Diamondust's Skulls and Shackles

Game Master Diamondust

Having escaped Bonewrack Isle, the crew of the Man's Promise look to become anonymous before they can build their fame.
Rickety's Squibs


651 to 700 of 1,520 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Assuming people sleep in the same berths each night. Who is in the crew hold with us?

Reinald nods at Jord's words.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

"The bastard is completely insane!" Genade spits. "We need to act now, before he kills one of us." He sets to work on Morgan, trying to bring him around. He pulls out a vial and pours the contents down the man's throat. Administering cure light wounds infusion to Morgan

CLW: 1d8 + 2 ⇒ (4) + 2 = 6


that should be enough to bring him around.


"Curse that Barnabas Harrigan for convincing me to join him. Should have stayed in my hole in Port Peril." Fishguts says despondently.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Unconscious, Morgan is helped below and laid face down over a barrel to expose the wounds on his back. When Jord channels his healing energy, Morgan seems to relax but remains unconscious. It isn't until Genade forces the foul tasting medicine down his throat After all, medicine should always taste nasty! that Morgan begins to come around. Choking around the foul liquid he fights before his brain catches up with his body. "Agh, I be sorry Doc, Tha' tastes awful, but thankee for helpin'. I could do with a drop more and 'alf a bottle o' rum to wash out the taste if you have it? Wha' did I miss? I think we may have to step up our plan or I may not see port. It may be time fer the pirates to turn pirate! It if it weren't fer that' Owlbear I would gut the b$%&£$d in his sleep"


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Sorry. My kids caught the croup and I have been catching up at work.

Sejanus is reeling from the lashing, and gasps deeply as he is brought back to consciousness by the healing magic. "That does it. The man is obviously out to kill us, and is looking for the flimsiest of excuses. We need to act, and quickly. He is going to suffer for this treatment."


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Genade glances about to see if there are any unfriendlies listening in.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22 If the coast is clear, then:
"Idea:" the doctor brainstorms, "We get up early tomorrow, I prepare some curatives for anyone who isn't in top shape came morning, we gather those friendly to us, and catch the 'good captain' before he wakes. Any thoughts?"


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"Yes subdue the Plugg loyals in the berths with or batten them in below deck so we can deal with Plugg, Scourge and the other officers."


"There is a trapdoor leading up into the Captain's cabin," Fishguts says quietly, "He keeps it locked except for when I pass his meals up. Only he has the keys though and his cabin door is likely locked at night too." He looks around at you before saying, "Unless one of you is good at picking locks?"


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

"I know a bit about locks, yes."


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

"What about Owlbear, doesn't he sleep in the captains cabin? I'd not like to put put his life at risk, but he may help. He seemed very responsive to kindness?


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"I know a little of locks, I can help. Would you rather go this night? Or before dawn? I would say those who can tread lightly first and others after, we may catch him in his hammock. If someone can get Owlbear on our side, it would help."


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

"That sounds quite dangerous. As loathsome as he is, he is likely a capable fighter. He also has allies nearby. I would prefer to arrange for a situation where he will be isolated."


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"That's the trouble. We berth with hostiles who will rat us out or attack us outright. We need to either shank them in their sleep then go deal with the officers leaving us to sail back with great difficulty or subdue them before we attempt the coup."

He scratches his beard, "Any means to keep folk sleeping, you got any potion that can go in the food doc."

Silly question are non-lethal coup-de-gras a thing. Ie wacking a sleeping sailor unconscious.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

"Its possible that once we have taken out the captain and his mate, all the problem crew will fall in line. Bullies such as them respect only power, and we will have demonstrated ours."


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"Yes I suspect that they will. But its raising alarm or fighting against in the coup that worries me."


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

"I think it would be prudent to wait. Strike when he is vulnerable."


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

"Yes vulnerability in our enemies will bring less casualties to our friends, we must make sure we know enough about this arrangement before we strike"


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald nods not happy with the situation, "If one person is healed may as well heal every one that needs it. If someone is going to have to face reprisal make it worth it."

He smirks "Of course those who are injured could act injured and stay bloody so as to not invite punishment."


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

"I wouldn't put it past our captain to punish someone simply for being injured." Genade quips sarcastically.

"All in favor of an early morning strike tomorrow? If not, voice your objections, please."


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

"It's a bit quick... we should be closer to the island as it is hard to sail and we don't know whos with us yet."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

" It would seem we be at a difficult decision. I would vote with the Doc, for I am not a good liar and I am not sure we will survive the punishments for another day. If we act now it is on our own terms, though we know little and we will have surprise. If we wait, we may have to spring into action to prevent a keel-hauling and we will be facing the whole crew at once. Either way, keep your weapons close and sharp tomorrow. If we are to wait a day, then we should use it, but I don't know how."

Is there a crew working at night? or just a duty officer and steersman or some such?


Those not included in Plugg's meeting are in the same room as you all.

Sandara looks at Jord and says, "I'm with you. This ship needs new leadership." The others in the room nod, agreeing with Sandara.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"2 courses of action have been proposed. Wait until an opportunity shows. Or strike at a time of our choosing. The doc has a point no opportunity may show. Worse they have the same plan."


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

I thought it was just the PCs. We have allies!

"I suggest we wait until they have their regular meeting in the captain's cabin. There is but one door, correct? We can move barrels and boxes to block the door, then break the windows and throw flaming pints of oil through the windows. Those inside can slowly die of smoke inhalation, or come through the windows and be cut down one at a time. How does that sound?"


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"There is a trap door as well but we might be able to jam it closed somehow. Stopping fire might be necessary if it gets out of control."


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

"Aye, I agree with you, love. This ship does need new leadership," Jerieth told Sandara as she kissed her on the cheek.

"I can tell y'all that if Plugg and Scourge had served in the Andoren they would have been court-martialed before they even set foot on a boat, much less get anywhere near anything that floats in the water. By the three goddesses I worship, I bet they would get court-martialed even if they got near a toy boat."

She smirked at her jest.

"Still, I do have some spells that I can use. For one thing I can summon creatures. I've always found a fascination with celestial creatures, even though I'm not one of those holier-than-thou paladin types with a stick stuck up their arses. Never did care much for them anyhow. Too stuck up for my tastes."

You know this is ironic, since the paladin is one of my favorite classes!


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald thinks a moment "Lets put the plans together." He gives a wicked grin. "1st we need a means to jam the trapdoor out of the captain's cabin. Wedge some planks in place treat it just like a hull breach. That would plug it no matter which way it opens. 2nd a group here needs to subdue the crew loyal to Plugg and keep them out of the fight. Preferably alive. The last thing is the team that blocks off the captain's cabin and someone that can throw the flammables."


"Isn't setting the ship on fire the last thing we want to do?" Tilly Brackett says.

"I say we make those dirty bastards go for a nice walk off a short plank." Rosie Cusswell proposes, "if we catch them in their sleep and tie 'em up."


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"My first thought is to attack here gag and tie any who would be among the crew but if we screw up the alarm is raised. But if we could make it work then its just Plug, Scourge and a few officers."


"Aye, knock 'em on the head in their sleep. That'll keep 'em out of the way until it's too late." Fishguts agrees. This talk of mutiny and getting rid of Plugg and Scourge has picked up his spirits a little.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

The doctor nods. "I am in agreement with Reinald's plan. I could jam the trap door."


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Do we have access to repair supplies that could work like Reinald suggests or is it locked up some place? Also most of us are good sailors should we agree with Tilly that fire is a bad plan. As a player non sailor I was thinking that a fire would take time to cause significant damage and could be put out by buckets. If fire is well known to be a huge danger. We can adjust.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

So what's the plan?


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

"I don't know what the plan is, those who want to attack need to concoct a plan and then convince all to follow it."

Jord leans back against something


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Are you crazy landlubbers, with this talk of fire? I don't fancy swimming for shore from out here. How about we take the idea of knocking out crew and apply it to Plug? If it works we may be able to use him to barter with Scourge, if not we can fortify his cabin and if this Owlbear will fight on our side, then we have gained allies. If all works really well, perhaps we can trap the rest o' the crew below decks while we deal with Scourge. I could easily be persuaded to stick them in a small boat! I am no leader, find me a clear shot and I will rain arrows or go toe to toe if I must, but don't make me make a decision!" With that Morgan offers a black toothed smile and fingers his blades.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"Fire is not necessary, but it means that there is no need to brace the door. The reason we spoke of knocking folks out is those loyal to Plugg will likely fight along side him and the officers. So separating those in the crew that would side with him in a pinch. The first mate Scourge and the other officers will be enough for a tough fight without 5 or 6 crew additional."

Was the plan question in or out of character?


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

"Not to mention, burning down the ship while at sea is not a good idea. I mean we could always persuade the rest of the crew to our side. I do have quite the silver tongue," the undine says with a grin before continuing, "This silver tongue of mine has gotten me out of a lot of tight spots before...not to mention into a lot of different beds before. And one of those beds I'm really enjoying."

She flirtly winks at Sandara.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"No one suggested burning down the ship the Doc suggested using fire strategic like. Girl like you understands nuance." Reinald winks Jerieth's way. "Trying to convince this last bunch that would take time. These are the crew most loyal to Plug. It took us many days to find allies here. If Fishguts is right we are near land that means we get expendable real fast."

"We can pray for a good opportunity. We can roll the dice against them all or we can try to take them separate like Subdue crew we need to keep sailing that are currently aligned against us then go after Plugg and Scourge and whatever officers aren't sleeping here."


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

"When does our captain wake in the morning? We could go in through this trap door and take him out stealthily before he rises."


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

"It would take hours for the ship to burn enough to take serious damage. We just need to make enough smoke to overwhelm and distract them. That would hardly scorch the floorboards."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"I have seen fire onboard ship afore and it weren't pretty, it too easily grabs hold and won't let go. Smoke on the other hand, I have no problem with that, it may even cause the fear in others that fire aboard does in me. My skill lies at range and stealth, so I favour a sneaky attack like the Doc or one where we can make use of the deck. I would heavily object to fire, but will go along with the group plan."


Your other allies agree to follow your plan.

Do you all stay awake or just one person will wake the rest up when it's time?

Current strength of Mutiny:

Genade
Jerieth
Jord
Morgan
Reinald
Sejanus

Fishguts
Sandara
Rosie
Tilly


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Those in favour of attacking please post your actions/plan

Jord will prefer to sleep


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Jerieth will follow along with whatever plan gets the majority vote.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"Am I right that most would prefer to wait for a moment to present itself. Or are we going to strike before morning."

Reinald offers fisrt watch and wakes another ally not exhausted after a few hours.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"After the last couple of days, I fear I may not make it until an opportunity presents, I vote we go just before dawn, I will stand a watch if it helps."

Morgan is still at -2 lethal and -14 non-lethal so would want to sleep off some of the non-lethal first.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"I like that we can try to deal with the other crew asleep here then go topside."


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

"Just before dawn tomorrow it is then. I can take the next watch."
I'm assuming a short night, only two watches, roughly 3 hours each.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

"Agreed." Sejanus folds his arms grimly.

651 to 700 of 1,520 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / It's a Pirate's Life All Messageboards

Want to post a reply? Sign in.