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


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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

"Aye two clerics is better than one. I would like to nominate Jord for Quartermaster. Who better to look after our interests as crew than a favoured of Kurgess. Who better to be able to say nay to the captain."

Wikipedia suggests that on a pirate ship the Quartermaster was a high rank, the voice of the crew with a veto against the captain. I was thinking of this rather than the fairly lowly rank it stayed amongst the navies.


Seems the vote for Captain has gone to Reinald. He also had the right idea with the names I put in the campaign info tab. That was a secondary weight if there was difficulty deciding a captain.

Your allies throw in their votes behind those they felt deserved to lead and in the end Reinald was made captain. There were of course other positions to fill with the captain having the final say over each one. Basically you guys choose what role you want to fill then we will decide the NPC's.

Fishguts asked that he be allowed to keep his position as the cook. His drunkenness could be a problem, though perhaps the new direction of ship leadership might lift his spirits. Maybe an apprentice might be something to look for soon.

Sandara suggested

Ship Positions (in order of importance kinda):

Captain: Reinald.
Quartermaster (oversee supplies/food and weapons onboard):
Master-at-Arms (discipline keeping and justice):
Boatswain (responsible for upper deck and rigging):
Carpenter/Surgeon (ship maintenance usually below deck):
Master Gunner (maintain ballista/cannons/etc.):
Sailing Master (sets course and steers the ship):
Cook (can have apprentice): Fishguts (currently)
Cabin boy/girl (captain's servant):
Rigger (skilled crew):
Swab (less skilled or unskilled crew):

Also there will be no more rolling for daily jobs even if some of you remain swabs or riggers since I assume you won't be as harsh on each other as Plugg or Scourge were on you.


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 suddenly shudders and seems to relax. The strange tenseness in his muscles eases, and his gaze seems more focused.

"I may just be inexperienced in shipboard matters," the doctor inquires, "but why is it that Carpenter and Surgeon are rolled into one? I am learned in medical matters, but know next to nothing about woodworking. Might it be more efficient if we separate the two positions?"


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

"If ya trust a man to saw off your leg, he'd better shape a good peg." Reinald chuckles.


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'll prolly make a better master at arms, a good head for right and wrong have I, not so much the counting out the goods."


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

"Jord if you see yourself as Master at Arms then Jerieth the position of Quartermaster is open, 1st Mate, by our former naval experience."

That Wiki Morgan sounds very similar to how they run things on Black Sails. Diamond left 1st mate off the list so I think that or something like it is a good direction. The Wormwood had Grok in a supply position.


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 ponders a moment on what Reinald said to him.

"Ah, I see. I suppose I could take on the task of overseeing the maintenance and repair of both ship and crew. I do enjoy learning new things."


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

While a bit annoyed she was chosen as captain she smiled at Reinald's suggestion.

"I probably would make a better First Mate than Quartermaster. Besides now that I think about it Captain Reinald has a nice ring to it. And it's...if I must admit it...quite romantic. I've always envisioned myself as a captain, but somehow I think you'll do better than me. Not sure why but something tells me that you'll do a great job as captain of the...hmm....Rising Gale?


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 believe you mean the Defiant, madam. It is short, bold, and easy to shout in a battle. The captain permitting, I would be happy to serve as quartermaster."


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

"Both good choices. We've time for the muse to descend." He Looks about mentally taking stock of the situation. "Do we deal with what Scourge knows or wake our crew that slept through the fun?" Reinald rubs his chin. "I think knowing what Scourge will say is pressing. They clearly had plans for the ship. Are they the type to cross Harrigan?"


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

"Cap'n I knows a thing or two ab't sailing a lady like this an' plotting a course, an' I fancy meself as a sailin' master, too be sure. 'owever it would seem we 'ave a man who can do that an' it depends on which tack he lays hiself on, if you unnerstand my meaning like. I know ' next to nought about them there guns, giant crossbows and catapults, but bein' as how I can lay a true shot perhaps I can learn. Although tha' means I cannot be shooting my bow. If'n we 'ave a gunner or can find one, I would rather stay away from tha' there contraption."
Morgan could probably gain the siege engineer feat relatively quickly due to high skills as a ranger and possible rogue dip. However it would stop him shooting, which as sailing master he would be well positioned for. However happy to go with either or remain as a rigger/lookout.


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"Good riddance to those curs. I don't see why we need to let this one alive." Sandara pokes her rapier at Scourge, "What were you planning!"

Scourge gives the information as he said he would, "We were going to use a contact of ours to refit the ship; alter her so that she wouldn't be recognised as The Man's Promise anymore and throw Harrigan off our trail when he eventually figured out we crossed him. We wanted to become feared pirate lords of our own and we would have gotten away with it if it weren't for you meddling lowlifes."

As Scourge reveals their former plan Fishguts speaks up, "I know this contact of theirs from long ago. Rickety Squibs. He can do as Scourge says and the plan would be a good one if you wish to commandeer it Cap'n. Harrigan'll be looking for us eventually no doubt but it'll be all the more difficult to find us if they no longer know the shape of the ship they're looking for."


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 lets out sigh, "I never felt this one's lash but I saw his cruelty. I think that Sandra speaks my mind on this. I see little justice in seeing him live."

Reinald nods approvingly when Fishguts speaks. "Seems this squibber is not as secret as Scourge would hope."


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

"Seems a good idea as any to get the ship fixed to a new Identity and then ply the seas." Jord speaks and leans back against the mast.

"As concerns Scourge here, lets try some ships justice, what do you think we should do with you Scourge?"


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

"Meddling Lowlifes, even our enemies offer names for the ship." Reinald chuckles.


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

"Wait, wait, wait!" Sejanus raises his arms to call attention. "Does anyone know how to reach Rickety Squibs? We cannot administer justice if we don't know where we're going."


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

"Mr. Kroop do you know where we might find this Rickety Squibs."


Scourge speaks up, "You should keep me alive. I can take you to him and get a good deal."

Fishguts smiles, "So can I. He's not far from here. We're almost there in fact, as I warned you before they would try to get rid of you soon. A couple more days travel. We don't need Scourge at all."


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

"It seems that settles that."


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

"Scourge, your usefulness has abruptly expired." Sejanus turns and points at some crewmen. "You! I want a length of chain long enough to pass over the missenmast and back down, and a meat hook. You! Pick out four sturdy crew. You five will hoist him in the air. You! Clear the portside foredeck. We need some space."

Once the chain and hook have been brought, Sejanus directs the men to loop Scourge's bonds onto the hook, and the five to hoist him into the air halfway to the mast. Just before his feet leave the deck, Sejanus pours the contents of an oil flask over his head.

"Now, tie him off! I don't want our wood charring." He turns to Scourge. "Scourge! You gutless, brainless, spineless, heartless sack of excrement! By majority decision the crew of this vessel finds you guilty of incompetence, abuse of authority, and general maltreatment. The sentence is death. You have no right to appeal or last words."

Fire springs into Sejanus' hands. "I have dibs on his skull. Now die."

The rules are iffy as to whether or not you can coup de grace with a spell, but I use burning hands until he is dead. The burning oil should help.


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'd say that was crueler than necessary . . . but I never tasted his lash."


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

Jord considered interfering, but he respects Sejanus and it's no different than if Sejanus was to use burning hands in combat and the oil probably hastened the process... it's just graphic. Plus Sejanus handily is moving us on from a point of being stuck at.

"Well the consensus was reached and justice has been served, yeee.. never get on a wizards bad side.."


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 might have been a good show for the sleepers." Reinald thinks a moment. "Leave it smoldering."

Reinald straightens up he looks toward the officers and crew, "All right boys we've a ship. Now we need to keep it. Wake the nappers its time for them to face a new day. Bring'em on deck be fair but give another taste of night time if they give too much grief but we need sailors keeping them breathing." He picks up Plug's old cutlass and sets it on his belt. Puts his hat on and straightens his frame.


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

After the body has finished smoldering, Sejanus directs several crewmen to sever the head and dump the rest overboard. "I will need to borrow a pot, Master Cook. I need to boil this for several hours to strip it down." He turns to Captain Malcolms. "It appears we are ready to depart, Captain."


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

"Hm...A bit morbid for my tastes, but I think it serves him right for what he did to so many others. But I would have turned him over to someone else. Maybe he might have ended up in a gallery. There he might have tasted the whip. Poetic justice if you ask me. But back to the topic of the ship's name: I thank you Captain Reinald for the vote of confidence in the name. I think Rising Gale would make sense since we would be the storm that would rain down upon our foes. Or...maybe a compromise."

She looked at Sejanus and said, "How about...the Defiant Gale? Catchy, shows that we and our crew won't back down, and uses both of our ideas."

She grinned at the sorcerer.


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 wrong? I thought we had crew members knocked out below deck.


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

Sejanus smiles and gives Jerieth a curtsy. "Tell you what, my lady. Why don't we stick with Rising Gale. My ship can be the Defiant." He gives her a mischievous wink. "Because by next year, I expect we will have our own flotilla."


I say spells can CdG in my games. Savage.

Scourge calls for mercy as he dies, also saying he has information about Harrigan's plans. He may be telling the truth as he was one of his trusted before betraying him. Alas such knowledge has certainly died with he and Plugg. Fishguts looks away and heads down below to his galley.

As you give the other crew the option to submit to the new leadership they all accept, though some with reluctance. Tam. Maheem, Jape, Syl and Fipps the most reluctant (now unfriendly from hostile). Crimson Cog seems to accept the new leadership well enough (now indifferent from unfriendly). Jiran Conway is the only one that seems glad for the change and is happy to serve the new captain (now friendly from indifferent). He previously was the helmsman and sailing master and could do one or both jobs competently. He has Profession(Sailor).

Scourge Loot:

potion(Spellcraft DC 18)
potion(Spellcraft DC 16)
leather armor(ruined/burnt)
punching dagger(Alchemy DC 11)
masterwork handaxe carved with notches for kills
shortbow with 12 arrows in leather quiver with a buttoned shutter to protect them from the elements
whip
boatswain’s call
corked dark green bottle containing 8 doses of oil of taggit(the stuff they put in your drinks to knock you out and press gang you in the first place)
six gold teeth worth 5 gp each
hefty waxed coat with many hidden pockets
leather snuff box with a diamond stud worth 100 gp containing 1 dose of a powder(Alchemy DC 18)
silver wedding ring worth 25 gp
14 pp, 29 gp


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

Jord will approach Reinald first "Cap'n i'd like to make Owlbear a full crewmember, get him trained up at whatever he can do, maybe even heal that dickie eye of his, with yer permission that is?"

Assuming Reinald assents

Jord approaches Owlbear

"Hello my friend, how would you like to become a crewmember and serve with the rest of us, getting a taste of any riches we come across? "

He asks with a look of joy/expectancy


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

"Rising Gale sounds fine." the doctor says distractedly as he goes over a few of scourge's possessions.

Identifying the two potions, what's on the punching dagger, and what's in the snuffbox.
Craft (Alchemy): 1d20 + 9 ⇒ (5) + 9 = 14 DC18 potion
Craft (Alchemy): 1d20 + 9 ⇒ (16) + 9 = 25 DC16 potion
Craft (Alchemy): 1d20 + 9 ⇒ (4) + 9 = 13 DC11 dagger
Craft (Alchemy): 1d20 + 9 ⇒ (6) + 9 = 15 DC18 snuffbox


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

"Wait.....plans?"

Jerieth wasn't about to stop the sorcerer but she was too late. Saying that maybe they should be careful in the future when it comes to dealing with prisoners.


Genade:

The DC 16 potion is a potion of Cure Light Wounds.
The dagger is coated with Black Adder Venom.

"Owlbear be part o' da crew!" Owlbear seems glad to be included in the ship's crew and will follow Jord's orders the best he can.

Fishguts gives Jiran and Reinald the information needed to find Rickety Squibs and soon everyone is getting ready to get underway at the Captain's command.

Sejanus is able to take quick stock of the ship's provisions. There is enough for about a week's worth more of food and water. The ship is otherwise quite bare. The only thing else on board is everyone's personal possessions.


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

When the rest of the crew comes on deck.
Reinald stands sternly as the remainder of the crew is brought on deck. "Most of you have a lump on your melons. Because we showed you a kindness. You lived. The former officer's of this ship chum the waters in our wake." He sets a hand on the cutlass on his belt drawing attention to the fact he carries Plugg's old sword. "The smell of rancid food burnt and spiced with bile is the former sailing master reaping from the cruelty he showed others." Reinald regards them all as he speaks. "We've no intent of visiting further penalty on any of you. This ship was called the 'Man's Promise.' Well this is Captain Reinald Malcoms' promise. If you Work hard, follow orders then that lump ends your discomfort aboard this ship. When we come to port if you still hold an ill view of the new officers we can part ways."

"Proof we've no ill will Jiran Conway continues to serve as sailing master. Those of you who pride yourselves as riggers report to Mr. Conway. Those of you who are swabs report to Miss Sandara."

"Mister Kroop. I've a taste for something special for dinner. For everyone. See what you can do. First we need a heading, we've much to discuss. Come see me before you return to the kitchen. Get to it lads!"

Reinald finds Jerieth, Jord and Morgan. "We are still shorthanded pitch in where you can. Let the crew see we are willing to work still. Keep an on those who didn't fight with us."

"Mr. Corvus, Dr., we need a handle on where our provisions sit."

When Jord makes the proposal
Reinald smiles at Jord's plan, "Of course. Mr Hartshorn welcome to the crew."

Reinald steps close to Jord and speaks quietly, "I admire this decision but we must monitor for any sign of why he was chained up beyond our former oppressor's cruelty."


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 steps into the captain's quarters and speaks briefly with Kroop about the heading. "How long before we get to this Rickety Squibs? You said a couple days before we get there? This Sqibber don't work for free. Any clue what this might cost? Are we going to be into this Squipp for a piece of our plunder for awhile."

Taking 10 do I have any idea how much this might cost. Profession Sailor 16. 18 getting advice from the other officers.

After conferring with Fushguts.
Reinald looks about at the crew making ready to get going and takes the wheel freeing another sailor to man the rigging. After conferring with Kroop he makes any adjustments to the course and remains at the helm for awhile.

With a few hours left of daylight he calls for Jerieth, "Jerieth you have the helm." True to form Reinald finds Jiran, "Mr Conway, I've no intention of micro managing but we need sailors and I want to learn the subtleties of my ship. Where do you need me."Reinald climbs the rigging essentially trading jobs with Jerieth.


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

"Aye capn"

Then he gets to work swabbing and organising the deck helping where needed.

"Let's get to work all.


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

"Aye, Aye Cap'n. I'll keep a weather eye on our course too." Knuckling his forehead Morgan stashes his bow, his cutlass and his new armour (Taking one of the leather armours from the loot if that is ok with people, accounting error when making my character seems to have left me without any armour at all). Gear stowed, Morgan reports to Mr Conway and sets to work in the rigging, keeping his eyes on the ship's course and checking the charts later.
Profession Sailor: 1d20 + 8 ⇒ (19) + 8 = 27


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

"Very well, Captain." Genade nods, "Mr Corvus, Let's start an inventory, shall we?" He heads below to look for any existing ledgers or books.


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

"Let's, good doctor." Sejanus makes a sweeping flourish and follows Genade down into the hold.


"Aye Cap'n a couple days. 4 tops. He knows me. Hopefully I can get us a favourable deal. Rickety is very professional, remaining neutral with all pirates and never revealing his customers information."

As for exact price all you know is it's in the thousands of gold range.

After such a turbulent morning the ship gets underway again just before midday on its previous bearing. The crew works tirelessly with no significant incidents to report. Owlbear is actually happy. Running to and fro, very untrained but given the simplest of tasks for now has him quite busy. A good distance is still covered despite the late start. Fishguts serves a passable vegetable soup as the more finer things are no longer on the menu.

Aside from the captain's cabin there are officer's quarters which fit 3 or 4 so a couple of you will have to sleep with the rest of the crew.

The next morning you are woken up to a frantic alarm. Everyone scrambles to their post as a powerful storm has come almost without warning in the night.

Need a Profession(sailor) check by the captain for fighting the storm. Other officers can aid.


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 don't need the officer's quarters." Genade says as they discuss sleeping arrangements, "I can have a cot wherever I set up my laboratory."


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

Jord gets amongst it, helping out where he can, helping the lads and lasses get to where they need to be to do their job correctly

Prof Sailor Aid Cap'n: 1d20 + 5 ⇒ (19) + 5 = 24

"C'mon together, now, watch that harness syl, Tam.. duck! now.. whew yer safe.. lets look out for each other and get us all to port in one piece."


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

sleeping arrangements:
Morgan will continue to set his hammock in its usual place, if asked he will reply. "I aren't no officer I just 'ave a different job and I can't even do tha' yet"

Profession Sailor: 1d20 + 8 ⇒ (8) + 8 = 16

"Cap'n, we need to get a storm sail up to give steerage an' heave to into the wind. If we stay like this we will be swamped an' if we run ahead we will likely lose our sails an' certainly our position."


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

Sailor: 1d20 + 6 ⇒ (14) + 6 = 20 +2 From Aid makes 22. If you allow more help from there it only goes up.

Reinald is woken with a start curses the rain and rushes through the demolished door of the Captain's cabin. He already regrets the revels from the night before joking at length about finding a proper carpenter with the Dr not able to serve in that case.

He looks at the storm and sky races to the wheel. He takes note how things are set. He yells out over the din. "Now is the hour of our first challege lads. Show the sea yer mettle." He braces the wheel hearing the ship creak. "Secure those port lines on the fore."

Over the waves and wind Reinald hears Jord call out to the riggers. His eyes widen when he sees what he almost missed. He echos out Jords order sending more hands to the issue. He spins the wheel hard shifting the ship and braces for the rogue wave Jord noted.

The storm raged on. When Morgan makes his suggestion Reinald nods. "It has come that." Reinald begins moving the wheel and again calls out over the storm, "Keep live lads! We need to set a stormsail. Tack for into the wind. Besmara blows us a kiss wet and sloopy. Let us turn and face it."


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

Sejanus ties a rope around his waist and lashes himself to the bannister leading to the forecastle.

I know my strengths, and this is not one of them.


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

Water streaming through his beard, Morgan probably takes the best wash he has had in a while as he heads up into the rigging. Clinging to the shrouds he heads up, clearly in his element, to release the gaskets and allow the deck crews to haul the storm sail into position.


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 finds himself lashed alongside the sorcerer, trying to stay out of the way. Note to self: Look into acquiring a land-based facility for any delicate experiments in the future.


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 notes the heavy lilt to the ship. Water roiling in the bilge. The Captain yells over the din. "Dr,Mr. Corvus. Step to. We need someone on the pump in the bilges." That will keep them useful and from going overboard.


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

"Yes, Captain. After you, Doctor."


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

"Oh bloody hell! Seems the spirits of evil pirates aren't happy about us taking over this ship, Captain! I'll stay aboard and hope I can lift the crew's spirits!

Sailor: 1d20 + 5 ⇒ (20) + 5 = 25

She also begins singing a song that would lift the crew's spirits and aid them in fighting the storm!


Well I updated on Friday but I guess my post got eaten and then I forgot about everything over the weekend. Start again.

Environment: Very Heavy Rain and Severe Wind

Profession(Sailor) roll: 20(Reinald) +2(Jord) +2(Morgan) +4(Jerieth[crit]) -10(less than minimum crew) = 18

The wind blows with incredible force, driving the Man’s Promise far off course but to survive you have no choice except to go with the wind. The ship is tossed about on the high seas, and all hands are on deck to work. All of the crew is required in the rigging.

Toward dawn, as the sky begins to brighten almost imperceptibly, the storm redoubles its ferocity, and dark shapes loom out of the sea all around the ship—small islets and coral reefs that dot this area.

Visibility is practically zero at this point and you do not notice the intruders until they are directly upon you, trying to trip you up and push you overboard.

Each combat is separate. You can barely see each other and the rest of the crew is too focused on their job to help. If you defeat your opponent you can look to see if anyone else is in trouble.

Knowledge(Dungeoneering) DC 11:

Grindylow
With a large head and numerous teeth, this unsightly creature resembles a goblin from the waist up and a greasy octopus below. They have a special ability with their tentacles to attempt to trip as a swift action.

Beginning of combat, trip attempt in the creature's surprise round. No map for this fight.

Jerieth:

The creature tries to trip you but you manage to evade its tentacles. In frustration it jabs its spear into your leg (7 damage) and tries to bite you.

Jord:

The creature trips you with its tentacles and thrusts a spear at you. The point thuds into the spot where your head was a moment ago and the creature bares sharp teeth at you trying to bite.

Genade:

The creature trips you with its tentacles and brandishes a spear and sharp teeth. You won initiative and go first

Morgan:

The creature tries to trip you but you manage to evade its tentacles. It brandishes a spear and sharp teeth. You won initiative and go first

Reinald:

The creature trips you with its tentacles and thrusts a spear at you. The point thuds into the spot where your head was a moment ago and the creature bares sharp teeth at you trying to bite.

Sejanus:

The creature trips you with its tentacles and brandishes a spear and sharp teeth. You won initiative and go first

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