GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

attack roll vs. Syl: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
damage roll vs. Syl: 1d3 + 1 + 1 ⇒ (2) + 1 + 1 = 4
"You must have pretty weak goblin babies where you come from!" Battered as she is, Thren continues to bait Syl and sing while fighting. This time she headbutts the other woman square between the eyes.
"I'd end this now before anyone gets a lashing for being late to work, like Jape's gonna be." The tiefling advises.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

As always Lark is only too glad of the help from Lehland. He quickly steps in to pummel Fipps.

5' step South

Pummel Fipps: 1d20 + 3 + 1 + 2 ⇒ (9) + 3 + 1 + 2 = 15

Damage: 1d3 + 1d6 + 1 + 1 ⇒ (3) + (5) + 1 + 1 = 10

Taking advantage of Fipps’ distraction Lark lands a precisely aimed and potentially devastating strike to the temple.


Forces of Nature Battlemap

Lee scurries around the stairs and through the junior officers' berths to try to get behind Fipps and thus give his companions a better advantage. As an aside, he notices that not only are there no officers there present, Owlbear who had been put to bed there last night is also gone.

Indeed, with Lee harrying Fipps' backside, Fipps leaves himself open and Lark lands a nasty blow to Fipps' head, although having clearly hit a nonvital component of his Fipps' body, he somehow remains standing, however barely.

In the meantime Threnody slams her head, hard, into Syl's. She need not worry about Jape, as he's coming off the night shift and needed to go to bed anyway. ;)

Syl loses all "friendly fisticuffs" demeanor, dropping the banter routine as her face contorts into blind rage.

"YOU F%*#ING B&$** ONE DAY I WILL F$#!ING CUT YOUR THROAT AND DRINK YOU DRY!" Syl shouts, trying to grab Thren and knee her in the gut.

Syl Attack: 1d20 + 3 ⇒ (3) + 3 = 6

However, she is obviously so disoriented, Thren manages to pull out of her grasp and avoid taking any damage. Syl takes a step back, trying to recover. 5' step back.

Fipps clutches his head and gives Lark a glare. Covering his body protectively, he squeezes past Lee and flees up the stairway, halfway tripping (but harmlessly) over Muffin in the process.

Lee tries to kick him in the shin as he goes...

Lee attack of opportunity, size+IC: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10

... but misses, however just barely.

You can hear Fipps scrambling to get above deck.

Fipps' action is to withdraw (which goes up to double his movement speed). Fipps provokes no AOOs from the square he leaves as part of this move, so Lark gets no AOO, but as he moves through another space threatened by Lee, Lee gets an AOO. I just made the AOO to move things along, I hope that is okay. Muffin does not get an AOO as Tiny creatures do not threaten.

Jape is on the ground, unconscious, and Fipps has fled. Syl is practically frothing at the mouth, but at this point seriously bruised and unlikely a further threat to the party. With Fipps fleeing, the party is likely to be able to find a way up the stairs safely without continuing the fight, or they can attempt to pummel Syl into unconsciousness if they wish to do so. None of the other pirates in the room make any effort to help or hinder them.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Taking the attack is fine.
Moving forward is good.

Addressing Syl: "Okay. We know none of you lamers have what it takes to plan an attack this coordinated. So tell us who put you up to this and you'll continue to enjoy solid food. Otherwise..."

And the Halfling motions meaningfully to where Jape lays moaning and suffering the results of the non-consensual dentistry that Lark performed on the Half-Orc.

Intimidation - A mildly veiled threat: 1d20 + 4 ⇒ (18) + 4 = 22


Forces of Nature Battlemap

You may wish to reread how the fight began before considering what question you want to ask. :) Or you can consider that a demoralize.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Right. Let's change Lee's dialog to:
Addressing Syl: "Okay. Why don't you yield? We don't have anything to prove by beating you further and if we stop now you may continue to enjoy solid food. Otherwise..."
And we'll see what Syl's fear of the lash drives her to do.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

attack roll vs. Syl: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12

To further reinforce the point, Thren moves up 5' and throws a punch straight at Syl's face. The bard scores a noticeable hit, splitting the other woman's lip.

damage: 1d3 + 1 + 1 ⇒ (1) + 1 + 1 = 3

"You'll be lucky if you don't get to feed the sharks before I'm done with you, Syl. And for no good reason. I haven't done a thing to you." Thren shakes her head, much as it hurts to do so. But then she smiles evilly. "But if you get lashed for being late, I'm going to be there and watch it happen."


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Syl looks berzerk, so Lark is worried she’ll do something crazy. He steps forward next to Thren and cocks his fist (feint). He hopes she will either flee or be flat-footed if he has to attack her again.

Bluff, you want more of this!?: 1d20 + 6 ⇒ (10) + 6 = 16

I moved both Lark and Threnody on the map.


Forces of Nature Battlemap

Syl backs against the barrels behind her in a protective motion and it is obvious she is not going to make any further attacks on you. "All I need to enjoy is the taste of your blood!" she retorts to Lee, refusing to let go of any bravado even as she is obviously backing away from the fight.

And then regardless of her backing off, Threnody punches Syl hard enough that she actually does spit out a few teeth and wobbles back and forth uncertainly. Fire still in her eyes, she mumbles something that in her head probably sounds like a chilling promise to murder all three of them in their sleep but comes out incomprehensible. She waves at them as if to shoo them away.

As Threnody mocks Syl for being late for shift, it does occur to the three of you that you have about 30 seconds before you yourselves are late, and the passage upstairs is free. The last few pirates who are due for the day shift are in fact at this point pushing past you to get upstairs, while the six pirates from the night shift finish coming downstairs, eating their biscuit and drinking rum. They step over Jape as if his being unconscious on the floor is a normal occurrence, likewise do not seem to pay any of you any mind.

Syl is staggered--she is at the max nonlethal she can take before passing out--and is very obviously no longer making any offensive movement. The fight is over, unless you good-aligned folk would like to continue to beat upon an obviously defeated opponent. :)


Forces of Nature Battlemap

And whether you beat Syl up some more or not, I am going to presume you all leave relatively shortly and report for duty, mostly because it's my lunch break and I've got time to post the day post. As always, backtagging is fine and encouraged as necessary.

DAY 6 continued
Weather: Heavy Rain (-4 to Perception checks outside)
Events: "Laying Down the Law" - complete, no further events today
- FIRST: Please post a day action: work diligently (+4 to any one check), influence 1 NPC (please see exceptions noted below), sneak (normal checks, briefly explore), shop (-2 penalty to task, but visit Grok), or shirk (-2 penalty to task, but take 10 on check to explore).
- THEN: Incorporating in any bonuses or penalties from the day action you chose, roll your work task check (you may not take 10 or 20 on this roll)
- FINALLY: Post any RP/questions/detail on your work day and resolve any additional rolls. Bear in mind what can be reasonably accomplished in addition to your regular duties.

You run through the mid-deck, noticing on the way that Owlbear is literally chained to his post today, with a strong steel chain that runs from one of the posts in the hold to the collar on his neck. In spite of his circumstances, his face brightens as he sees the three of you and waves as you pass by.

Reporting for duty just in the nick of time, you find that the day is rather miserable, with heavy rain pouring down from skies that stretch dark grey in all directions. You notice Harrigan is making a rare appearance on the poop deck, going over nautical charts with Peppery Longfarthing.

Fipps has reported and is gathering batting and repair supplies, presumably to prepare the ship for worse weather ahead. Syl comes up shortly behind you and with a sneer as the only reaction to her bloodied face, orders her in the rigging to do sailwork.

With little introduction or elaboration, Plugg barks your orders at you:

Lark is assigned to hauling rope to various parts of the ship, tying and untying rigging attachments as required. The coils of rope are hard and heavy, and a long day of doing this is exhausting. (Attempt a DC 10 Profession (sailor) or Strength check followed by a DC 10 Constitution check to avoid being fatigued.)

He is also notably constantly sent to parts of the ship where there are few friendly (to Lark) crew members working, making it hard for him to interact or get help. (Influence IS possible, but may need a Stealth or Bluff check to get away with doing it.)

Lee is told the captain wants an especially hearty dinner tonight, and must slaughter, dress, and pluck a chicken in addition to assisting Kroop with cooking duties. (DC 10 Profession (Cook) or Survival check to slaughter and prepare the chicken (the kitchen and cookbook bonuses do not apply to this check, and there is a further -2 penalty for having to do this AND aid Kroop.) If this is the first time Lee has ever slaughtered or dressed a chicken -- I will trust your judgement on this -- he needs to succeed on a DC 8 Fortitude save or be sickened for the rest of the day, as it's gross and it stinks). THEN he needs to make another DC 10 Profession (Cook) check to aid Kroop (this last check is also at -2, but can benefit from the bonuses provided by the kitchen and cookbook.)) In addition to the big chicken dinner, Kroop is cooking extra food as, he explains to Lee, there's fear the rain will turn into a storm and there'll be no time to cook should all hands be required to dealt with it. (As usual, it is easiest for Lee to influence Grok or Kroop, and all options are available. I'll note that Grok is pretty friendly now and a good deal of headway already made with her. You can speak to Owlbear, but after saving him from getting beaten further, he is grateful enough you don't need to spend a lot of time influencing him. )

Threnody is not assigned to the rigging today, but rather to the bilges. It is especially hard today because of the rain and should really be a two-person job, but she is assigned down there alone. (Threnody cannot influence anyone today. All other options available.) Manning the bilges requires a DC 12 Strength check as well as a DC 10 Constitution check to avoid fatigue.

As you think upon your unpleasant duties assigned to you today, perhaps your thoughts are brightened however slightly by seeing Rosie pass, with a small violin-shaped case secured to her back. She gives you a sympathetic look, knowing you're likely being handed s$~*-jobs today because of what happened the night before. She is working as a runner today, kept moving constantly by the officers to bear messages and carry supplies to different parts of the ship, also tiring work.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

How is Kroop's drinkin' roll for today?
If the idea is to make my workday activity decision in the blind, "unknown" is a reasonable answer.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee is having nerves about the day.

Muffin:
*Watch my back.*
*Bad times are here.*


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Muffin will take the daily action SNEAK.
He will shadow Lee and catch rats when he is able.

Stealth - Shadowing Lee: 1d20 + 16 ⇒ (5) + 16 = 21

Dex - Ratting: 1d20 + 4 ⇒ (5) + 4 = 9

A good day for not being seen but a bad day for killing rats


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren, hurting from the fight (at the time orders are given), mutters under her breath how it doesn't pay to get out of the hammock some mornings, then reports to the bilges.

Str check: 1d20 + 1 ⇒ (7) + 1 = 8
Con check: 1d20 + 1 ⇒ (19) + 1 = 20

Despite the morning's "exercise", the tiefling girl still has plenty of energy left for the work, but finds that it's too much for her to do on her own regardless of how energetically she works.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee has decided that today is a good day to SNEAK, so he'll poke around some while he's working.

First off, he doesn't want to be noticed while he's fetching and working with the chicken, so he'll doing it on the sly...
Stealth: 1d20 + 9 ⇒ (13) + 9 = 22
...and looks like he's retrieved a chicken and gotten to work on it with nobody being the wiser.

As far as the killing and cleaning process goes...
Survival - Kill & Clean a Chicken: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16
...Freddie Farmhand's description of chicken slaughtering, though too vague to be really helpful, gets him through.

Lee, being from a seaport city on an island, is very familiar with cleaning fish and seafood, but this dealing with chickens business...
Fort vs Sickened: 1d20 + 2 ⇒ (1) + 2 = 3
...is too much for him. Anyone interacting with him today will notice pale skin, sour breath, a bit of the shaky hand and a light coating of sweat on his brow and upper lip. A good portion of his day will be spent chewing ginger root and making "erping" sounds.

Despite his weakened state, Lee will get on with making dinner...
Profession (Cook) - Aid Kroop: 1d20 + 2 + 1 - 2 - 2 ⇒ (13) + 2 + 1 - 2 - 2 = 12
...and despite the shaky hands will be able to knock together something decent and is okay for being kept for tomorrow or even served cold.

Lee's had a big day, but despite that, he'll take some time to look around...
Perception - Sneaking and Looking: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
...and enjoys what may be described as 'limited' success.

Between the action, Lee will undoubtedly see and speak to Grok.
"You are right about me owing you. If you want me to do something, ask and I'll do my best. If I see something that will benefit you, I'll act on it."
Lee's not sure how impressive that sounded in his sickened state, but it kind of is what it is at this point.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Thren & Lark,
Who should we look to influence next?


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

As we transition for day activity to evening activity, can Lee see the Stitchman about his SICKENED state, and maybe get something to slough it off?
If not Stitchman, maybe Quinn?


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Quarne, Jack, Maheem, and Samms come to mind. I think we otherwise "influenced" others today.


Forces of Nature Battlemap

Distracted by pain in her face and other choice squishy parts, Threnody foregoes any extra activities for the day and heads to work in the bilges. The rainy day is causing the bilges to fill up faster than she can keep up with. She frantically works to keep things under control as the icky water rises to her knees. Adrenaline keeps her alert but she simply lacks the muscle power to keep up.

Halfway through the day, the bilge door opens, and an odd scent of ozone announces the presence of Peppery Longfarthing before her well-kept boots descend the ladder. The red-haired Second Mate is on her rounds renewing the light spells that keep the lower holds lit. She raises an eyebrow at the tiefling straining at the overworked pumps and clicks her tongue.

"What's Plugg thinking, having only one person down here on a rainy day?" She asks, more to herself than Threnody. She reaches into one of the many pouches on her even many-er belts, producing a tiny candle which she lights with a spark cantrip. The candle melts to nothing rapidly and a strange "popping" noise sounds as two Lee-sized earth elementals appear. She signals to them and they begin pushing on the pump handle, making headway to get the bilges emptied.

She tilts her head, eying Thren. "Still, failing to get the job done is failing to get the job done, isn't it? I suppose you're owed a few rope bashes," she says, pulling at a length of rope hanging off one of her belts. Rope bashes are a standard sailor's punishment--your old captain frequently used them on slackers--painful but not terribly damaging.

She pauses, "Or... I do need some powdered fiend horn for some of my experiments. Tiefling could do in a pinch, I suppose... oh don't look at me like that, I just need a little!" She locks eyes with Threnody.

"Which will it be?" She holds up the rope in one hand and a small ball-peen hammer in the other.

Lee, Kroop is sober (barely) enough; his condition is incorporated into your assignments (as I see you likely figured out). As for dealing with the stench of chicken innards... your sickened state will end at by end of the day and not affect your night activities. But if Lee is feeling especially squeamish, he could buy some wismuth salix (30 gp) from Grok or beg/borrow/steal it from the Stitchman.

Worried about Lee given his message, Muffin spends time rubbing against Lee's legs, both making him distracted from the vermin hunt and distracting Lee from investigating the mid-deck. Hence he does not find much new. He does see Owlbear sitting somberly on the steps to the officers' quarters, still chained to the post nearby. He is talking to himself very quietly, about winning fights and prizes and buying piles of crabs to eat.

Lee does at least do a good job with his assigned duties, although while he knew to expect the scent and look of chicken innards to be awful, the oddly overwhelming scent of the chicken when it is plunged into boiling water to prepare it for plucking sends him over the edge, and he is pale and shaky for awhile.

Grok nods at Lee at his offer. "Let's just both lay low for a bit, eh?"


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

The tiefling reflexively reaches up one hand to her horns. "I'll take the rope. Last time I even chipped a horn, it took weeks to get them even again! Besides, you obviously know some magic, but I'm not a fiend, how do you know my horns will work? I don't want to find out something got set on fire because my horns were involved."


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Day Action, Shop
Prof - Sailor: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
CON vs fatigue: 1d20 ⇒ 14

Disoriented by the pouring rain, Lark delivers rope to the wrong section of ship. Rather than correct the error, he slips away for a quick visit to Grok’s shop. There he inquires about purchasing an empty bottle or jug.

To Lee - I would throw Cog’s name on the influence list. Lark has spoken to him a few times already.


Forces of Nature Battlemap

Threnody : Peppery chuckles and shrugs, delivering two rope bashes to the arm. (2nonlethal. This is 8 hours into your shift so you have healed enough prior damage that it does not make you staggered/unconscious. "You're probably right, but you don't know unless you try, right? If you change your mind I'll pay for the sample. And don't worry, my lab's well warded against accidents. I wouldn't dream of endangering Barnabas's ship, especially while I'm standing in it!"

She places her lighting and says. "The elementals won't last long so you'd best get back to work. I'll tell the Captain to remind Plugg we'll need more bilge crew for the next few days.I'm pretty sure the weather's going to get worse before it's better. You keep our ship dry and I'll keep us well clear of the reefs." With a wave, Peppery departs.

Lee: Grok is surprised by the simple request but can certainly accommodate his needs. She has simple clay jugs and flasks (2-3 cp) to high quality thick glass bottles (2 gp). There are up to 2 of the latter and they each hold a pint. The poorer quality clay jugs are many in quantity and hold a gallon.

Lark is punished also with 3 rope bashes for losing rope in the rain, his punishment meted out by Scourge, who takes delight in the task. (3 nonlethal)


Forces of Nature Battlemap

Just realized this morning I typed "Lee" when I meant "Lark" -- the response is to his shopping request. Sorry!


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

As Peppery departs, Thren shrugs. "Okay...I'll think about it down the road a bit. Sorry but I am a bit sensitive about them!" She doesn't even take it all that badly that she got set up for failure and punished for it. That done, she gets back to work. No reason to give Scourge more chances at her.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark buys a clay jug with a good stopper. If there's time he'll rinse it with water and stow it in his locker to dry.

The goal here is to decant the stolen brandy to the jug and then plant the empty bottle on Jape or Syl (locker or bunk). If I used a night or day Sneak action would that be enough time to try that instead of exploring?


Forces of Nature Battlemap

Lark, if you're breaking into a locker, I'd call it a "steal" night action, since you're breaking and entering, and if you're trying to plant it near their hammock (or on Jape while he's sleeping during the day) it would be a "sneak" during the day. The jug is 3 cp.


Forces of Nature Battlemap

NIGHT 6
Events: None
- Shackles Rum: DC 5 Fort save or be addicted; +2 alchemical bonus to Charisma-based checks, -2 penalty to Wisdom-based checks
- FIRST: Please post a night action: rest fully, influence 1 NPC, gamble, entertain, infiltrate, or steal.
- SECOND: Post any RP/questions/detail on your evening activity and resolve any rolls. Bear in mind what can be reasonably accomplished in the course of an evening.
- THIRD: If you choose to take a 2nd night action (which of course cannot include "rest"), knowing you will be fatigued the next day, declare that and post any details and relevant die rolls.

You all eventually finish your long day of work. Bruises from the morning's "adventure" and poor work punishments and sick tummies from ickyness are eased, and even largely forgotten after a shot of rum.

You pass Owlbear, still chained to his post. Someone has placed his bowl of stew about three inches from his reach at the extent of his chain, and he strains for it helplessly.

Muffin expresses concern to Lee that the "dog-man" has not been fed and wonders if he should bring him a cockroach.

The evening goes pretty normally, the stew good, the rum still excellent for thinning paint.

Rosie, unafraid to show her softer side now that most of the crew has witnessed her beat a man three times her bulk and size into submission, pulls out her fiddle and plays. She's not even particularly very good--perhaps rusty after being parted from the instrument for awhile--but manages after a few rough starts to produce a passable tune. She pours herself into her music and for the first time since you've met her, she looks content. Conchobar watches her play, fascinated, even though he is likely a better musician than she is. Quinn sits near the three of you, tapping her foot to the music while smoking her pipe.

A dice game breaks out with Tibbs, Cog, and Tilly playing.

Syl and Fipps sit in the corner and sulk.

GM rolls:

Rosie Perform: 1d20 + 1 + 2 + 2 ⇒ (5) + 1 + 2 + 2 = 10

Lark, please remember you failed your addiction check (as I nearly forgot) the prior evening -- if you drink tonight, you temporarily relieve the -2 Con penalty, but the DC to shake the addiction goes up. If you don't drink, you'll have the shakes through the next day, but if you succeed on a DC 5 saving throw tonight as well as one tomorrow night (without drinking) the addiction will subside.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Fort - Save vs Rum Addiction: 1d20 + 2 ⇒ (18) + 2 = 20
"Finally! A way to make the rum better. Sadly, though, it involves directly comparing it to everything you find inside a chicken."

1st Night Action - Influence 1 NPC (Cog)
Over the course of the evening Lee will join the dice game that Tibbs, Cog, and Tilly are playing. The game, though, is just a mechanism for Lee to talk to the three crewfolk (Any winning or losing he does would be a matter of pure chance. He will make modest bets and sit in for the companionship.). Lee will concentrate on Cog, asking open ended questions and drawing out conversation. The other two will get the same number of questions, but they will be more of the 'yes/no' variety. Conversational subjects will involve home, family (Cog's, not Lee's), adventure, previous careers (Cog's, not Lee's), and how each of the crew members got onto the Wormwood. At some point, the conversation will turn to Owlbear and how he is doing. "Plight" will be used by Lee to describe the big man's punishment.

Diplomacy - Influence Cog: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17

Muffin:

*The dog-man will be okay for tonight.*
*He's sad but if we pay him any attention, he'll get punished.*
*Tomorrow we'll make sure he gets fed.*

After Rosie is done playing (but before wandering over to the game), Lee will try to get a moment alone with her.
Speaking in Halfling, he says, "Nice song. I wish I could toast you with a beverage that's fit to drink," though he touches his tankard to hers anyway. "I was sitting next to Grok while you were fighting Owlbear. It was quite a display. I don't want to put words into anyone's mouth, but I think you made an impression. Congratulations."

2nd Night Action - None.
Lee hits the hay.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Fort save: 1d20 + 2 ⇒ (8) + 2 = 10
Night action: Entertain

It takes Thren a bit of time to eat and drink. She's sore, she's tired, she's had someone want a piece of her horns. But when that's done, she comes up to Rosie between songs. "I do believe I asked to perform with you," the tiefling says respectfully. Once the tiefling and the bard confer, Thren will sing while Rosie plays.

Perform check: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17


Forces of Nature Battlemap

Hey Lee, please give me a second Diplomacy check. You're good for Cog, but since you're also chatting with the other two (if less influentially), I'd like a "gather info" check to help me determine what information you might glean.


Forces of Nature Battlemap

Rosie grins at Threnody and nods. "How about Fiddler's Green?" she suggests for a good voice-fiddle duet.

Your song has a poignancy that touches many seamen and -women's hearts that night, and many join in or watch. Many complain of their eyes itching--must be mold in the hammocks!--and wipe them repeatedly.

Conchobar is even MORE enthralled watching both women perform. It occurs to you he spends every night gambling so for him to take the time to watch he either likes music, pretty ladies, or both quite a lot.

The bonus to the check is +2 (it's a bonus to checks, not an ability bonus) so that brings you to 18, and Rosie brings you to 20. Hence, for the next 24 hours, you gain a +2 circumstance bonus to your first social roll with any given crew member present, one bonus per crewmate.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Shackles Rum, Lark drinks it. I assume this means no save required now, but tomorrow’s DC will be 7.

Night Action, Steal

It’s been a crummy day and Lark is focused on disposing of the evidence currently sitting in his locker. He quickly drinks his rum and doesn’t spare much attention to how much easier it goes down.

When Rosie starts playing Lark goes to his locker and decants the stolen brandy from its bottle into an anonymous clay jug. He keeps the containers inside the locker and obscured as much as possible.

Sleight of Hand: 1d20 + 7 ⇒ (7) + 7 = 14

When Thren and Rosie start their lovely duet Lark seizes the distraction and moves to open Syl’s locker and plant the empty bottle and the two flasks of holy water.

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19

Disable Device - open locker: 1d20 + 8 ⇒ (2) + 8 = 10

Last night I had time for multiple attempts (but didn't need them). I'll throw in another try below, but just let me know if the decanting process cut into that extra time.

Try again?:

Disable Device - open locker: 1d20 + 8 ⇒ (14) + 8 = 22


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

No prob
Diplomacy - Gather Info - Tibbs & Tilly: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Lee must be riding some kind of 'happy to not be sick' high tonight.


Forces of Nature Battlemap

Lee plays a game of dice with Cog, Tilly, and Tibbs. What all of you have in common is that you were forced into service onto the Wormwood, Tilly having been recruited longest ago and Cog most recently.

Cog tells Lee much of what he told Lark a few days ago: he was a Varisian merchant mariner whose ship got lost in the Eye of Abendego. He was one of few survivors and made his way to Port Peril, where he spent months finding mostly trouble and little work. The press crew came for him only a few nights earlier than they did for you, but he surrendered at the sight of them---he asserts he "could have taken them" but figured it was the best opportunity for a job and for adventure he was going to get. Cog goes quiet at questions about his family, save that he would not have gone to sea if he had family ashore that had not "gone to Pharasma's embrace"; he absently touches his scarf as he does so. He brings up Pharasma a LOT and seems obsessed with the goddess of birth, fate, and death. He appreciates Lee's good manners although he himself seems a bit rougher around the edges. When Owlbear is brought up, he shakes his head, "I'd love to see him be able to go all out in a fight, I bet he'd be great at the top of his form," Cog says, "But I reckon Plugg has him too whipped. I know he ain't bright, but a big fighter like that doesn't deserve to be chained up a dog no matter what."

Tilly is from the Shackles. She and her husband served aboard a ship that Harrigan conquered, and her husband was killed--a sentiment she expresses out of sympathy when Cog mentions his family is gone.

Tibbs went traveling on a merchant ship--out of Absalom of all places--feeling she'd lost interest in older hobbies and thinking she'd avoid the Bleaching (an eventuality that Golarion gnomes are terrified of, which seems to be a combination of old age and unshakable ennui) by travel. She got more than she bargained for--"But I'll live if only to spite that bastard Harrigan, and I won't let'em break my spirit."

Tilly wins the game of dice, and wins a pool of coppers.

=============

Steadying his nerves with some rum, Lark manages to successfully decant the brandy as well as sneak to the locker area, but isn't able to get the lock open.

You've got two options -- spend a hero point to use your reroll, or make another stealth check AND another disable device check to try Jape's locker instead. Or of course you can try to carry out your plan later.

Curing addiction requires two saves, so tomorrow night AND the night after that you will need to both not drink and succeed on a DC 7 saving throw. This means you have to go at least one full day with the -2 Con penalty before shaking the addiction. Addiction rules are here if you wish to review them. And thanks for roleplaying what you'd feel would be appropriate for the character. :) I bear this kind of stuff in mind when planning XP and boons.


Forces of Nature Battlemap

Let me know when you are ready to move on


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Ready to move on, it was an eventful enough day :)


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Ready


Forces of Nature Battlemap

Lark, if you decide to spend the hero point, presume you succeed. If you choose otherwise, just say so, I'm going to move us on while I have the chance.

GM Rolls:

Task 1: 1d6 ⇒ 3
Task 2: 1d6 ⇒ 1
Task 3: 1d6 ⇒ 1
Kroop Breathalyzer: 1d100 ⇒ 44

DAY 7
Weather: Driving Rain and wind (-2 to rigger checks, -4 to Perception checks outside)
Events: None, besides the terrible weather
- FIRST: Please post a day action: work diligently (+4 to any one check), influence 1 NPC, shop (-2 penalty to task, but visit Grok), or shirk (-2 penalty to task, but take 10 on check to explore).
- THEN: Incorporating in any bonuses or penalties from the day action you chose, roll your work task check (you may not take 10 or 20 on this roll)
- FINALLY: Post any RP/questions/detail on your work day and resolve any additional rolls. Bear in mind what can be reasonably accomplished in addition to your regular duties.

You wake up today realizing that if you get through this day, you've survived a week on the Wormwood. In celebration, the sky is pouring all of its angst upon you--winds are getting worse and the rain is even consistently harder today, and an oppressive feeling in the air tells you it you haven't yet felt the worst of it. Harrigan is again on deck, directing officers to various tasks to be sure the ship is ready to weather the torrential downpour. Plugg is much quieter in his presence, and eager to toady up to him to impress him every moment he has.

On the mid-deck, Owlbear is unchained and in fact set to work tying up barrels of cargo to keep them from sliding around.

Reporting on deck for duty...

Lark is assigned to the bilges, along with Crimson Cogward. With water pouring in, the job of keeping the bilges pumped is more crucial than ever--but no more pleasant. (DC 12 Strength check, followed by DC 10) Con check to avoid being fatigued at the end of the shift.

Lee is assigned to normal cooking duties, and better still, Kroop is sober today! So his duties are easy--slicing cheese and cured meat--he has time at last to finish working on the reorganization of the kitchen he began a few days ago. (No work check required, but he can continue to raid the kitchen for lost and forgotten contents 1d3 + 1 ⇒ (1) + 1 = 2 times, each with a successful DC 10 Perception check.) This is in addition to any day action he chooses.

Kroop is talkative, but concerned. "I been through many a storm and I reckon we're about to go through a doozy."

Threnody is back in the rigging, as with the awful weather, all riggers being on duty (Syl, Samms, Maheem, Conchobar, and herself) is crucial. Unfortunately, the weather makes doing rigging work harder. (-2 penalty to all work checks). She is assigned to the upper rigging, and 50 feet in the air feels a lot higher when the wind is whipping you around. (DC 10 Climb check and a DC 10 Profession Sailor check)


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Day action: Work diligently

Climb check: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Profession (sailor): 1d20 + 4 + 4 - 2 ⇒ (1) + 4 + 4 - 2 = 7

"I love the weather!" Drenched by rain and hair whipping in the wind, Thren is in a strangely good mood that day. She climbs about in the rigging like a child at play. Too bad that while she can climb about easily enough, she can't manage to keep a grip on anything besides what she's hanging from at any given moment.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Is Owlbear still chained up?


Forces of Nature Battlemap
GMDQ wrote:


On the mid-deck, Owlbear is unchained and in fact set to work tying up barrels of cargo to keep them from sliding around.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

The trick with the bottle doesn’t seem worth a hero point. Lark will stuff everything back in his locker and try something later.

Day Action, Work Diligently

STR, pump it out: 1d20 + 1 + 4 ⇒ (4) + 1 + 4 = 9

CON vs fatigue: 1d20 + 1 ⇒ (1) + 1 = 2

Lark thought he felt better ever since last night’s pot of rum, but apparently it was a false sense of well being. He strives diligently at the bilge pump, but despite exhausting himself, he provides little help for Cogward.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Either the die roller hates us, or it's determined to end this campaign with the Wormwood lost at sea LOL


Forces of Nature Battlemap

Lark struggles all day in the wet and foul bilges,never seeming able to get a firm footing to pull his weight. Cog manages to do his part so the bilges are adequately pumped, but that's not much consolation when a corner of Lark's shirt gets caught in the mechanism, and he struggles so hard to free himself, he falls into the filthy water at their feet. Cog can't help but laugh, but offers him a hand up.

Peppery comes again late in the day to light the rooms, but seeing Lark in his state, opts not to add to the punishment fate has inflicted. She remarks however, "You 'privateers' need to build some bulk. I hope you can pull your weight if the weather gets worse."

Threnody is less lucky on the punishment front, as Scourge catches her daring to enjoy herself. "Stop pissin' about ya lazy bint! Get down here ya lazy bint!

As soon as Thren gets within range of his whip, he swings his whip at her.

Attack: 1d20 + 61d2 + 2 ⇒ (13) + (1, 2, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 2, 1, 2, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 2, 2, 1, 2, 1, 1, 1, 1, 2, 2, 2, 1, 2, 2, 1, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 2, 2, 1, 2, 1, 2, 1, 1) + 2 = 101


Forces of Nature Battlemap

LET'S TRY THAT AGAIN.

Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Nonlethal Damage: 1d2 + 1 ⇒ (1) + 1 = 2


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

It's okay, further evidence the dice roller hates us :)

Thren takes this hit without comment. She knows that she's earned it, because nothing seemed to want to stay tied in the rigging and it's her work that wasn't up to par. This doesn't make her like Scourge any more, however.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark manages a curt “thank you” as Cog helps him up. He can’t bring himself to thank Peppery for not beating him, but he bites down on a curse and lowers his eyes with a quiet ”Yes, ma’am.”

Lark heads up the ladder trying to decide if the rum is the cause of his terrible day or the cure for it.


Forces of Nature Battlemap

That entire post of mine is a lesson in why I shouldn't post from my phone. There are words showing up I swear I deleted too.

KeefX got delayed at work and should be able to post tomorrow, then I'll move us into the evening.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Day Action - Influence 1 NPC
Lee puts a few slices of turtle jerky into a small pot (a coffee pot or teapot would be best), pours boiling water over it and starts to let it steep.
While that is happening, Lee will keep an eye out for Peppery Longfarthing making her rounds. He'll get her attention and ask if she has a moment. If she does, he'll lead her to the kitchen and offer her some the turtle broth he's made (Turtle Bovril or Turtril).
He'll make a point to let her choose the mug and he'll drink from the other first.
'During the bad weather we'll be facing, we may want something to fortify the crew. Do we have any interest in making this available?"
While discussing the pros and cons of Turtril, Lee will let it be known that on his last ship he was the quartermaster's mate because he has good math and solid writing skills. He also aided the navigator, again with maths and copying charts. If she's interested in having Lee aid with the mundane tasks, he'll defer to Kroop, saying, "I suppose my current supervisor would need to free me up for a different assignment..."
This should be an 'under 15 minutes' interaction.
Diplomacy - Influence Peppery: 1d20 + 5 ⇒ (13) + 5 = 18


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Oop.

Work Task Check
Craft (Cooking) - Making Coldcuts: 1d20 + 1 + 2 + 1 ⇒ (7) + 1 + 2 + 1 = 11

Kitchen Reorg
Perception - Snooping while cleaning: 1d20 + 5 ⇒ (20) + 5 = 25
Perception - Snooping while cleaning: 1d20 + 5 ⇒ (4) + 5 = 9
50/50 is below average but still something is something.

Lee will chat with Kroop all through the work day. He'll discuss the reorg with Kroop, paying special attention to prep for foul weather.

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