:
AC 14/14/10 HP 18/21 F+1 R+7 W+2 Init +4 Per+3

Nachni smiles her appreciation to Kroop as he passes the bottle. "Now here is a drink I know how to treat properly. Thank you good sir. I always knew you were better than those terrible tales Deader likes to tell us." She removes the cork and her eyes go dreamy and distant as she breathes in the aroma and thinks back on her path to the Wormwood. "Ah, this is most excellent. There was a time I thought I might be having a slightly older glass of similar origin over a few graves I have yet to dig. Too bad Blackarm had to show up and ruin things. I'll be sure we save it for a fine and private occasion." She waits for the others to head back out, leans against the wall and continues, "Enough about me though. What brings you to the Wormwood and what would make life better here for you?"
Bluff to influence 1d20 + 8 ⇒ (16) + 8 = 24
Not sure if Kroop already loves us, but can't hurt to make sure he's on our side.


Female Tiefling - Oni Spawn Druid(aquatic)/3 - HP 26/26; AC17/19 w/shield, FF15, T12; F+5,R+2,W+6; Per+11; Init+3

When I get a chance to talk to Nachni:

Did you get a chance to speak with Tilly? I bet she would like a nice blade, and she really likes her rum. I have a few of these stones that I brought on board with me, perhaps you could talk to the quartermaster and see whether he has a bottle of rum that is of a decent quality, not that urine that Scourge has been giving us.

I hand Nachni one of the 5 gp gems that I have.

Also, I think that he has the armor they took from me when I was grabbed. It is rather odd wooden armor, but it works well for me and I am sure that nobody else will be interested in it. If you could find out whether he has it, that would be greatly appreciated.


HP 23/23, AC 11, CMD 10, Fort +3, Ref +2, Will +5 Channel 6/6, Death Kiss 5/5 , Web 1/1

"Yes. Terrible stories. No one would want to joke and drink and cook all day instead of sweating in the sun on the deck. It's practically unbearable."

Taldor

M Tiefling (Pit) Cavalier 3 HP:31/31, - AC: 15/T:12/FF:13 - Perception: +5(Dark Vision) F: +4/R: +3/W: +2 - CMB: +6 - CMD: 18, Speed: 30ft, Init: +4

Cedrick is just taking it all in and watching the dynamics unfold.

Sense Motive 1d20 + 1 ⇒ (14) + 1 = 15 'General vibe'


Primordial Ooze

The night passes with fiddle and song... and sedentary pirates with bellies full of succulent crab. Cedrick finds the mood relaxed, though there are still fairly clear divisions between the factions on deck.

Nachni:
Kroop's eyes narrow a little as Nachni asks what would improve his lot and he replies a little guardedly "Ain't much worse it can get lassie... ceptin if the brew ran low. I keeps me nose to the pot and lips to my cups."

The next few days blend together as life afloat becomes more routine and less novel. Work follows sleep follows rum follows work and the cycle flows between. Discipline remains fairly tight and the couple of weeks on the water mean that there is no real cause for Scourge to unduly flog the crew.

One night there is a cracking and crunching sound from the bilges, though investigation merely shows Hungry dealing with some of the vermin that infest his newfound home.

It is a morning fourteen days after you were rudely conscripted to serve that the morning schedule is changed. Instead of being put to task by Scourge and Plugg, another of the officers holds center stage. A leathery skinned woman that's clearly been in more than a few fights, as attested by the oft-broken nose and leg that takes a decided wooden tinge below the knee. As you come atop deck she opens her mouth and even the saltiest among you are staggered by the outpouring.

"Right ye feckin sons o' inbred bloody heathens. I'm Krine and you bastards and b1tches'll call me so or I'll tan yer arses. Nae work fer ye maggots today as I've been asked to prove how worthless ye are and see if we can't make yer pisspoor blood run a little saltier than ye feckin deserve. Two by two like the infants with sh1t stained swaddles ye are, into the jolly and leg it seaward to the end of the painter. Then toss a grapple back like you were aimin for the neckline of a velvet Taldan whore to rip her blouse off. Then climb back aboard... savvy? or do I need to scream it closer to yer deaf ears? Questions?"

Pick a partner and we'll run through all of you in parallel.
First: Make a ranged attack against AC 11 with your grapple. Then tie it off (move action).
Second: Attempt to move from the Jolly back to the Wormwood via shimmying on the rope (DC 15 Climb checks).
Take two rounds worth of actions to start with

Round 2:

Taldor

M Tiefling (Pit) Cavalier 3 HP:31/31, - AC: 15/T:12/FF:13 - Perception: +5(Dark Vision) F: +4/R: +3/W: +2 - CMB: +6 - CMD: 18, Speed: 30ft, Init: +4

"How about it Nachni!" calls Cedrick as he straight away gets to work.

Throw - 1d20 + 3 ⇒ (12) + 3 = 15
Tie off...

Climb 1d20 + 7 ⇒ (7) + 7 = 14 Doh!, no progress


Female Tiefling - Oni Spawn Druid(aquatic)/3 - HP 26/26; AC17/19 w/shield, FF15, T12; F+5,R+2,W+6; Per+11; Init+3

I look over to Joneth: Shall we?

Throw: 1d20 + 2 ⇒ (4) + 2 = 6 <-- Miss

Throw again: 1d20 + 2 ⇒ (11) + 2 = 13
Tie off.


Male Tiefling Fighter 1st/Rogue 2nd

"Let's," Joneth answers softly to Obisyth as he proceeds to do as the one who introduced herself as Krine instructed. The rogue succeeds in aiming the grapple at the target, albeit barely, and ties it off before starting to climb back aboard quite easily, at least at first.

Round 1

Standard action to throw the grapple and move action to tie it off.

Ranged attack (grapple) 1d20 + 3 ⇒ (8) + 3 = 11

Round 2

Climb 1d20 + 6 ⇒ (20) + 6 = 26


HP 23/23, AC 11, CMD 10, Fort +3, Ref +2, Will +5 Channel 6/6, Death Kiss 5/5 , Web 1/1

No PCs left for poor Deader

Deader looked around for who was left.

once I find someone

Ranged attack: 1d20 + 1 ⇒ (17) + 1 = 18

climb: 1d20 - 1 ⇒ (13) - 1 = 12

climb: 1d20 - 1 ⇒ (9) - 1 = 8

climb: 1d20 - 1 ⇒ (19) - 1 = 18


Primordial Ooze

As the first to leap to action, Obisyth and Joneth are unaware of what awaits them. To their eyes from the jolly boat they see only the stern and unwelcoming gaze of Riaris looking down at them... until the signal is given to start. At that point some of the other pirates join her at the railing and begin to pitch left over fish stew, bilge filth and rotted potatoes at you as Riaris screams "Keep at it maggots, ye can't expect the feckin enemy to do ye any favors either. Climb ye bastards climb!"

Filthy Missiles at Obisyth: 1d20 + 4 ⇒ (8) + 4 = 12 and 1d20 + 4 ⇒ (10) + 4 = 14
Filthy Missile at Joneth: 1d20 + 4 ⇒ (6) + 4 = 10 and 1d20 + 4 ⇒ (10) + 4 = 14

If hit by a flying bit of rubbish - no damage, just a DC 10 Reflex save or you fall into the water.
________________________

Somewhat forewarned, Cedrick and Nachni begin their attempt to board aware of the welcome that awaits them... but it's still hard to concentrate on climbing when you've being pelted with unmentionables.

Nachni Pitch: 1d20 + 4 ⇒ (9) + 4 = 13 and Climb: 1d20 + 5 ⇒ (13) + 5 = 18

Filthy Missile at Cedrick: 1d20 + 4 ⇒ (4) + 4 = 8 and 1d20 + 4 ⇒ (2) + 4 = 6
Filthy Missile at Nachni: 1d20 + 4 ⇒ (11) + 4 = 15 and 1d20 + 4 ⇒ (6) + 4 = 10

Nachni Reflex: 1d20 + 6 ⇒ (13) + 6 = 19

Nachni pitches the grapple at the first attempt and makes her way out onto the rope with a carefree ease. Catching a slug of last night's fish stew across her back she starts to slip, but easily catches herself.
__________________________________

Deader is joined in the jolly boat by Sandara Quinn, who manages to land the grapple at the first throw and climb along - catching a rancid potato to the throat, but keeping her grip as she climbs.

Sandara Pitch: 1d20 + 3 ⇒ (13) + 3 = 16 and Climb: 1d20 + 3 ⇒ (12) + 3 = 15

Filthy Missile at Deader: 1d20 + 4 ⇒ (14) + 4 = 18 and 1d20 + 4 ⇒ (3) + 4 = 7
Filthy Missile at Sandara: 1d20 + 4 ⇒ (13) + 4 = 17 and 1d20 + 4 ⇒ (16) + 4 = 20

Sandara Reflex: 1d20 + 2 ⇒ (12) + 2 = 14

A couple more 'rounds' of actions, then I'll wrap this up and roll further onwards.


Male Tiefling Fighter 1st/Rogue 2nd

With the first flying piece of garbage missing him and managing to keep his grip on the rope after a second 'projectile' hits him, Joneth moves along towards the ship, even if he does seem to trade speed for caution.

Reflex 1d20 + 5 ⇒ (19) + 5 = 24

Round 3

Climb 1d20 + 6 ⇒ (10) + 6 = 16

Round 4

Climb 1d20 + 6 ⇒ (9) + 6 = 15

Taldor

M Tiefling (Pit) Cavalier 3 HP:31/31, - AC: 15/T:12/FF:13 - Perception: +5(Dark Vision) F: +4/R: +3/W: +2 - CMB: +6 - CMD: 18, Speed: 30ft, Init: +4

Round 3

Climb 1d20 + 7 ⇒ (3) + 7 = 10
Climb 1d20 + 7 ⇒ (18) + 7 = 25

Round 4

Climb 1d20 + 7 ⇒ (11) + 7 = 18
Climb 1d20 + 7 ⇒ (4) + 7 = 11

Cedrick was a bit slow to get started, but then seems to get into the hang of it.


Female Tiefling - Oni Spawn Druid(aquatic)/3 - HP 26/26; AC17/19 w/shield, FF15, T12; F+5,R+2,W+6; Per+11; Init+3

After missing the throw on the first attempt, Obisyth gets the hang of it and the second toss snags.

Reflex: 1d20 + 2 ⇒ (9) + 2 = 11

Round 3:
Climb: 1d20 + 3 ⇒ (18) + 3 = 21

Round 4:
Climb: 1d20 + 3 ⇒ (17) + 3 = 20

Then feeling the strength of her otherworldly ancestors, she shimmies across the rope with east despite the left overs being tossed at her.


HP 23/23, AC 11, CMD 10, Fort +3, Ref +2, Will +5 Channel 6/6, Death Kiss 5/5 , Web 1/1

Reflex DC 10: 1d20 + 1 ⇒ (16) + 1 = 17

Deader ducks but almost loses his grip on the rope. Unperturbed he continues to try to haul himself up the line, grinning at the unorthodox use of his leftovers.

I pre-rolled 3 rounds worth of climb checks. I finally succeeded on the third one. Looks like a couple more rounds worth of food fight ahead of me.


Stats:
AC 14/14/10 HP 18/21 F+1 R+7 W+2 Init +4 Per+3

Nachni gets to the top and shakes off the remains of the stew with a brief victory dance. Standard action to activate derring-do: Gain morale bonus to Reflex (+1), comp to Dex skills (+2) & dodge to AC (+1) if move 10+ ft. She'll stop once everyone is up or Krine has given them up as lost causes.


Primordial Ooze

Ran out of time today, but shall update on the morrow (it's Hari Raya here, so I'm three quarters of the way through a four day weekend).


Female Tiefling - Oni Spawn Druid(aquatic)/3 - HP 26/26; AC17/19 w/shield, FF15, T12; F+5,R+2,W+6; Per+11; Init+3

We need more 4 and 5 day holidays in the USA.


Primordial Ooze

Fickle Hand of Fate:
2d20 ⇒ (6, 15) = 21

The hurling of refuse continues until you either make the ascent or fall into the sea from the rope, and are forced to repeat the experience as second time. Joneth and Nachni earning grumbling nods of acceptance of an adequate performance, Cedrick and Obisyth are only slightly slower in making the ascent - and avoid any overt abuse... but Deader languishes a little with Sandara, earning a shake of the head from Riaris. "Bugger me with a yardarm, p'raps its best ye're only a cook's mate ay?"

The exercise is repeated a couple of times to further acquaint you all with the grapples and the general idea of boarding, Riaris bellowing 'helpful' yet crude suggestions any time your performance dips into inadequacy. After a half day of work you're more than tired from the exertion, and are put to checking over and preserving the grapples and rope before returning them to stowage.

6 day time skip in here - feel free to post a retrospective of what your intent might be during that time re: shaping minds and perception and what not in that time.

Obisyth:
Shadow continues to remain near to but safely distant from the Wormwood - tracking your progress on the wing, and occasionally swooping close to bond when you're alone on the fo'castle.

Day 18: Sick to Death and Near Bursting

Deader:
Kroop waxes melancholic more and more often as the days pass. It's clear that the drink's become his way of choking down the fact he hates serving on a ship with pricks in charge such as the Wormwood. After a couple of off stews in a row, he's brought atop for whipping and based on his expression following it's clear that being humiliated like that wounded him deep.

Although you've settled well into the life at sea by this point, and the physical exertion asked of you is no longer leaving your limbs in agony at the end of a shift... there is a clear feeling that ship-board life is becoming more and more mentally challenging. Scourge in particular has started to turn the screws, blatantly assigning his cronies to easy tasks while those friendly to your cause end up with holystone or bilge bucket in hand more often than not... taking a particular pleasure out of driving hard at Bootlick and Joneth in particular. Combined with this the weather has turned mellow and low winds always dampen the spirits of those with salt for blood.

It's just after the evening meal when Sandara surreptitiously gathers your attention and bids you to a clandestine meeting just below decks. Making sure there is none in earshot, she whispers "Heads up mateys, sounds like Scourge's got some plans for tomorrow. I've heard a whisper Hungry's getting moved out of the bilges, and Syl sounded awful pleased when Scourge said she'd be working down there come mornin... All things considered, best keep your wits aye?"

Taldor

M Tiefling (Pit) Cavalier 3 HP:31/31, - AC: 15/T:12/FF:13 - Perception: +5(Dark Vision) F: +4/R: +3/W: +2 - CMB: +6 - CMD: 18, Speed: 30ft, Init: +4

Cedrick spent the last few days generally schmoozing his way through the ships roster and any spare evenings talking up a storm with his fellows in the off hours.

Upon hearing the news of pending change...

"DOn't suppose they were teaching us about boarding actions out of boredom, and now they are moving Hungry I guess it's about the time we remember this is a Pirate ship and not a floating love-palace"


Female Tiefling - Oni Spawn Druid(aquatic)/3 - HP 26/26; AC17/19 w/shield, FF15, T12; F+5,R+2,W+6; Per+11; Init+3

I continue to cast Dream Feast on whichever member of the group appears most fatigued. Of if none do, I alternate who gets it so that all have a chance to be fully fed as frequently as possible. I also begin to cast Detect Poison on everything I consume being fairly sure that Scourge and his cronies would not be beyond spiking the food.


Female Tiefling - Oni Spawn Druid(aquatic)/3 - HP 26/26; AC17/19 w/shield, FF15, T12; F+5,R+2,W+6; Per+11; Init+3

Realizing that she needs friends more intelligent, and with better personalities than her, Obisyth talks to Quinn when she gets a chance to see whether Quinn can procure the rather strange set of wooden armor (what I was wearing when conscripted) that is being held by the Quartermaster. If that is unavailable, a suit of leather would work as well.

As I recall, Quinn offered to do this if we needed anything.


HP 23/23, AC 11, CMD 10, Fort +3, Ref +2, Will +5 Channel 6/6, Death Kiss 5/5 , Web 1/1

Kroop:
"Kroop, mate, it ain't your fault. It's not like we have much to work with. Those bastards spike the rum with something that makes everyone tired and full o' piss the next day, expect tip top work out of us without giving us the supplies to feed 'em more than gruel, and whip us when they think we used the wrong spice. They call me crazy, but I'm sane enough to know that the last thing you want to do is piss off the guy that makes your food."[/b]

"Tell you what, next time they start shaking a lash your direction, you blame whatever they don't like on me. They love waving that silly thing at me anyway, and hell, whatever they're b%*~*ing about was probably my fault anyway."


Primordial Ooze

Through Sandara's assistance, Obisyth is able to liberate her armour in mostly pristine condition. It seems that Grok had turned it upside down and was using it for tarred rope storage, but a little elbow grease is able to clean it up reasonably well.

Deader:
Kroop smiles a little at your support, but his melancholic state remains mostly intact. "Feck it, at least you make for a decent drinkin partner... maybe one day we'll get lucky an off the ship eh?"

______________________

Sandara's Warning:

"Aye, no doubt Harrigan's after some juicy shipping to prey on... but I think they've other plans tomorrow morning. Just need to be careful alright? It's a keelhauling for murder... but they might still try and pin something to you."

Steps on the stairs then serve to swiftly disperse your gathering, and Quinn makes scarce.

Anything special before the morning? - or should I roll on through the night?

Taldor

M Tiefling (Pit) Cavalier 3 HP:31/31, - AC: 15/T:12/FF:13 - Perception: +5(Dark Vision) F: +4/R: +3/W: +2 - CMB: +6 - CMD: 18, Speed: 30ft, Init: +4

I went shopping for a Sap a while ago; I forgot to update it. So I'd just like a sap for Cedrick prior the morning (in his pocket, not over his head plzkthx)


Primordial Ooze

Sap addition is fine


Stats:
AC 14/14/10 HP 18/21 F+1 R+7 W+2 Init +4 Per+3

During the 6-day FF:

Nachni will continue to gather info on crew members we're still getting to know to see how to best influence them. The only two I'm not too sure about and I may just be missing it in the thread are Badger and Tibbs. We have some clue about Tibbs, but Nachni will see if she can learn whether the woman is after clothes or jewelry or something else.

She will also work with everyone to see about coming up with a nice piece of scrimshaw for Ratline and see if that (plus the good deeds with Hungry) pushes him over the edge to our side. Bluff to influence 1d20 + 8 ⇒ (6) + 8 = 14

For Barefoot, she will put in a good word with Deader to see if he can get Kroop to cook up a simple well-cooked fish dish to satisfy the woman's desire for plainer, but well-cooked fare (which may have to wait until Deader gets fish-catching duty again.

She also spends some time talking with Cedrick. "Hey, from what Obi learned a while back, it sounds like Shivikah is looking for a strong sort to throw her lot in with. I think you've shown what you can do with Hungry and back in the fight belowdeck. Why don't we see if that was enough to prove yourself to her?" Nachni will join Cedrick to see if we can convince Shivikah of Cedrick's prowess. Bluff to influence 1d20 + 8 ⇒ (16) + 8 = 24

Might have some actions for Barefoot, Tibbs, and Badger too, but will depend on timing and others actions. Sorry if I missed anything while looking back through the thread.

"Thanks for the warning Sandara." Nachni goes to sleep with her whip close at hand.


Male Tiefling Fighter 1st/Rogue 2nd

Joneth spends most of his time keeping a relatively low profile by doing the work he is told to do and avoiding confrontations with Scourge and his ilk even when favorable opportunities for such a thing present themselves. Other than that, however, the tiefling rogue makes it a point to become as familiar with the ship and its various nooks and crannies as he is able to, taking advantage of any breaks in his work, as well as much of his free time, in order to move around -preferably unseen- and explore. What time remains after such endeavors he spends socializing and talking not only with the others with blood like his own, but with those members of the crew more sympathetic to their situation, such as Sandara and Jack.

When news of a keelhauling and the warning that accompanies them are shared, he simply lets out a small sigh. "I have little doubt that there will be trouble tomorrow."


Primordial Ooze

Nachni + Cedrick:
Ratline is appreciative of the gift, but remains uncommitted. He'll stay out of the line of fire, but won't throw down with you.

Shivikah smiles as you attempt to sway her with words, pointedly thrusting a finger into Cedrick's chest "No words little man... you want my arm at your side then you prove it with actions." a predatory gleam in her eyes as she opens her stance and beckons "Come little one... take me if you can"

I'll double check the others come Monday when I've a little more time

________

Day 19: Risky Business...

Morning bell brings you up on deck and most of you are set to working by Master Scourge - Plugg not present today. Obisyth is mending ropes, Nachni up in the crow's and Deader is at the aft with a fishing line... but both Cedrick and Joneth are set to bilge duty. Scourge brays "You two'll need to pump hard and fast today... seems the 'Wood's taking on a little more water since the storm." with a sh1t eating grin on his face - and he follows you down into the main hold.

Perception DC 16:
You notice that Syl, Jape and Maheem were missing from morning muster.

Cedrick and Joneth:
As you make your way down, you hear noises below indicating that someone is already at work in the bilges. Plugg is waiting by the ladder down and frowns "Wait a minute, there's no need for steel down there... lay out your arms" moving in to search you for weaponry.

Sleight of Hand to hide any weapons you want to keep...


Male Tiefling Fighter 1st/Rogue 2nd

Despite a look of distaste at the task awaiting him, Joneth nevertheless follows Scourge's order without any disagreement or words of protest. As he walks, he does keep an eye on Cedrick, half-expecting the other tiefling to start saying something sooner or later.

Perception 1d20 + 6 ⇒ (4) + 6 = 10

DM - Voice of the Voiceless:
Having replaced the dagger in the concealed wrist sheath with the new bone-hilted one the moment it was given to him, the rogue still has his old blade kept under his belt, though he has not taken quite so much care in hiding it and does not try to do so at this time either. The tiefling seems as calm and controlled as ever while being searched, although one might note a slight narrowing of his black eyes at what he considers a rather strange precursor to working in the bilges.

Sleight of Hand 1d20 + 9 + 2 + 2 ⇒ (20) + 9 + 2 + 2 = 33

As far as I can tell, there is a +2 bonus on Sleight of Hand from the dagger itself, as well as an additional +2 from the wrist sheath. I do not count the +2 bonus from the pickpocket's outfit, because it is not really used so much in the hiding of the dagger in this case.


Stats:
AC 14/14/10 HP 18/21 F+1 R+7 W+2 Init +4 Per+3

Perception 1d20 + 3 ⇒ (2) + 3 = 5
Nachni draws an early lot in the duty assignments and heads for the crow's nest, forgetting to see if she can determine what Sandara might have been warning about. Arriving high above the deck, she curses her foolishness while looking for trouble on the horizon and sparing a glance for the deck when she can.


Female Tiefling - Oni Spawn Druid(aquatic)/3 - HP 26/26; AC17/19 w/shield, FF15, T12; F+5,R+2,W+6; Per+11; Init+3

Perception: 1d20 + 11 ⇒ (16) + 11 = 27

I look at the others. I didn't see Plugg, Syl, Jape or Maheen this morning. I wonder where they are?

Taldor

M Tiefling (Pit) Cavalier 3 HP:31/31, - AC: 15/T:12/FF:13 - Perception: +5(Dark Vision) F: +4/R: +3/W: +2 - CMB: +6 - CMD: 18, Speed: 30ft, Init: +4

Thanks for the heads up Obi

When Scourge steps in to remove their weapons Cedrick is fairly sure the whole thing smells like a trap.

"Thanks Mr Scourge, heres my only blade, suppose you are right - the less guff we have to cart around down there the better, not expecting any Pirates to board the ship today are we?" Cedrick jokes and maintains a friendly demeanor... "Sorry Mr Scourge I thought I heard someone call you then" Cedrick attempts to distract Scourge away from his task .

Bluff 1d20 + 6 ⇒ (17) + 6 = 23

Can't Sleight untrained, but Cedrick CAN try Bluff and distract the chap from what he's doing and hopefully make him miss what he is looking for...


Primordial Ooze

Cedrick and Joneth:

Joneth's pat down fails to find his concealed dagger, while Cedrick's banter is answered with only a grunt as he gets his own frisking...
Not sure which blade you hand over and what you attempt to conceal? - your profile only has a mace listed.
I'll resolve the success / failure of the search post confirmation and Sleight of Hand roll.

Once the officers are satisfied that you have been left unarmed - you are ushered down the ladder and into the bilge, where flickering lantern light illuminates Syl, Jape and Maheem are already at work. You are given grunts of acknowledgement and a few furtive glances pass between the workers - but no action is taken yet.

You hear footsteps above as Plugg seemingly moves away from the trapdoor, and you are left with the three loyals of Scourge at work.

Perception DC 12:
You spot that the three workers each have a dagger hidden inside the waist band of their leggings.

The Others:

Shortly after Cedrick and Joneth were led below, Plugg emerges back unto the top deck of the ship... with a wry smile on his face. Scourge remains below.

Taldor

M Tiefling (Pit) Cavalier 3 HP:31/31, - AC: 15/T:12/FF:13 - Perception: +5(Dark Vision) F: +4/R: +3/W: +2 - CMB: +6 - CMD: 18, Speed: 30ft, Init: +4

Sorry had the Hand Axe and the Sap on me, he asked for a blade so was handing that over and trying to keep the Sap

Perception 1d20 + 3 ⇒ (4) + 3 = 7


Stats:
AC 14/14/10 HP 18/21 F+1 R+7 W+2 Init +4 Per+3

Nachni watches helplessly from the crow's nest. Of all the days to be stuck up here...I hope they're ok.


Female Tiefling - Oni Spawn Druid(aquatic)/3 - HP 26/26; AC17/19 w/shield, FF15, T12; F+5,R+2,W+6; Per+11; Init+3

Obisyth is concerned about her companions, but cannot figure a way to get downstairs to check on Cedrick and Joneth. Damn 8 Int & Chr.

However, she keeps a very keen ear out incase there is any sounds like fighting or shouts from below deck.

Perception: 1d20 + 11 ⇒ (13) + 11 = 24


HP 23/23, AC 11, CMD 10, Fort +3, Ref +2, Will +5 Channel 6/6, Death Kiss 5/5 , Web 1/1

Perception: 1d20 + 2 ⇒ (10) + 2 = 12

Slowly making his way across the main main hold from the galley carrying a bucket of kitchen waste, Deader watched the procession make their way down to the bilges, but only saw Plugg come back up again.

His cataract-eyes squinted and his mind began racing through possibilities, some completely impractical, some abjectly terrifying, most a little unhinged. Finally he nodded to himself.

Setting the awful bucket down directly where it would be hardest to see but most likely to be run into, Deader made his way calmly back to the galley, looked at Kroop and said "Mr. Kroop, I think a few of my mates are about to be in some bad trouble. I need you to play along."

Pouring some cooking oil down the front of his shirt and apron, Deader looked up at Kroop with a flatly serious look. "When this is over, say the ship rolled and I had an accident."

This is going to be fun...

Looking down at his chest, Deader grinned and snapped his fingers.

And then he burst into flames.

Spark on self. Purposefully fail save against Catching Fire.

Fire damage: 1d6 ⇒ 4

Move action, run 30 feet into main hold, screaming at the top of my lungs, slapping the flames with my hands, slamming into things and trying my damnedest to smear burning oil on walls, crates, ropes and anything else I can reach.


Primordial Ooze

Above Deck:

You hear a loud and unhinged scream that has a mixture of terror and pleasure in equal measures coming from below deck. Many of the crew and officers on deck startle and show surprise - though Plugg is the quickest to react. He sprints from where he happened to be standing on the aft deck for the forward stairs.

Please react only to the scream as you don't know what else is going on.

Deader's House of Fun:
Kroop having only just woken up doesn't quite click at what your intent is at first - offering a eyebrow raised nod of acceptance to his part.

After the spark is lit and conflagration ensues, you feel the lick of the flames only as patch of warmth on your chest. Infernal blood protecting your skin only - as your clothes begin to char and smoke as they burn. Though as you begin your path through the main hold you do not yet spy any other pirates in the flesh.

Behind you in the kitchen you hear a thump and curse as Kroop falls off his stool in surprise.

Bilges:

Cedrick:
Having offered the axe, Cedric's sap is overlooked as a weapon in need of removal and you are allowed to keep it.

Shortly after you start to working in the bilges... and before anything of interest happens, there is a loud and unhinged scream coming from above you but still within the ship. After a couple of moments delay, you hear heavy footfalls on the floor above you.

If I could please get an immediate reaction to the scream and roughly one round worth of tangible actions. Please remember that you don't know what Deader has just done beyond your audible cue.


Female Tiefling - Oni Spawn Druid(aquatic)/3 - HP 26/26; AC17/19 w/shield, FF15, T12; F+5,R+2,W+6; Per+11; Init+3

Hearing the scream, Obisyth drops the rope she was not really working on and immediately heads downstairs trying to find the source of the scream.

Upon/if she spots Deader on fire, Obisyth immediately begins to cast Create Water while trying to determine whether this is intentional or an accident. Considering how strange Deader is, it could be either.

Sense Motice: 1d20 + 8 ⇒ (20) + 8 = 28

Lol - any chance I figured it was a spoof.


Female Tiefling - Oni Spawn Druid(aquatic)/3 - HP 26/26; AC17/19 w/shield, FF15, T12; F+5,R+2,W+6; Per+11; Init+3

It is the difference between casting Create Water and putting the fire out, and not.


Primordial Ooze

Whoa there Obisyth - one round of actions gets you down onto the main deck and not quite yet to the stairs leading down to the main hold. Plugg is still between you and the stairs down as he couldn't get there in one round.


Female Tiefling - Oni Spawn Druid(aquatic)/3 - HP 26/26; AC17/19 w/shield, FF15, T12; F+5,R+2,W+6; Per+11; Init+3

No problem, I didn't know exactly where I was. You know what my intention is if/when I can do it.


Stats:
AC 14/14/10 HP 18/21 F+1 R+7 W+2 Init +4 Per+3

Nachni hears the scream come from belowdeck. What the...who was that?!? Forgetting about looking out for trouble ahead for the ship, she turns her eyes to the deck below, scanning for trouble.

Taldor

M Tiefling (Pit) Cavalier 3 HP:31/31, - AC: 15/T:12/FF:13 - Perception: +5(Dark Vision) F: +4/R: +3/W: +2 - CMB: +6 - CMD: 18, Speed: 30ft, Init: +4

"Reckon it was divide and conquer? A mutiny? A reckoning?" Cedrick quietly asides to Nachni, "Wits about, think we're next"

Cedrick slides in beside Nachni with sap in hand but hidden behind him, ready to be rushed by any assailants.


Stats:
AC 14/14/10 HP 18/21 F+1 R+7 W+2 Init +4 Per+3

Cedrick, might want to make that Joneth. Nachni is way up in the crow's nest.


Male Tiefling Fighter 1st/Rogue 2nd

Taking note of Syl, Jape and Maheem and especially of the dagger hidden just under the belt of each pirate, Joneth keeps his eyes on them, affording a mere glance upwards at the sound of someone screaming. Eyes forward on the three again, the tiefling sighs but keeps his dagger still sheathed, speaking a simple question at them. "Well?"

Perception 1d20 + 6 ⇒ (7) + 6 = 13

Delaying until the first of the three acts, if I can do such a thing.

Taldor

M Tiefling (Pit) Cavalier 3 HP:31/31, - AC: 15/T:12/FF:13 - Perception: +5(Dark Vision) F: +4/R: +3/W: +2 - CMB: +6 - CMD: 18, Speed: 30ft, Init: +4

Ooops yes, I know what I meant, even if its not what I wrote :p


Primordial Ooze

Had a full on day yesterday, but soldiering on...

Cedrick and Joneth:
The reaction from the three down in the bilges with you definitely shows that the scream and commotion above was not part of any plan or venture put forward. They look between each other worriedly, but do not take any aggressive action towards you.

Jape begins to move for the ladder that leads up from the bilges to go and check on the commotion.

Deader:
Assuming operation conflagration continues for at least a few moments.

Deader spreads himself across the stowed gear in the main hold spreading burning cooking oil onto a barrel of tarred rigging and also the canvas that it sitting atop the collapsed siege weapons.
Deader Burns: 1d6 ⇒ 2 fire damage
The flames lick at your skin ineffectually - but they are doing a decent job at burning through your oil wet clothes.

Kroop behind you climbs up off the floor and moves to the kitchen's door as Grok appears at the door leading to the quartermasters with a shocked expression.

At the fore end of the hold both Plugg and Scourge appear from above and below. Plugg yells "Feck, he'll set the hold afire." while Scourge orders "Stop, drop and stay still... we'll put your arse out."

Above Deck:

Seeing Obisyth moving to follow Plugg sneers at her "Back to work, I'll take care of it." but immediately turns to duck down the stairs and into the main hold.

Obisyth - you've been given an order, but can disobey and continue down to the main hold if you would like to.
For everyone except Deader - DC 15 Perception check will let your character hear the words spoken in his spoiler


Female Tiefling - Oni Spawn Druid(aquatic)/3 - HP 26/26; AC17/19 w/shield, FF15, T12; F+5,R+2,W+6; Per+11; Init+3

Perception: 1d20 + 11 ⇒ (9) + 11 = 20

Figuring that the worse she will get is a whipping and hearing the shouts about a fire in the hold, Obisyth quickly ignores Plugg's sneer and heads to the hold figuring that if anyone will be able to help put a fire out, it will be her.

Double move to follow Plugg to the entrance to the hold.

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