GM Claigeann: Skull & Shackles

Game Master Faol Mhor


151 to 193 of 193 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Even though it may seem like it, I really am not waiting by the computer waiting for a reply. Just good luck, I guess.

Nate's Response:

Nate will smile and chat with the little foul mouthed sailoress for a little bit. Among the questions that pop up are:

So, little lass, where ye be from? And who taught ye teh cuss as well as ye truly do?

If ye be likin' the tall tales, I am certain I can come up wit one or two tonight. If ye can grease the cogs of the crowd perhaps, let me in on what exactly this crew be likin to hear as storied entertainment!

How'd ye end up on this 'ere barge? By forced like yers truly, or by choice?

Is there anyone else on the crew who be itchin' to try themselves against me and my friends?

and finally;

What do ye know of Sandara and Grok? Them's be two that I'm going to have to get friendly with if the goin' gets tough on here. Sandara is a healer, I know that and Grok's got yer weapons, but what else do ye know?

Nate will entertain her cussing, and even try to teach her some words in Elven, if she doesn't know them.

While engaged in his conversation, Nate would like to keep an eye out for a couple members of the crew and try to see how the others treat them, namely Grok, Sandara, Owlbear (if they ever let him out), Scourge and Plugg.

Perception Check: 1d20 ⇒ 14


Female Human Witch 1 HP 6/6, AC 14, CMD 13, Touch 12, Flat 12, F +0, R +2, W +3, INIT +2, Perc +2

Strength Check
1d20 + 1 ⇒ (6) + 1 = 7

Con Check
1d20 + 0 ⇒ (14) + 0 = 14

Jasmel will work diligently throught the day.
Not sure if that gives me a bonus to both of those checks or just one, so I didn't add that in for the dice rolls.

To Krank:
[b] Myself, Nate, Emilio and Borzin have all been taken onto this ship and held here against our will. It appears you are in a similar position. The woman Sandara, a cleric I think, seems to be providing a small amount of assistance, but I would not be too eager to trust her. She seems to have a very thorough knowledge of the ship and crew for someone who claims to have also been captured only a few days before us. They also appear to rely on her as a healer.
According to Sandara some of the crew are pleased enough to be here, while others perhaps feel differently. The current plan between myself, Nate, Emilio and Borzin is to attempt to sway who we can and learn more about the crew and the ship in hopes of taking control of our fate most likely at the expense of the captain and his officers. They are clearly scum, and deserve no better than being thrown to the sharks. Knowing this, will you still stand with us as you did this morning? [b]


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

@Jasmel - Your diligent work pays off and you manage to keep up with the necessary work without too much trouble. By the end of the day you are hot and sweaty and covered in grim but you are not too tired.

Yes you only get to apply the +4 once so I'll apply it to the first roll making it a passing roll. The second roll was good enough to pass on its own.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Just letting you guys know I'm waiting on Emilio's turn, I know he's been busy this week so I'm going to give him another day. I'll try and post again tomorrow morning.


Krank you can talk with Jasmel and Emilio as much as you want during the day.


Nathan I'll get to the answers to your questions either later today or tomorrow morning.


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Strength: 1d20 ⇒ 3
Constitution 1d20 + 2 ⇒ (17) + 2 = 19

While taking some breaks, assuming we get breaks, Emilio is going to try to smoose (?) over Scourge.

I probably will not become friends with the captain or plugg, however if I can make nice with scourge, that may be a few less slashings next time.

My goodness you got one good whip hand Mister. I'm still feeling the beating of yesterday's flogging. Remind me to never cross arms with you. Geez, that'd be the end of me for sure.

Diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8

@ Krunk: I hope you can do what we gotta do down here cause I got nothing. Getting a halfling to do a strength based job, they're just trying to get me whipped. I gotta say, I heard lotsa pirate stories but this just down-right sucks. It's all work all day! We are supposed to be looting and stealing and getting infamous! I'm excited about getting outta here next port, I only pray its soon. Enough about me, where'd you come from? Speaking of which, Jasmel was it? What brought you to this side of the world?


Female Human Witch 1 HP 6/6, AC 14, CMD 13, Touch 12, Flat 12, F +0, R +2, W +3, INIT +2, Perc +2
GM Claigeann wrote:

@Jasmel - Your diligent work pays off and you manage to keep up with the necessary work without too much trouble. By the end of the day you are hot and sweaty and covered in grim but you are not too tired.

Yes you only get to apply the +4 once so I'll apply it to the first roll making it a passing roll. The second roll was good enough to pass on its own.

Yay for not being fatigued! I'm not sure if you know how exciting that is!


Female Human Witch 1 HP 6/6, AC 14, CMD 13, Touch 12, Flat 12, F +0, R +2, W +3, INIT +2, Perc +2

In response to Emilio:
I hale from Ilizmagorti. There was no life for me there and outside of my home, the rest of the island is filled mostly with assasins. Anyone from Ilizmagorti knows better than to trust strangers. I have to say this experience is not countering this in the least.
My grandmother taught me the witches' arts. I decided to take my talents and find my place in the world. And you?


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Nathan & Rosie:

”Well I came aboard this damn ship the same %&$@ing way they brought the lot o’ you aboard. I come from Port Peril, learnt to cuss freely in the same. Be’n from port Peril I knew the risks o’ drinking down by the docks but never thought I’d be &*$%in pressed on to a ship.”

When you ask about people who want to try themselves against you and yer friends she laughs a bit.

”Suppose those that ye made look damn fools this morning will be gunnin fer ye. Recon ye’ve gotten on Scourges bad side in a hard way with all the &%$^ you lot seem to pull."

"But can’t say as most o’ the crew gives a @#$% who ye are or even gives a %$&# about ye to be honest. The knives I think ye gotta watch out fer are the ones ye keep taunt’n em to stab at ye. Not that I don’t $%#@in like yer style, cause’n a ruckus er two but @#$% there comes a point when ye best try and fly low if ye catch ma drift. ”

”as fer Grok, she’s an ornery one and a right %&$@ in my opinion, though Sandara seems to think Grok’s actually an okay sort. I went to Grok t’ have m’ fiddle back and she would’n give it over so I swore up and down where I’d put mah foot and what I’d do to her. Didn’t seem to make a friend outta her ma self.

Sandara’s the one to talk to about getting on Groks good side. As fer Sandara herself, she’s all %#$%’n right in my opinion. Came aboard with me and that little arrogant rotten %$# Conchobhor in the same fashion, but she seems to want to make the most o’ it.”

After she gets through all that Scourge notices her standing on deck talking and yells at her to get back to work. She says a good bye and runs on her way.

Perception:
You see Sandara come and go, she seems to be running messages. You can't get much of a sense about her, she seems busy.

You don't see owlbear or Grok at all.

Scourge and Plugg move about the ship, making sure things are in order, cracking the whip when they see someone slacking. You notice that Plugg takes a wheel a few times during the day and has a conversation with the Captain. You notice Scourge seems to have Pluggs ear, they talk a few times during the day.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Emilio:

On your “break” scourge comes down and finds you slacking off he yells at you to get back to work.

He comes back later and finds you hardly working because you’re looking around the room and slacking again and he’s in no mood for pleasantries, in fact he’s furious and promises you’ll feel his arm again at the bloody hour for all your slacking off today.

Your rolls didn’t help you at all today you failed your work check but aren't fatigued...most likely because you didn't work very hard lol...but on a plus side...

Perception:
In the corner of the room you are working in you spot a small bag in the water. Reaching into the foul and warm water you find the bag has 21 GP inside.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

The work day is over and you are all brought up on deck for the bloody hour at which time Scourge has Emilio lashed to the mast and given three hard lashes with his whip for his slacking off. Unless you want to resist Emilio?

1d3 + 2 ⇒ (3) + 2 = 5
1d3 + 2 ⇒ (2) + 2 = 4
1d3 + 2 ⇒ (3) + 2 = 5

Emilio - You will take 14 point's non-lethal Damage. Sandara and others are orderd not to help you and you are layed below deck unconscious by some of the pirates. You wake up an hour later with a bowl of food next to you and a tankard of rum being thrust into your hands. you have three hard welts on your back. You wake up to the noise of pirates gambling and drinking.

Everyone - Dinner is a somber affair for most of you after Emilio's lashing. After dinner rum is served to everyone and you can drink or try and get rid of it as before.

Those of you fatigued will be exhausted after you drink it.

You can all plan your evening Action and post it.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Nathan will check up on Emilio just before dinner, asking him what the hell he did to deserve the severe beating.

I be thinkin' its time for us to keep out of Scourge and Pluggsies way, just for now mate. You dunnae wanna get a beating like that again. We need to be more subtle here. We already draw too much attention to ourselves.

Nate will seek to sit next to Sandara, or at least sit near so that they could have a small conversation over dinner. Nate will be doing his best to get in Sandara's good books and wants to become quick friends. For an evening activity, Nate will want to influence the crew, specifically Sandara with stories of Besmara's might.

Diplomacy: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Int to come up with good Besmara story: 1d20 + 2 ⇒ (12) + 2 = 14
Storytelling: 1d20 + 4 ⇒ (7) + 4 = 11


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

@Nathan - you have to choose wither to spend the time talking up Sandara or spend the time performing a story. Please let me know which one you would like to do. If you are successful in telling a story then you gain a temporary 24 hour boost to chances of having a favourable diplomatic interaction with all those who hear you.

@Everyone - Just as a reminder this being a pirate ship you are not limited in trying to improve peoples attitude towards you simply by diplomacy, you can bluff or intimidate as well, however those may have more negative effects in the long run.


Male Half-Orc Barbarian HP 14/14 AC 15 CMD 17 Flat 13 Touch 12 F +4 R +2 W +1 Init +4 Perc +5

Krank eats with the rest of the party, while eating he will talk with Jasmel and Emilio.

@Jasmel I will help you, as long as I get to make Scourge a little uglier than he is

@ Emilio That mouth of yours is going to get you and more importantly me into trouble. Learn how to keep it shut, or I may have to teach you.

Kranks gives Emilio a hearty slap on the back and bellows out a friendly laugh.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Just a reminder that you all have the opportunity to choose to do something with your evening action. You also need to either drink your rum or try and get ride of it without being noticed.

stealth check to ditch it.

or

1d4 charisma bonus, fatigued for 1d8 hours and a fort save to avoid being addicted.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

Borzin will chug the rum again.

Cha bonus 1d4 ⇒ 3
fatigued 1d8 ⇒ 5
Fort save 1d20 + 1 ⇒ (12) + 1 = 13


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

Since Borzin's Intimidate is much better than my Diplomacy I'm going to try and intimidate one of the Unfriendly characters to make them Indifferent. Than maybe someone with higher Cha like Nate can get them to be friendly

For his evening action Borzin will try to influence Conchobhar Shortstone by intimidation, using the fight Borzin and friends won earlier as an example.

Bonus = +6 (skill) +1 (rum) +4 (larger than target)

1d20 + 11 ⇒ (10) + 11 = 21


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Borzin:

After drinking the rum you feel exhausted but you manage to find Conchobhar Shortstone. He's just finished watching two pirates arm wrestle and he's walking away with a swagger and a smile on his face while adding some coins in his coin purse.

You step in his path and begin by regaling him with the results of this mornings fight and how you're not the group to be messed with.

At first he looks surprised and a little confused and almost intimidated, "Okay? Conchobhar will just be on his way.." He says in the third person with a bit of a smirk and a raised eyebrow.

He tries to step past you but you step in front of him again and make sure he knows your not to be trifled with. This time he looks up at you with obvious disdain puts his hands on his hips and looking up at you square in the eyes ...

"listen bumpkin, Conchobhar is gambler, he gamble, he doesn't give dire rat's ass what you did or to whom. He has stared down his nose at the half-orcs twice your size and gone all in on bluff, so he knows blow hard when he sees one and you, you blow hard...pffff"

He brushes past you and goes on his way to watch some other pirates play a game of hog lob yelling his next bet to another pirate.

You notice he has slightly more class than most of the pirates and he seems to be used to threats. You also notice he has an arrogant accent and speaks in the third person.

Despite your roll you happened to pick a crew member with a little more charisma than some of the others to try and intimidate.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

To everyone:
I found the officers quarters today. I didn't notice much, but I didn't have a lot of time.
I tried to coerce Shortstone to no avail. I don't think he would act against us though in any case. He would bet on it for sure.
I can try to intimidate some of the more unfriendly pirates before Nate tries to woo them with his charm. Not that I'll be doing much tomorrow as I feel a wicked hangover coming on


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

1d4 ⇒ 3
1d8 ⇒ 6
Fort: 1d20 + 2 ⇒ (20) + 2 = 22

Nate will spend the evening chatting up Sandara rather then telling the story. He is interested more in making fast friends with her rather then a pursuit of a more intimate relationship.

Sorry about taking so long in this. Have had a really busy week at work.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Nate will take a break from talking to Sandara for a little bit to catch up with the group. He perks an eyebrow when he sees the half-Orc brute sitting next to Borzin.

First tings first. Who be the strapping gentleman sittin' next to ya Borzzy? Because if ye plan to be threatenin' many o' the more aggressive folk on this tub, then yer prolly gonna wanna take old tusk face there with ye to stick out his lower mandi's a little more and bend a pipe or somethin'

Nate will wink playfully at the Orc and look over at Emi.

How're you holdin' together mate?


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

@ Jamel:  Nate and I grew up together on the streets in Riddenport. We were very unfortunate and had to go to thievery to maintain our lives, but people don't take kindly to thieves, even when it's neccessary for survival. So we stayed on the move and eventually made our way to the shackles, then kidnapping, then slavery. You know the rest.

Emilio wakes up writhing in pain. He sees the rum and thinks about chugging it to dull the pain, but opts for dumping it instead No telling why they force run upon us, no way I'm drinking that!. He then goes and eats his food reflecting on events, and imagining Plugg and Scourge begging for mercy with him standin over them, crossbow in hand. A smile appears while Emilio eats. 
Stealth: 1d20 + 12 ⇒ (11) + 12 = 23

@ Krank: OW! Son of a! You don't go hitting people who just got whipped right where he got it! Gah! Be careful next time!  
@ Nathan: Dont worry about me Nate, it'll heal. I see that talking is useless here, so enough talking, I'll have to figure out another way through this.

The rest of the night Emilio steers clear of Scourge and Plugg. They are so getting what's coming to them.

In the night Emilio will go and try to find Nathan and his stuff and get it back from Grok, probably just find at this point. 
Evening action stealth: 1d20 + 12 ⇒ (13) + 12 = 25
Perception: 26 (27 if hidden :) )


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Emilio - You are able to find Grok, it doesn't take long but when you do find her she is in her cabin in the middle hold passed out with an empty bottle of alcohol beside her. Across the room on his own bed is Fishgut's the cook also passed out.

If you attempt to wake up Grok the tall half-orc woman, will toss the bottle at you and yell at you. "Closed till the morning damn it!"

You successfully creep around the middle hold a little but without any idea where the quartermaster's store is you don't even know where to start looking.

Emilio's Perception Check Results:

You manage to make your way into the galley which is near by Grok and Fishgut's Cabin and you get a quick glance inside before some other pirates come into the hold. There is a door inside leading to what must be a smaller room with a large sturdy looking lock on it.

On a table near the door a fancy knife catches your eye, it's not your's but you can tell it's too good a knife t be left to cutting meat.

You pocket it and make your way out of the galley just in time. As leave you hear the odd caw of a crow or raven somewhere in the kitchen.

The knife you found it s Master Crafted Dagger


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Nathan - Your evening spent with Sandara is a pleasant one, she's more than happy to chat and to joke with you. She also opens up about her past as a young girl on the docks in Hell Harbour and about becoming a devoted follower of Besmara after she prayed that her father would come home from an ill fated fishing trip.

She laughs and jokes and talks about making the best of any situation. And besides she says what better way to worship the goddess of piracy strife and sea monsters than to have an adventure n a pirate ship.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Okay because Jasmel and Krunk havn't indicated what they plan on doing this evening on the ship I'm going to go ahead and move the story forward to the next day. To save time as well I think I'm going to include a new method of dealing with the day to day activities. Please see the spoiler below.

Day to Day actions:

Unless something occurs out of the ordinary, In the morning your character will be assigned by Mr. Plugg, Fishguts or Scourge a job to do.

What you will need to post in response is:

1) How you plan to work at your assigned task.(diligently, sneak, influence etc.)

2) Post the appropriate dice checks for the job you have been assigned including any modifiers I may have indicated or that are indicated by your desired method of working (for example +4 to one roll for diligent work, -2 for shopping or shirking, etc.

3) Include a brief description of what your character wants to accomplish so I know what you are trying to do. For example, What you want to say when you try and influence someone or what information are yu trying to get from them, What areas of the ship you want to explore etc.

In the same post include your evening actions:

4) Roll for rum benefits or roll to ditch the rum.

Drink, 1d4 Charisma bonus, 1d8 hours fatigued, Fortitude save.
Ditch, Attempt to get rid of it unnoticed. Stealth check

4) Choose an evening action and or night actions and make the appropriate rolls, including modifiers listed for the action, rum ration, fatigue etc.

All the information for the jobs, and the actions can be found on the campaign info tab as well as the current disposition of crew members you've met and a description of them. I'll also try and post a current known map of the ship as well when I get a chance.

If something happens during the day that is out of the ordinary then it may interrupt one of your actions, but it will most likely happen between your actions.

These don't have to be long posts but just overviews of your plans for the day, you will still be free to roleplay conversations with one another and the NPC's you have the opportunity to talk with.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

The next day Comes with sunny weather and a pleasent wind,

Nathan:
You find Fishguts drunk and nearly passed out in his cabin but at least he had the good sense to lay out the buscuits for you to serve the crew. He mumbles something about "turtles, more turtles."

You need to hunt some more turtles today, you think maybe you could do something else more helpful or that Fishguts might be to drunk to realize you probably have enough turtles, but it is a nice day up there. Much nicer than the galley.

The rest of you are able to eat your morning biscuit on the deck after Nathan hands them out. It isn't long before the beauty of the morning sunrise is interrupted by Scourge and Plugg ordering crew up the rigging or down below to do work.

Borzin, you are ordered by Plugg to do Rope Work today.

Jazmel, You are told by scourge to get below decks and kill as many rats as you can find, when you ask him with what, he tells you maybe try using your shoes.

Krunk, you are ordered back down into the sweaty and disgusting bilges to work pumping the sea water out.

Emilio, Scourge wants to keep an eye on you today so he orders you to stay on deck and Haul rope and do knot work.

You are all free to have a quick chat over breakfast if you like but it wont be long before scourge whips the crew into action for the day.


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

After grabbing the dagger Emilio will hide it in the hay with the chickens.   This is probably a very bad idea, but it would be worse letting it be used in the kitchen . 

Sleight of hand:
1d20 + 7 ⇒ (5) + 7 = 12

After getting ordered to do ropes Emilio will work diligently. Probably better to not arouse suspicion now.

Strength:
1d20 + 4 ⇒ (18) + 4 = 22
(diligent)
Constitution:
1d20 + 2 ⇒ (19) + 2 = 21

In the evening Emilio will ditch the rum again. 
Stealth:
1d20 + 12 ⇒ (9) + 12 = 21

And then sneak around again. not sure where though. What are my options?
Stealth:
1d20 + 12 ⇒ (12) + 12 = 24

Perception:26 (+1 for hidden too)


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

Emilio decides to sneak around the cabins then.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Nate will, after handing out the biscuits (giving slightly larger portions to his friends), go to the Galley. Once he gets oriented, he rearranges the stocks of turtles to look a little larger and then goes about starting to prep lunch for Fishguts, rather then fishing for more turtles.

I plan to make the usual slop with maybe a little more enhanced flavor (a large dose of the rum with some extra spices) until Fishguts stumbles into the Galley. Once he does, I will go fish for more turtles.

Work Diligently with Drunk Ambrose:
Prof (Cook): 1d20 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Prof (Fish): 1d20 - 1 + 4 ⇒ (20) - 1 + 4 = 23

EVENING

In the evening Nate will attempt to entertain the crew with another boisterous story of piracy and high seas adventure. He makes sure to include mentioning the Pirate God several times through out the story, shooting the occasional wink towards his clerical friend.

Nate will start off by swigging his rum with one fell swoop.
1d4 ⇒ 2
1d8 ⇒ 3
1d20 + 1 ⇒ (10) + 1 = 11

Then, with a stumble, will walk onto one of the tables and tell the tale of the Bearded Barge, a ship whose shipment of pure gold idols out of Cheliax was lost at sea and the Captain who found its treasures!

Int to bring out the story: 1d20 + 2 ⇒ (10) + 2 = 12
Perform (Storyteller) to entertain the crew: 1d20 + 5 ⇒ (20) + 5 = 25


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

As he is recovering from his hangover Borzin will work diligently today

Prof. (sailor) check 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23

In the evening Borzin will try to ditch the rum and sleep to recover

Stealth 1d20 + 4 ⇒ (10) + 4 = 14


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Hey just letting you guys know I'm away for the weekend so I may not be able to post much. Will try and get a post in though.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

DAY 3:

Nathan:

Despite your best efforts the slop you end up making looks a lot like the slop fishguts tends to make. After you are done there you head out and successfully catch another turtle.

In the evening you stumble up on deck and being to recite your tale, at first nobody is listening but soon enough you have a small audience. Conchobhar, Crimson Cog, Rosie Cuswell, Shivikah, Ratline Rattsberger and Jack Scrimshaw stick around to here the story out and are all sufficiently entertained. Rosie gives you a wink at the end and lifts her rum in a salute.

You know have a +2 bonus to influence the NPC’s who listned to your story for 24 hours.

Emilio:

Remember you have your locker where you can put stuff if you like, you don’t have to hide it...unless you really want to.

You try to sneak your way into the officer’s cabin. Although your remain hidden you can’t seem ti find a time when there isn’t a person in the cabin at night. You head down to the middle hold and try again to come up from below but Owlbear is there guarding the stairs and you can hear people talking above him in the well lit cabin. You figure the only way you are going to get in their is during the day when nobody is around or if you can make a distraction suitable to get all the officers out of their cabin.

Borzin:

Borzin your day goes by well and you head to bed early.


Waiting on Jasmel and Krank for daily action and night action. If they don’t post in the next day or so I’ll assume they work, drink and sleep. I think I’m going to go back to having you post first day then night from now on. Less stuff to keep track off in posts.


Female Human Witch 1 HP 6/6, AC 14, CMD 13, Touch 12, Flat 12, F +0, R +2, W +3, INIT +2, Perc +2

Jasmel will cast Guidance on her self below deck before killing rats.

Dex check 1d20 + 3 ⇒ (5) + 3 = 8

For daytime action Jasmel will look for her familiar in Fishguts' quaters, after casting guidance again.

Perception check 1d20 + 3 ⇒ (10) + 3 = 13

For night time Jasmel will ditch the rum, guidance again.

Stealth 1d20 + 3 ⇒ (15) + 3 = 18

If Jasmel finds her familiar she will try to get him out at night, otherwise she will look for it somewhere else.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

@Jasmel-

Because each roll for work is a roll meant to indicate an all day activity I'm going to say that guidance, only lasting a minute won't help in those situations. For actions like a perception check or stealth I'm fine with it being used that way.

Your work is noticed by Scourge and he seem a annoyed that you aren't killing more rats. He yells at you and threatens you with his whip but doesn't bother to follow through with his threats.

During the day, you are able to find some time to pass by the galley. Nathan is not there and neither is Fishguts. You are able to find your familiar in a small square cage in a corner, unfortunately it has a small lock on the door.

After dinner you manage to ditch your rum over the side of the boat but soon after you begin to feel sick and slightly tired.

You are currently addicted to rum which means you need to drink rum or suffer a -2 to your constitution. You also need to make a fort save despite not taking the rum today.

How would you like to go about getting you familiar out?


Female Human Witch 1 HP 6/6, AC 14, CMD 13, Touch 12, Flat 12, F +0, R +2, W +3, INIT +2, Perc +2

Fort save 1d20 ⇒ 6

Jasmel will sneak into the galley at night to free Corvus. Using her hair she will try to break either the lock or rip the door off, which ever appears to be weaker.

Perception to find weak spot (with guidance): 1d20 + 3 ⇒ (2) + 3 = 5

Strength check to break Corvus free (with guidance): 1d20 + 5 ⇒ (6) + 5 = 11


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Jasmel is unable to find any week spots in the cage and you also can't seem to break open the bars or the locks. You can tell that its a sturdy wooden cage, not very large but big enough that it couldn't be hidden in your locker.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Okay, sorry its been a bit of a wait, I don't think Krank is going to post his turn so we will move on.

Day 4 aboard the wormwood

When you get up on deck there is a slight breeze and the day is pleasent enough.

DC 15 Profession (sailor) or Knowledge (geography or local):

You notice that the wormwood is heading south west past Dahak's teeth, a large island to the west of Jeopardy bay and port peril.

Nathan finds Ambrose Sober and alert with several bottles of rum and aready to chat. Bull session today with Kroop which means you can take 2 day actions, but must drink 1 extra rum ration during the day.

Jasmel and Emilio are ordered to Haul Ropes and do knot work on deck while Krank is ordered to be the runner taking messages about the ship.

Jasmel you are still -2 con due to bot drinking alcohol last night and need to factor that in to any Fort rolls or Con rolls.

Borzin is ordered by Plugg to start some repairs on the rigging.

You can all post your actions for the day. See the campaign info sheet for required rolls and options.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

Prof (Sailor) check 1d20 + 4 ⇒ (11) + 4 = 15

While repairing the rigging Borzin will also attempt to Intimidate the halfling Rattsberger.

Climb checks take 10 = 15

Prof (Sailor) check 1d20 + 4 ⇒ (4) + 4 = 8

Intimidate check (including +4 for larger size) 1d20 + 10 ⇒ (10) + 10 = 20


Female Human Witch 1 HP 6/6, AC 14, CMD 13, Touch 12, Flat 12, F +0, R +2, W +3, INIT +2, Perc +2

Before everyone heads out to do their tasks for the day Jasmel will quietly talk to Nate
I did some looking yesterday and found Corvus locked in a cage in the galley. I failed trying to break it open, but was hoping you could convince your buddy Fishguts to give him back. Think you could give it a try?

Jasmel will work diligently at hauling ropes

Str check 1d20 + 1 ⇒ (12) + 1 = 13

Con check 1d20 + 3 ⇒ (15) + 3 = 18


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

I'm still here checking daily, just waiting on Emilio and Nathan to post


Male Half-Orc Barbarian HP 14/14 AC 15 CMD 17 Flat 13 Touch 12 F +4 R +2 W +1 Init +4 Perc +5

I work diligently, not sure if there is any roll associated with being a runner.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Krank you can find all the info for the requirements of the jobs in the section Daily work assignments on the campaign info tab at the top of the page. For runner you need to make an acrobatics check and a constitution check.

Runner:

Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers' cabins, requiring an Acrobatics check and Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Jasmel you work well at your job and find that you are getting the hang of working on a ship.

Borzin, you are a little distracted today and you fail to notice some key repairs you need to make. Plugg yells and threatens but leaves it at that.

Borzin, what are you going to say to intimidate Rattsberger?


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Okay well seeing as nobody is posting any responses, unless people indicate they still want to play, I'm going to close this down and stop checking it every day.

151 to 193 of 193 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Claigeann: Skull & Shackles All Messageboards

Want to post a reply? Sign in.