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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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

Well there goes that heroic plan. >_< but at least Rosie is safe! Now I feel like an idiot. >_<*

Jerieth mumbled a curse under her breath as she climbed back onboard.

I hope you don't mind me not rolling a swim check. She's pretty much right next to the ship besides I just got up!


hmm you do have a swim speed after all so that's ok

Plugg sees four of you away from your jobs and promises you all an extra lash for slacking and orders you back to work.


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 shoots Plugg a sour look as he turns away. He holds up two fingers in front of his eye and motions as though crushing his head from afar.

He drops his arm in despondency. "I must say, the management style in this organization leaves much to be desired, and is having a negative impact on employee morale." He stands upright on the deck and looks over at Rosie to check her status. "Are you alright, Ms. Cusswell?"


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

"Seems that I best get back to my job in the crow's nest. Although I must admit that my timing to rescue you Rosie was a bit off! Still I'll do it again if anyone falls into the sea! But I'm glad you're alright. Just be careful as we aren't out of this storm yet!"

She turns to Sejanus, and tells him, "Don't worry about it. Helping another crew member was the right thing to do. Even if he punishes ya for doing it, you'll know that someone lives to see another day. Friendship is more valuable than gold and I would trade all the booty in the world if it meant saving the life of one friend. By the all of the seas in the world, I'll jump in shark infested waters to save all of y'all!"

Jerieth quickly gets back to her post.

Climb: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


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

Wow busy day or so. Lots of action.

Night rigging task.
Rigging: 1d6 ⇒ 6 Mainsail

Sailor: 1d20 + 5 ⇒ (9) + 5 = 14
Con Check: 1d20 + 1 ⇒ (10) + 1 = 11

Reinald rushes to the rail removing his shirt as he runs he gets to the rail in time to see Jerieth's dive into the black water. Rushing past others working he makes it to the others in time help Rosie off the rail. He half chuckles at Sejanus question "Yes lets get her the rope."

He helps the others pull Jerieth aboard. "Brave."

When Plugg makes his threat Reinald looks back in shock. He steps toward the 1st mate but stops himself and shouts back, "Aye aye sir." He spits the words with malice.


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 calls to Jerieth

"Don't worry, you showed us all something impressive lass in that swimming display, I think we're all a bit safer with you on board,"


Rosie hurries back to work, barely able to catch her breath.

Just waiting for Jord and Sejanus to post their job rolls


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Kunala nods his head in agreement, "Yes we all feel much safer!" try not to stare too much at Jerieth's now wet costume; as he returns to attempting to fix the ropes. 'Where did I put that whale bone needle?'


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

Rigging Job: 1d6 ⇒ 1
Climb: 1d20 ⇒ 18
Profession (sailor): 1d20 ⇒ 8

Sejanus makes it up to the rigging on the sails, but almost does a decent job. He hopes that no one notices his handiwork as long as he remains busy-looking.


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

Rigger Job: 1d6 ⇒ 3

Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.

Climbing: 1d20 + 3 ⇒ (19) + 3 = 22

Prof Sailor: 1d20 + 4 ⇒ (7) + 4 = 11

Jord climbs up into the rigging his fear of falling and leaving a large hole in the deck spurs him into new heights of climbing competency. He is able to complete his job as well.


Unfortunately the DC's are 2 higher that normal in this storm.

After the overboard incident everyone gets back to work and works through the night as the waves crash against the ship threatening to bring it down. Sandara's lips move as she works but is unheard. A prayer?

-----

You can't tell what the time is but eventually the waves and the rain let up. The Wormwood has broken through the storm. Genade and Jerieth fall asleep from exhaustion and are woken with a crack of Plugg's whip. 2 nonlethal each. Soon after, a ray of sunlight is seen through a cloud. The Wormwood passes through the beam and it illuminates you all with warmth for a few brief seconds before it closes up. It must be morning. Almost an hour later finally break and you can see the darkness of the storm behind you. Captain Harrigan calls for a short break before continuing on the voyage. "You heard him sailors! No storm's gonna slow us down!" Master Scourge bellows. The Captain is intent on getting to his destination, exhausted crew or not. The break will allow everyone exhausted to recover to fatigued. All of you are now fatigued except for Kunala and now return to your normal jobs for this new day.

-----

Plugg mentions to Kunala, Sejanus, Genade and Jord seperately during the day that he hasn't forgotten about their slackness during the storm. "There'll be some entertainment tonight," he says with a devious smile on his face, "You'll be hurting tomorrow that's for sure." He laughs.
Another day of jobs. Normal DC's again. Remember fatigue.


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

Job Roll: 1d6 ⇒ 1

"Down into the bilges I go again."

Str Roll: 1d20 + 1 ⇒ (3) + 1 = 4

Con Roll: 1d20 + 1 ⇒ (1) + 1 = 2

Wow.. some awful rolls there... into exhausted


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

Rigger Job: 1d6 ⇒ 2
Dexterity: 1d6 + 2 ⇒ (6) + 2 = 8
Constitution: 1d6 + 3 ⇒ (5) + 3 = 8

Sejanus does a cruddy job of everything he attempts, and is exhausted.


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

Rigger: 1d6 ⇒ 4 Rope Work
Sailor: 1d20 + 5 ⇒ (18) + 5 = 23

Is friendly the highest rank of diplomacy or is helpful. Trying to figure if we should start working on getting our friendly clique helpful or bumping the unfriendly.


1d2 ⇒ 2 drunk
1d6 ⇒ 1 cooking
int: 1d20 + 1 ⇒ (10) + 1 = 11
'wow I am tired, guess I should be glad I get to cook today, even if fushguts us too drunk to help. at least I don't have Plugg down here.' Angus gets up almost on time and starts preparing food for the day, for lunch it was rice and beans. for supper he used the rest of the beans in soup, baking corn bread to sop up the juices. As he cooked he worked at cleaning and organizing the kitchen trying to remember where Fishguts like everything.

so will we be able to roll for diplomacy tonight or does Plugg have some other entertainment in mind. If possible I would just keep the encounter I rolled before the "Storm"


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

With the storm passed, Jerieth was pleased that things might settle down a bit.

Even though she was still a bit fatigued, she was still ready for duty. She made a point to tell Sandara about her praying before the undine began her duties.

"Saw you praying during the storm. I probably haven't told you this but I also worship Besmara, along with Calistria and Desna. Just so you know, I have a great deal of respect for priests of my three goddesses. What I'm getting at is...thank you for praying for us all. And I best make this quick before I get us both keelhauled."

Jerieth quickly gave Sandara a kiss on the lips before making her to the rigging.

Rigging Job: 1d6 ⇒ 5

Unfortunately, the job was one she had come to loathe: lookout!

"Ugh! Lookout! Again! I hate that boring job...but as my training instructor back when I was an Andoren privateer used to said: there are jobs we love and there are jobs we hate, but they're all jobs that got to be done regardless so get them all done!"

Climb: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

As she performed her duties she talked a bit with the gnome, Conchobhar.

"So Conchobhar, why you want to become a sailor? Any particular reason?"

Diplomacy: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26


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

Swabbing: 1d6 ⇒ 2 rat catching
Dex: 1d20 + 2 ⇒ (12) + 2 = 14

Curse this ship, curse these pirates, curse my luck, the doctor fumes to himself, I'm going to do something about this, first chance I get. But what...
He stumbles about below decks, looking for vermin, his muscles aching and his head throbbing, but grateful that he was finally out of the weather.


Everything is back to normal now. You couldn't influence anybody during the storm because everyone was too busy surviving it.


Also fatigued, Sandara smiles as Jerieth thanks her for the prayer. When she ducked in for the kiss Sandara almost jumped back, surprised, but not quick enough. She holds the fingers of one hand to her lips as Jerieth walks away before quickly hopping to her task lest she be singled out for slacking also. "Be careful."

Conchobar laughs, "Why there's gold to be had. And beautiful women too, such as yourself," he adds with a wink. He enjoys your company and flirts any chance he gets. He also makes several remarks about Sandara. And Rosie, well mostly Rosie. He seems a little more taken with her than any of the other women on this ship. You easily recognise a serial womaniser now that you are paying attention to him. He never mentions the cabin girl though or any of the officers.

-----

Jord struggles in the Bilges and due to his weakened state he runs afoul of a bilge spider dropping down from the webs above without you noticing and leaving a nasty bite. Though it is tiny and you squash it easily you feel its poison work its way into you. Fort DC 10 to resist the poison

-----

That evening after another grueling day, all are tired and almost not caring for their dinner, shoving it down automatically. Plugg and Scourge call out punishments to be meted out to those sailors that have failed their duty. Scourge has his whip in hand ready and a couple of their sycophants have ropes ready to secure the punishees to the main mast.

"Sejanus, for several days it seems you have not cared to pull your weight on this ship. 9 LASHES!"

"Kunala, 'Dr' Genade and Jord you also have shirked responsibility when the ship and her crew needed you the most. 6 LASHES EACH!"

Before any punishments can be given the Captain comes into view, "Mr. Plugg, tonight we show mercy even as Besmara deemed to show us mercy from the storm. Reduce their punishments to 3 lashes each and a day in the hotbox for the worst offender. If they do not learn their lessons, harsher penalties will be needed." Plugg nods, "Aye Captain." He is clearly angry, though confused as to why the captain is interfering with his managing of the crew as First Mate.

The four of you are given 3 lashes in turn(nonlethal which will be likely healed by resting by tomorrow) and Sejanus promised the coziness of the hotbox tomorrow. You notice some of the crew avoid you a little more than usual.


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 made a mental note to see if she could maybe get Conchobhar and Rosie together. She thought they might make a good couple.

Later when Plugg announced the punishments while the captain lessened them, the undine gritted her teeth. She decided to talk to someone...

She went to Sandara hoping the priestess might be able to help ease her mind.

"You have a moment? I need to talk to you about something...it's about my friends getting punished. They don't deserve to get punished...they weren't doing their jobs because they were busy saving Rosie who had fallen overboard. I had jumped off the crow's nest and dove into the water to get her. But by the time I had swum out to get her, the others had tossed her a rope were pulling her in. I feel a bit sheepish and awkward admitting that my daring actions of heroics were a bit wasted, but I'm glad they were able to save her. But now...I feel guilty as I had climbed back onboard and yet Plugg and Scourge had failed to notice me. And yet the others were singled out. I'm not seeing the reasoning behind punishing people for saving someone's life. So...what I'm getting at is that I'm at a complete loss on what to do. It's not a feeling that I like as I usually can find a way or a solution to something but not now. Aye, this isn't a good feeling for a sailor to have. No doubt about it. I was hoping to see if you, a beautiful priestess of Besmara had any advice or wisdom to help me here as I sure don't know want to do."


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

Fort vs spider: 1d20 + 1 ⇒ (16) + 1 = 17

After whatever he cops as punishment, he'll head over to see Crimson "Cog"

"Hoy mate, I hear your a follower of the Pale lady, i'd be mightily interested in learning of her faith if ye have the time to spare to educate me, I even have a skin of wine to share."

Diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17

This should be Jords third skin that's he's used if he used one yesterday with Tilly


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

During the work day.

Reinald chats up Samms again, "Quite a storm we had by my eyes certainly seen worse but still. How did we fare surely a girl from the Sodden Lands has an opinion. I tell you what Jerieth dove from the nest to the water and helped pull a crewmate from the waters. You don't see that kind of mettle often."

diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16


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

At the end of the day when the punishments were announced.

When Plugg speaks his eyes go wide with rage. 9 lashes, 6 lashes for saving a sailor from the deep. No this won't stand. He moves to step forward but the captain's intervention gives him pause.


Kunala walks up to the masthead for his punishment, taking his shirt as he goes, one of Plugg's sycophants, tears it from his hand as they bing him to the mast. With each lash Kunala cringes, but doesn't cry out. After taking his three lashes Kunala recovers his slightly torn shirt glaring at Plugg, he puts his shirt on; the blood from the strips showing through the normally loose white shirt, slinging to his bleeding back.

Approaching “Badger” Medlar he attempts to get to know the oddly coifed half elf. "Good evening Medlar, do you mind if I call you Medlar? I thought the porridge this morning was unusually good, ol' Fishguts was in rare form today, reminded me of what must have been a much younger version of himself. Have you known Fishguts very long? Of course I've just met him. But I've grown up on ships so he seems like I've known him my whole life. How about you, have you been a 'sailor' most of your life?"

diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21


You didn't get in trouble Jerieth because you actually made your job checks
Sandara listens to Jerieth and starts to smile when she mentions the punishments. "I may have... already helped there. The Captain thinks I received a message of sorts from Besmara or her heralds to reward our daring in sailing straight through the middle of the storm and it would be poor form to punish such daring souls too hard. Let's just say you and them owe me one for now. I know Plugg and Scourge have it in for several of you and those that are friends with you could also land on his bad side. Other crew members are likely to be more cautious around you now."

-----

Jord fails to make much talk with Cog, "Perhaps I'll send you off to her with a prayer and you can meet her yourself." He seems to be a loner. No friends but also no one daring to make trouble with him.

-----

'Barefoot' Samms enjoys talking to Reinald, "Aye she seems to not fear the ocean one bit. Even in a storm. I guess that's to be expected for one of her 'type' if you know what I mean." She whispers that last bit. Samms is Helpful and can give aid starting the following day.

-----

"Badger'll do. You're one o' them what keeps causin' trouble. You can keep ya meddlin' t'yaself. I may be old but I ain't lost me wits an' I wanna keep my skin over these here bones ya hear." Badger Medlar seems a tough one to crack and set in her ways. She's been at this a long time and cares not for ship politics, preferring to do her job and get payed at the end no matter what goes on around her. She has seen it all.

-----

After dinner and the punishments of the 'bloody hour' entertainment is short as many are too tired to stand. Will advance to the next day if no one has anything else they want to do.


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 smiled at Sandara, thanking her for the help.

"Ah, then you have my thanks then. Just between you and me, if I was captain I would have thanked them for saving a fellow crew member, not punish them. Seems wrong for them to be punished. Still, it was most appreciative for you to help us out like this and I do owe you for that."

The undine grinned as she asked, "So how does one repay that debt? I can offer you a few suggestions tonight. And don't worry about the rest of the crew, I'm not shy about my body one bit."

Jerieth winked at the priestess.


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 spends a very miserable, sweaty, smelly day in the hotbox. The worst part, however, was the boredom. He dared not risk any more wrath by trying to chat with sailors nearby.

Any mechanical effects on me?


After a restless night, tossing and turning due to his beaten and bloody back. Kunala heads to the hotbox.

is it one hot box and were all in it or are there three separate?


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 if possible discretely heal those who received whippings


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

Dr Genade sits on a crate in the lower hold, where Jord can work on his back without being observed.
"Reduced our sentence did he? Out of the goodness of his heart?" he mutters quietly, voice dripping with sarcasm, "oh, how fortunate we are to have such a gracious and magnanimous captain as Barnabus Harrigan! And we mustn't forget the loving kindness of his dear friends Plugg and Scourge!" He practically spits the names.

"We've got to do something," he whispers urgently to the burly cleric, "what, I don't know yet. If I can get my equipment, I can whip up a few things that could help us. I can even produce a chemical approximation of the energies you are using there. Why I could..." he rambles on about formulas and procedures, half asleep from exhaustion.


considering after you are whipped it is evening and tired sailors are making their way down I need you to roll a stealth check to not be seen using magic


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'd prefer to use the technique of not do stuff with people around.. rolling in case I don't sway you.

Stealth Magic: 1d20 + 1 ⇒ (11) + 1 = 12


"It would not do to be seen here in such a way, I have other, more material than physical ways that you may help me."

-----

Jord manages to find a quiet spot to heal his friends, they are almost discovered when someone walks past nearby but they yawn and say, "Must be the wind," then head to bed.

-----

The next morning as everyone is on deck, Kunala is shoved into the cramped metal box where he is left on deck all day(8 hours). The lid is locked with a key held by Master Scourge. The insides are cramped and it heats up quickly. Each hour a character spends in the box, she must succeed at a DC 15 Fortitude saving throw or take 1d4 points of nonlethal damage. The DC of this save increases by +1 for each consecutive hour the character spends in the box. Any creature with fire resistance is immune to the effects of the sweatbox. Meanwhile all others are given their jobs as normal.

-----

Now that you are approaching the Slithering Coast the waters become shallow and navigation is tricky. As the afternoon wears on, Mr. Plugg calls the crew together on the main deck. At his feet lie four crab pots. Plugg informs you that the captain wants fresh crab for supper. Plugg points to a reef lying some 200 feet north of the ship and instructs Jord, Genade, Renald, Sejanus, Jerieth and Barefoot Samms to swim to the reef, fill the pots with crabs, and swim back.


The Box:

fort@15: 1d20 + 3 ⇒ (17) + 3 = 20
fort@16: 1d20 + 3 ⇒ (4) + 3 = 7 N.L.: 1d4 ⇒ 1
fort@17: 1d20 + 3 ⇒ (14) + 3 = 17
fort@18: 1d20 + 3 ⇒ (12) + 3 = 15 N.L.: 1d4 ⇒ 2
fort@19: 1d20 + 3 ⇒ (17) + 3 = 20
fort@20: 1d20 + 3 ⇒ (18) + 3 = 21
fort@21: 1d20 + 3 ⇒ (19) + 3 = 22
fort@22: 1d20 + 3 ⇒ (15) + 3 = 18N.L.: 1d4 ⇒ 1

In the Morning;
Knowing that his time in the box was near, Kunala wore only his white baggy breaches and loose shirt on deck, leaving his boots, coat and belt in the hold. Glaring at Scourge as they cross the deck Kunala steps into the box, sitting down in one swift move, watching as Scourge locks it and leaves.

in the box
Kunala instantly takes his shirt off and wraps it around his head like a Vudrani turban. As he sat there in the hot box he attempted to ignore the heat and keep his mind busy. He went through the motions of assembling and disassembling his pistol. In his mind he went through the steps of making powder, carefully mixing it being sure not to grinding. He went through the process of melting lead, and how to tell it was ready to pour by the color it had heated too. He imagined measuring the powder onto small pieces of white paper and rolling it with a small lead ball making a cartridge. He could hear the tear of the cartridge as it was placed in the barrel and then rammed home. Finally he imagined pointing his pistol at the head of Mr. Plugg and squeezing the trigger.

out of the box
Kunala staggers out of the box, glaring at the key holder, putting his shirt on as he goes. He staggers to the kitchen to help Fishguts and to get out of the sun. Taking a long drink of water he looks at the boiling pots and simply asks ”Crabs?’

He spends the evening talking to fishguts, listening to stories and trying to recover from the days ordeal.

Improve attitude: Fishguts
diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28


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

job: 1d6 ⇒ 6

repairs prof sailor: 1d20 + 4 ⇒ (12) + 4 = 16


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

swabbing: 1d6 ⇒ 1
bilges STR: 1d20 ⇒ 3
CON: 1d20 + 2 ⇒ (10) + 2 = 12

The doctor spends the day doing a half hearted job in the bilges, and comes out not too tired.

Is he expecting us to grab the pots and jump in the water right now, or is he allowing people to go get ready/equipped?

Just jump in and swim? he thinks to himself looking at the pots, and out to the reef in the distance. Do we not have a small boat?


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 approaches Sandara

"So my friend I wish to work with you in helping to heal the crew and keep their spirits up, but they seem to be scared of magic, even helpful magic, what say we work together to produce the best result for us and our patrons?"

Diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8


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

1d6 ⇒ 6 Mainsail

Sailor: 1d20 + 5 ⇒ (18) + 5 = 23
Con: 1d20 + 1 ⇒ (12) + 1 = 13

Reinald works through the day helping others where he can. When the call go crabbing comes up he smiles. He strips to the waste keeping his sash and the dagger in it. He takes off his boots stowing them in near his hammock.


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

"come on lads and lasses. Time for a swim." He turs to the others quietly, "Does everyone have a weapon if needed."


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

Are daggers easy to source on board? if not I'll go talk to Grok

Approach Grok if needed:

"Hello there Master of all the things, I'm swimmin with the fishes today and in need of a dagger, do you have one available to purchase?"

If so Jord will pay and be on his way.

Jord will strap his weapons to his belt and that'll be about it.

"I got a huge weapon if needed!.. Jord laughs loudly at his own terrible joke "But I have some weapons with me"

No armour or shield, just dagger and morning star


Kunala is lucky to have not suffered too badly while in the sweatbox. His mental exercises have worked well. Fishguts' mood sours when you finally return to the galley and hears your reason for not working, "It’s poison, this ship, but don’t let anyone hear you say it aloud. The hull listens, see, and the cap’n hears it all. Poison the Wormwood is, though, rotten to the core. You’ll not meet a more nasty, sour piece of work than Cap’n Harrigan in all your days at sea, and his crew’s the same, ’specially the first mate, Mr. Plugg. Vicious little sod, he is. He’d take his own mother’s liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can’t ’arm ’em." Fishguts tells you that anytime you need, anything in the galley is yours to borrow and he even tells you a story, if you can believe it, where he killed a giant Cyclops to save a few helpless Merfolk. To reward him their Sorcerer gave him his magical Steadfast Grapple. "It never misses." He used it in many a successful boarding. Those times are over for him and he seems a shell of his former self. Fishguts is now helpful and you have free use of everything in the galley.

-----

"Best to avoid drawing attention as much as possible," Sandara says to Jord, unswayed by him. "There are only a few magic users on this ship and that threatens them if they can't control us."

-----

Plugg doesn't allow wasting time to go get weapons. "Just fill these up with crabs and get back here quickly." Samms picks up her shortspear and a crabpot and jumps into the water, "Ain't likely to be sharks in this shallow." The waters are calm and clear (visibility 100ft.). The initial swim across the open water passes without event, and you soon approach a superb coral reef, measuring approximately 100 yards square, lying between 5 and 30 feet below the surface.

Perception DC10 to spot a crab and Swim DC10 to swim down and grab it. Four crabs will fill a pot and there are four pots.


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 sticks with his morning star and then swims to the reef

"Lets go, we may even get to eat some o this bounty tonight."

He dives down and starts picking up crabs

Swim: 1d20 + 7 ⇒ (18) + 7 = 25

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

3 more rolls if needed:

Swim: 1d20 + 7 ⇒ (3) + 7 = 10
Perception: 1d20 + 9 ⇒ (3) + 9 = 12

Swim: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 9 ⇒ (8) + 9 = 17

Swim: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 9 ⇒ (12) + 9 = 21


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

Perception: 1d20 ⇒ 6
Perception: 1d20 ⇒ 11
Swim: 1d20 ⇒ 12

Perception: 1d20 ⇒ 5
Perception: 1d20 ⇒ 4
Perception: 1d20 ⇒ 8
Perception: 1d20 ⇒ 15
Swim: 1d20 ⇒ 19

Jord kicks up some sand from the seabed of the coral reef, blocking Sejanus' vision. It finally clears and he manages to snag two.


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 grabs a pot, and swims inexpertly out to the reef.

Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Perception: 1d20 + 3 ⇒ (12) + 3 = 15
swim: 1d20 ⇒ 19

Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Swim: 1d20 ⇒ 6
Swim: 1d20 ⇒ 16

He easily finds a few, but struggles with retrieving them.


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 smiled at Sandara, saying, "You must really like to play hard to get. I like that."

The next day Jerieth held her tongue as they put Kunala into the sweat box. She didn't think it was fair for them to do that but she didn't have the power to stop them.

Rigging Job: 1d6 ⇒ 4

Sailor: 1d20 + 5 ⇒ (20) + 5 = 25

Assigned rope work, the undine immediately gets to work and boy does she do a fantastic job at. She performs her task with ease giving her time to talk with some of the other crew.

She tries talking to Sandara again, asking the priestess about her life and all, hoping to learn more about the attractive redhead, as well as to finally convince Sandara to spend some intimate time with her.

Diplomacy: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28

Later she and the others are sent off to get crabs.

"Oh sweet! I do enjoy me some crab stew!"

Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Swim: 1d20 + 16 ⇒ (3) + 16 = 19
Swim: 1d20 + 16 ⇒ (20) + 16 = 36
Swim: 1d20 + 16 ⇒ (13) + 16 = 29
Swim: 1d20 + 16 ⇒ (8) + 16 = 24

It takes a bit of looking to find the crabs, but that was the hard part. Catching them was the easy part...well for the undine that is.


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 dives in the water and starts to make his way to the reef.

perception: 1d20 + 5 ⇒ (4) + 5 = 9
perception: 1d20 + 5 ⇒ (15) + 5 = 20
Swim: 1d20 + 9 ⇒ (17) + 9 = 26 Got one!

perception: 1d20 + 5 ⇒ (15) + 5 = 20
Swim: 1d20 + 9 ⇒ (4) + 9 = 13 Got 2!

perception: 1d20 + 5 ⇒ (5) + 5 = 10
Swim: 1d20 + 9 ⇒ (19) + 9 = 28 Got 3!

perception: 1d20 + 5 ⇒ (7) + 5 = 12
swim: 1d20 + 9 ⇒ (18) + 9 = 27 Got 4

While swimming around Reinald checks those got the lash or the box. "I hope you all are okay. Seems an unjust thing to get the lash after saving a sailor." He shakes his head, "I can't do much for the swabs but I will do what I can to give a hand to the riggers if needed."

He in the course of work swims near Jerieth. "How goes your pursuit of redheaded bliss. I am here if you forget how anything feels." He gives her a wink.

Once his pot is full he lends aid to any who have yet to fill their pot.


As you go about catching crabs, *smirk* Barefoot Samms watches over the crab pots and the area. After you have each caught a couple she cries out, "Reefclaws!" and points to a couple of creatures trying to sneak up on you. Looking like a lobster at the front and an eel at the back with their blood-red spines combines to make a frightening creature.

You have one round before they reach you, they are 80ft. away.


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

Is there anywhere reef is shallow enough to break the surface of the water or where people could stand?


There is one spot near you where Samms is standing up to her chest in water so yes. The reef is generally 5 to 30ft. below the surface.


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 swim to where Barefoot Samms is standing and draw his morning star

Swim: 1d20 + 7 ⇒ (15) + 7 = 22

"Gather here where we can stand"

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