Skulls and Shackles Campaign (Inactive)

Game Master Tyranius

Disrespute / Infamy = 18/18
Plunder = 15/15

Maps:
Isle of Empty Eyes | Tactical Map |
Man's Promise | Man's Promise (Key) |

Loot List: Plunder List


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You most certainly can :)


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Thanks, GM :-)

AoO's:

Attack (Boarding Pike of Repelling, Power Attack): 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
Damage (Boarding Pike of Repelling, Power Attack): 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15

Attack (Boarding Pike of Repelling, Power Attack): 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
Damage (Boarding Pike of Repelling, Power Attack): 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15

Attack (Boarding Pike of Repelling, Power Attack): 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
Damage (Boarding Pike of Repelling, Power Attack): 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15

Critical Confirm (Boarding Pike of Repelling, Power Attack): 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
Critical Damage (Boarding Pike of Repelling, Power Attack): 2d8 + 8 + 6 ⇒ (1, 1) + 8 + 6 = 16

Oh...oh, my. So, does that mean that Aishe wouldn't have been hit by any of them? :-P

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@ Aishe- That it does

As the Pirates advance on Aishe she defly cuts three of them down as she momentarily steps back and begins to sing a rousing song to lift the spirits of all of her allies and friends during this mutinous event.

Conchobar looks at the pirate closest to him as he begins to sing a spell. Almost instantaneously the pirate falls to the deck in a fit of manical laughter.

Will save: 1d20 - 1 ⇒ (4) - 1 = 3

Owlbear collects his senses as he slams his meaty fists into Mister Plugg.

Unarmed vs Mister Plugg: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm crit: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d3 + 3 ⇒ (3) + 3 = 6

As owlbear swings his fists around striking the young pirate he deflty slices his cutlass at the brute as he sees an opening. the blade slices deep across Owlbear's chest as a massive amount of blood spills out onto the deck.

AoO vs Owlbear: 1d20 + 10 ⇒ (19) + 10 = 29
Confirm Crit: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 2d6 + 12 ⇒ (2, 5) + 12 = 19

master Scourge slams his handaxe down own Kroop. Stick me with a blasted knife. I will keelhaul the whole lot of ye

handaxe vs kroop: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d6 + 2 ⇒ (5) + 2 = 7

Finally Sandara bursts forth from her barrell as she casts a spell at Mister Plugg. This will be the end of you. Plugg begins to feel an overwhelming doom upon him and the rest of his crew but is rebolstered by his first mate Scourge.

will save: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15

End of Round 1

Round 1:

Pirates-swarmed the 3 members of the party
(F-yellow)-Dead
(F-white)-dead
(F-Blue)
(F-Red) -hideous laughter 1 round remaining
(M-Yellow)-dead
(M-White)
(M-Blue)-dead
(M-Red)
-----------------------
Cogs- Cutlass female yellow pirate dealing 7 damage
Somia-hold person
Charles -kill F yellow pirate
-----------------------
Mister Plugg (-13 HPtotal;-6 hp nonlethal)-cutlass/cat @Jack
-----------------------
Jack -step back Arrows
Kroop-(-7 HP)Sneak attack Scourge
Viviana- flurry
Aishe -AoO 3 dead and inspire courage
Conchobar -hideous laughter
Owlbear (-19 HP)-unarmed strike
--------------------------
Master Scourge (-8 HP)-handaxe Kroop
-------------------------
Sandara-doom on scourge

Top of Round 2

The pirates move in on Conchobar, Somia and Viviana with their dull cutlasses. All three of them each take their share of nicks and cuts.

Cutlass vs Conchobar: 1d20 + 3 ⇒ (18) + 3 = 21
Confirm Crit: 1d20 + 3 ⇒ (5) + 3 = 8
Cutlass vs Somia: 1d20 + 3 ⇒ (15) + 3 = 18
Cutlass vs Viviana: 1d20 + 3 ⇒ (14) + 3 = 17

Damage
Conchobar: 1d6 + 1 ⇒ (2) + 1 = 3
Somia: 1d6 + 1 ⇒ (6) + 1 = 7
Viviana: 1d6 + 1 ⇒ (3) + 1 = 4

Cogs in a furious rage smals forth at Scourge as his blade sinks into the man.

Cutlass vs Scourge: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 + 3 ⇒ (6) + 3 = 9

Round 2

Pirates- attack Conchobar, Viviana, Somia

(F-Blue)
(F-Red) -hideous laughter 1 round remaining
(M-White)
(M-Red)
-----------------------
Cogs-attack Scourge
Somia-
Charles -
-----------------------
Mister Plugg (-13 HPtotal;-6 hp nonlethal)-
-----------------------
Jack -
Kroop-(-7 HP)
Viviana-
Aishe -
Conchobar (-3 HP) -
Owlbear (-19 HP)
---------------------------
Master Scourge (-17 HP)-
-------------------------
Sandara-


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

MW Cold Iron Greatsword: 1d20 + 7 + 2 + 1 + 2 ⇒ (14) + 7 + 2 + 1 + 2 = 26, for 2d6 + 9 + 3 + 1 ⇒ (1, 4) + 9 + 3 + 1 = 18 damage.

Charles steps forward, his face a mask of pure rage, and slams his greatsword into Mister Plugg!


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

Seeing Jack and Owlbear struggling with Mr Plugg, Viviana moves in with Charles, lashing out with her fist and driving it into his nose.

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm Crit: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

My action depends on if Plugg is alive

if alive:

"Ambrose I come."Shoots an arrow at Mr Plugg, drops his bow, draws his dagger and moves to flank plugg with Kroop. attack: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 3 ⇒ (5) + 3 = 8

if dead:
Same action target is Mr. Scourge.

In any case he shouts"I will gladly grant quarter, you may surrender and I will gladly spare your life! This is an offer for all" Pointing at the old officers"but you two slimy sons of 2copperwhores."


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

Somia glares at the pirate that struck her. "ترس"
Cause Fear [DC14] on the pirate attacking Somia
Cast Defensively: 1d20 + 6 ⇒ (15) + 6 = 21

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Somia strikes fear into the pirate closest to her. The pirate feels an overwhelming fear take ahold of him momentarily and is left shaken for a moment Passed save so Shaken for 1 round

will save: 1d20 - 1 ⇒ (19) - 1 = 18

Charles steps forward and slashes a deep gouge into Miser Plugg's chest.

Mister plug slashes his cutlass at Charles in response, though instead of dealing direct damage a powerful force of water erupts from the blade and slams into Charles. Charles withstands the waters pressure and holds firm. Plugg begins to have a frightened look upon his face as he takes a step back holding his hands into the air.

CMB vs Charles: 1d20 + 3 ⇒ (8) + 3 = 11

Jack fires another Arrow into Plugg as he drops his bow, drawing his dagger and moving as close to Scourge as he can. Cog was already in flanking position so I placed you next to him

Kroop seeing that he is in over his head, holds his wound as he withdraws to the rear of the ship.

Not giving Plugg an quarter Viviana darts in and slams her fist right into the man's throat with a soft crunch dropping him to the deck gasping for short breaths before he falls still. As she moves over the pirate sees her ignore him as arcs his blade in a wide stream at her but misses his mark.

cutlass AoO: 1d20 + 3 ⇒ (8) + 3 = 11

round 1:

Pirates-swarmed the 3 members of the party
(F-yellow)-Dead
(F-white)-dead
(F-Blue)
(F-Red) -hideous laughter 1 round remaining
(M-Yellow)-dead
(M-White)
(M-Blue)-dead
(M-Red)
-----------------------
Cogs- Cutlass female yellow pirate dealing 7 damage
Somia-hold person
Charles -kill F yellow pirate
-----------------------
Mister Plugg (-13 hp total; -6 nonlethal)-cutlass/cat @Jack
-----------------------
Jack -step back Arrows
Kroop-(-7 HP)Sneak attack Scourge
Viviana- flurry
Aishe -AoO 3 dead and inspire courage
Conchobar -hideous laughter
Owlbear (-19 HP)-unarmed strike
--------------------------
Master Scourge (-8 HP)-handaxe Kroop
-------------------------
Sandara-doom on scourge

Round 2

Pirates- attack Conchobar, Viviana, Somia

(F-Blue)
(F-Red) -hideous laughter 1 round remaining
(M-White)
(M-Red)(shaken)
-----------------------
Cogs-attack Scourge
Somia- fear
Charles -melee Plugg
-----------------------
Mister Plugg (dead)-cutlass
-----------------------
Jack - arrow
Kroop-(-7 HP) withdraw
Viviana- melee; downs Plugg
Aishe -
Conchobar (-3 HP) -
Owlbear (-19 HP)
---------------------------
Master Scourge (-17 HP)-
-------------------------
Sandara-


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Aishe, seeing Mister Plugg drop, moves across the deck toward Master Scourge.

Move action: S -> S -> SW -> SW -> W (ending up 2s of Scourge)
Standard action: Attack Master Scourge
Attack (Boarding Pike of Repelling +1, Inspire Courage, Power Attack, Flanking): 1d20 + 5 + 1 - 1 + 2 ⇒ (8) + 5 + 1 - 1 + 2 = 15
Damage (Boarding Pike of Repelling +1, Inspire Courage, Power Attack): 1d8 + 4 + 1 + 3 ⇒ (3) + 4 + 1 + 3 = 11

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Aishe moves in behind Scourge as she stabs her boarding pike into one of his few exposed spots.

Conchobar steps back casting another spell as he attampts to strike fear into his fellow pirate, but just ends up shaken by the whole ordeal.

will save: 1d20 - 1 ⇒ (20) - 1 = 19

Owlbear turns around, a bit more confident now that Plugg has fallen he slams his meaty fists into Scourge. As Owlbear strikes Scourge sees an opening and strikes. At the same moment that Owlbear swings his fists Scourge slams his hatchet into the man's chest, dropping him to the ground

Unarmed: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm crit: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 2d3 + 6 ⇒ (1, 2) + 6 = 9

AoO vs Owlbear: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d6 + 2 ⇒ (4) + 2 = 6

Master Scourge seeing hat he is outnumbered begins to withdraw away from the battle. Only wayI can move him out of there is provoking an AoO from Aishe and Kroop

AoO vs Scourge: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm Crit: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8

As Scourge is retreating Kroop stabs at him with his kitchen knife once again. Kroop's knife sinks to the handle in the First Mates back as he falls to the deck silently.

Upon seeing the two masters fall the rest of the pirates drop to their knees with their hands on the heads in strict obedience.

Round 1:

Pirates-swarmed the 3 members of the party
(F-yellow)-Dead
(F-white)-dead
(F-Blue)
(F-Red) -hideous laughter 1 round remaining
(M-Yellow)-dead
(M-White)
(M-Blue)-dead
(M-Red)
-----------------------
Cogs- Cutlass female yellow pirate dealing 7 damage
Somia-hold person
Charles -kill F yellow pirate
-----------------------
Mister Plugg (-13 hp total; -6 nonlethal)-cutlass/cat @Jack
-----------------------
Jack -step back Arrows
Kroop-(-7 HP)Sneak attack Scourge
Viviana- flurry
Aishe -AoO 3 dead and inspire courage
Conchobar -hideous laughter
Owlbear (-19 HP)-unarmed strike
--------------------------
Master Scourge (-8 HP)-handaxe Kroop
-------------------------
Sandara-doom on scourge

Round 2:

Pirates- attack Conchobar, Viviana, Somia
(F-Blue)
(F-Red) -hideous laughter 1 round remaining
(M-White)
(M-Red)(shaken)
-----------------------
Cogs-attack Scourge
Somia- fear
Charles -melee Plugg
-----------------------
Mister Plugg (dead)-cutlass
-----------------------
Jack - arrow
Kroop-(-7 HP) withdraw
Viviana- melee; downs Plugg
Aishe -
Conchobar (-3 HP) -
Owlbear (-1/24 hp; bleeding)
---------------------------
Master Scourge (-28 HP)-
-------------------------
Sandara-

Congrats on the end of Book 1. Your Infamy and Disrepute Scores increase by 2


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

"Well, it seems the ship is ours, now... who do we name as captain?" Somia looks towards Jack, Aishe and Viviana.

Wasn't too much help there - never mind


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Jack rushes to owlbear and casts Cure light wounds on him
CLW: 1d8 + 3 ⇒ (3) + 3 = 6
"Not you won´t die.... not on my ship!"
Helping Owlbear on his feat again. "So we established that this ship is free again! Will you follow us... in Freedom... for glory.... for infamy... for plunder?"


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles calmly moves forward, and begins to search the officers.

"Shall we see what interesting plunder theses two had squirreled away?"


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12
Quote:
"Well, it seems the ship is ours, now... who do we name as captain?"

Captain

What happens now?

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Haha! Nice video. It fits perfectly

One the bodies of the Captain's Charles finds

Mater Scourge
-2 Potions
-punching dagger with black adder venom on it
-leather armor
-masterwork handaxe
-shortbow
-quiver with buttoned shutter to protect from elements
-whip
-295 gp
-1 dose of dark reaver powder

Mister Plugg
-1 potion
-3 magical bolts
-magical cutlass
-masterwork cat-o nine tails
-light crossbow
-magical amulet
-magical bracers
-magical shackles
-200 gp and 100 sp

All of the sailors aboard the ship pledge their loyalty to the five of you saying that it is better to serve a new captain than it would be to be marooned on a monster-infested flyspeck of an island.

Ambrose Kroop approaches you, holding his wound as the bleeding is stanched, It will not be good for us when Captain Harrigan hears of this mutiny. he will seek vengeance against all that are involved. Likely everyone left on board..... Deep in thought it looks at you with weary eyes .. I suggest that we possibly follow Plugg's plan. Now I know he wasn't the best man but we need to hide the ship. Lets finish taking the Man's Promise to Rickety's Squibs to get her refit and prepare for a new life on the ocean's waves.

And You are now Level 4


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Jack will collect the whip and the cat and throws them overboard.
"Not on our ship!"
Jack will propose to draw a charter.
After watching black sails I think Aishe would be the perfect spot for the quartermaster. She is charming, intelligent and would be the perfect candidate to either listen to the crews problems or facilitate with people on shore. I could imagine Charles as the first mate, his strength should be good to lead people into battle. Viviana I see as the Mistress of Sails. Taking care that the ship is in excellent condition and Somia as our councillor and ships surgeon, taking care that the crew is physically and mentally in peak. Jack would be also a good quartermaster, but aishe is soo much better in it, with her diplomacy and sea shanty ability. So Jack would like to get the job as pilot. As for the captain, till 1400 captain was for non military ships just the part ship owner and facilitator with the other shareholders. Decisions were made by the sailors council. Just wrote a paper on the hanse and it was excellent read.


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

Once Scourge and Plugg are ensured dead or secured Somia will use her channel to get the crew back in shape, ensuring the crew know it's her healing their wounds.


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

P sure that the GM can tell us what skills are most useful for a Pirate captain, and we can just call that person the de facto captain, while undertaking decisions as an actual party.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Just so we're clear...based on the (very) little reading I've done, here is how things would play out if we went with Jack's suggestion.

The ship will be governed by a council, presumably made up of all officers (read, PCs), rather than a captain. That council will vote on decisions when we have the time and ability to do so. However, when we don't have the luxury of time (in combat, etc.), or if someone needs to speak on behalf of the crew, Aishe will be "in charge"?

Spellcraft (Scourge, Potion 1): 1d20 + 7 ⇒ (20) + 7 = 27
Spellcraft (Scourge, Potion 2): 1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft (Plugg, Potion 1): 1d20 + 7 ⇒ (9) + 7 = 16
Spellcraft (Plugg, Bolts): 1d20 + 7 ⇒ (9) + 7 = 16
Spellcraft (Plugg, Cutlass): 1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft (Plugg, Amulet): 1d20 + 7 ⇒ (14) + 7 = 21
Spellcraft (Plugg, Bracers): 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft (Plugg, Shackles): 1d20 + 7 ⇒ (19) + 7 = 26


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Moving to discussion thread


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

After Aishe shrugs and singles out the 3 items she couldn´t identify, Jack tries his luck.
spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24 Potion Plugg
spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9 Bolts Plugg
spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25 Bracers Plugg

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Aishe recognizes a few item upon closer inspection.

-Potion of Blur
-Potion of CLW
-Tidewater Cutlass
-Amulet of Natural Armor +1
-Shackles of Compliance

Tidewater Cutlass:

The blade of this +1 cutlass (Pirates of the Inner Sea 18) is
spotted with rust, and its basket hilt is cast in the likeness of a
grinning skull. Once per day, a tidewater cutlass can be used to
cast hydraulic push.
Tidewater cutlasses are not uncommon weapons among
the pirates of the Shackles, at least for those who can afford
to buy one or who manage to loot one from someone who
can.

Shackles of Compliance:

These battered iron manacles magically adjust themselves to
fit around the wrists or ankles of any creature from Small to
Huge size and automatically lock. A creature wearing shackles
of compliance becomes more susceptible to intimidation.
Any creature attempting to intimidate or demoralize a
target wearing shackles of compliance gains a +4 bonus on
Intimidate checks. In addition, the holder of the manacles’
key can cast command (DC 25) on the wearer of the shackles
three times per day.
Shackles of compliance have hardness 10 and 10 hit points,
and a DC 30 Disable Device check is required to pick the
shackles’ lock. A manacled creature can break free with a DC 28
Strength check or DC 35 Escape Artist check, or the lock can
be opened with a DC 30 Disable Device check

Jack looks over her shoulder as she is confused on a few of the items before them as he quickly recognizes

-Potion of Cure Moderate Wounds
-Bracers of Armor +1

Neither of them are able to recognize the magical bolts though as SOmia goes among the crew healing their wounds. The battered crew flinches at first but sees that they are treated a lot better than their previous Captain.

I like the idea of this Council of Officers

The list for loot has been added and Thanks Aishe! It looks wonderful.


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

Somia will take a look at the bolts when she's finished healing
Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11 or not

Assuming she has chance to rest up to regain spells at some point, she'll acquire the lore spirit and use Identify
Spellcraft: 1d20 + 17 ⇒ (20) + 17 = 37 Oh now I get a 20

Listening in on the others discussion "If you be drawing up a charter, perhaps you'd like to state clear for all to see how we divide up the plunder, as and when we acquire some."

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When the next day strikes Somia I will use your roll of 37 to identify the bolts

Kroop steps forward. There are a few things we must discuss. First there is a matter of sailing these Shackles. We are now a new ship in pirate waters with no reputation to back us up. The Free Captains of the Shackles have a name for this sort of vessel; Prey. If we do not want to constantly fend off attacks we need to make a name for ourselves along the fringes of the Shackles first in order to be accepted and respected as peers among the Free Captains. Second you all now control a ship that was siezed by one of the most notorious free Captains of the Shackles, and he will more than likely consider it to still be his property. So while building our new name we do not want to be found by Captain Harrigan.

DC 15 Knowledge (Local); Craft (Ships); Profession Sailor:

Most ships that sail the Inner Sea region, such as
the Man’s Promise, were crafted by hand in shipyards
throughout Avistan and Garund. Though ships of the
same type are similar in attributes and size, they each
have their own look and lines, which the practiced eye
of an experienced sailor can recognize in the dark by the
silhouette alone. Successfully stealing a ship and hiding
it from its owners requires more than a name change and
a new coat of paint—there must be a complete rebuild of
the superstructures and rigging in order to change the
way it looks. Such an overhaul is superficial in nature and
changes none of a ship’s characteristics, but it does give a
ship a different appearance and lines so that even someone
familiar with the original ship can only determine the
falsehood after several minutes of careful study.
Changing the identity of a ship in such a way is
not cheap and must be done in secret or word would
quickly get out of the ship’s new identity. Powerful Free
Captains with their own home ports are able to do such
modifications in their own private shipyards and dry
docks, and captains with access to skilled carpenters
and shipwrights among their crews often make such
changes far out at sea away from the shipping lanes or
while beached on some distant shore. But not everyone
has access to those sorts of resources. As a result, a side
industry of sorts has grown into existence at remote
locations throughout the Shackles and just beyond its
borders, where captains can find discreet craftspeople
willing to do the work quickly and with the promise of
silence for the right price.

DC 20 Knowledge (Local); Craft (Ships); Profession Sailor:

identifies just such an
outfitter called Rickety’s Squibs, located in a remote
estuary on the Slithering Coast, relatively close to the
current position of the Man’s Promise


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

Profession: Sailor: 1d20 + 10 ⇒ (7) + 10 = 17

Someone can either try and beat that, or they can Aid Another (I think), for us to hit the DC.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

prof sailor: 1d20 + 12 ⇒ (6) + 12 = 18


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Profession (Sailor): 1d20 + 8 ⇒ (15) + 8 = 23

"We need to get this ship to Rickety's Squibs with all due speed. Luckily, it's not far."


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

"Now then, I have some skill with potions and poultices, as well as with cooking, if there is somewhere I can setup a small laboratory I can craft us some supplies."

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With Aishe's proclamation the ship sets sail for Rickety Squib's. Over the next couple of days Somia studies the bolts that were foreign before and after a bit of research she realizes that they are in fact

-Screaming Bolts

The following day the groups of Officers sits down and begins to create a new charter for the ship for equal rights and opportunities for all on board.

On the second day you soon catch sight of Rickety Squib's, under the guidance of Kroop, who has been here once before with captain Harrigan.

Rounding the tall headland reveals a hidden cove at the mouth of a wide jungle river, it's sluggish brown waters staining the waters of the blue sea like an ugly bruise. A series of docks has been built upon this estuary, with buildings concealed beneath the overhanging limbs of the jungle beyond. A wooden watchtower stands upon the promontory of the headland, carefully concealed among the trees to provide a clandestine view of the seas.

As you sail further into the headland a checkered flag of yellow and red is raised above the watchtower on the promontory, and an answering flag of blue is hoisted upon a yardarm on the docks ahead. Within moments you see a number of humanoid figures emerge from the shaded buildings and gather onto the pier. A small single-masted longboat soon sets sail from the boathouse towards the Man's Promise.

As the boat reaches the Man's Promise you hear a voice calling from the smaller vessel. Drop yer anchor and allow us on board.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

With a turn of the wheel Jack takes the ship out the wind.
"Drop the anchor!"
Taking care the ship is safe, Jack walks to the side and looks at the little village, waiting for the quartermaster to start peaceful negotiations.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Okay, I think I've tallied everything up, and there are several things that are, as yet, unidentified. Namely, there was a potion we retrieved from the whores' tent on the island, and there are 7 more scrolls on the jawbone (we currently know about alter self, color spray, and slow).

Also, GM - can we get a list of any equipment that might have been belowdecks? For example, did Plugg and/or Scourge bring anything with them over to our ship?

Spellcraft rolls:

Spellcraft (Potion): 1d20 + 7 ⇒ (16) + 7 = 23
Spellcraft (Scroll 1): 1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft (Scroll 2): 1d20 + 7 ⇒ (17) + 7 = 24
Spellcraft (Scroll 3): 1d20 + 7 ⇒ (10) + 7 = 17
Spellcraft (Scroll 4): 1d20 + 7 ⇒ (18) + 7 = 25
Spellcraft (Scroll 5): 1d20 + 7 ⇒ (10) + 7 = 17
Spellcraft (Scroll 6): 1d20 + 7 ⇒ (16) + 7 = 23
Spellcraft (Scroll 7): 1d20 + 7 ⇒ (2) + 7 = 9

Day 2 rolls
Spellcraft (Scroll 3): 1d20 + 7 ⇒ (8) + 7 = 15
Spellcraft (Scroll 5): 1d20 + 7 ⇒ (14) + 7 = 21
Spellcraft (Scroll 7): 1d20 + 7 ⇒ (5) + 7 = 12

As the smaller boat approaches, Aishe smiles. "Of course, gentlemen; welcome aboard. Is there anything we can get you before we begin discussing terms? I assume, of course, that you know why we're here..."

Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28

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You identified that potion as a potion of CMW already (from the whore's tent.

As the party is traveling Aishe takes stock of what was belowdeck from Scourge and Plugg finding a few items of interest, namely

-a grappling hook lying in the corner of Scourge's trunk
-A Hammock set up in Plugg's room

Aishe recognizes a few more of the scrolls through a few days of studying them.

The potion was already known so i just shifted the rolls down one which gets all of the scrolls

- Scroll of Black tentacles
- Scroll of Blur
- Scroll of Daylight
- Scroll of Enlarge Person
- Scroll of Hypnotism
- Scroll of Touch of idiocy
- Scroll of vampiric Touch

---------------------------------------------------------------

A short, stoop-backed old man with a leathery weatherworn face, watery blue eyes and a halo of frizzy white hair comes aboard the Man's Promise with six sailors armed with dirks. Paying Aishe a nod he gets right down to business inspecting the ship and making notes. "Mmhm, Mmmhm. This will need replaced." Upon further inspection of the ship which takes roughly three hours the old man looks at the party. "It can be done. there are a few options that we have here. It will take me three days to completely refit this ship so that it will not be recognizable from a distance again. It will costs roughly 2000 Gold. There is an option that I can add in also which is hidden 5 foot smuggling compartments into the bulkhead of the ship for about 500 Gold more with no increase to my timeframe."

GM Roll: 1d4 + 1 ⇒ (2) + 1 = 3


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Looking at Aishe and at his ship Jack suddenly facepalms."Do we want to keep that name, or do we not want to rename it. For luck!"


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Aishe will confirm whether the items are magical, and attempt to identify them, if so.

Day 1
Spellcraft (Grappling Hook): 1d20 + 7 ⇒ (5) + 7 = 12
Spellcraft (Hammock): 1d20 + 7 ⇒ (10) + 7 = 17

Day 2
Spellcraft (Grappling Hook): 1d20 + 7 ⇒ (3) + 7 = 10
Spellcraft (Hammock): 1d20 + 7 ⇒ (1) + 7 = 8
--------------------------------------------------------------

Appraise: 1d20 + 6 ⇒ (13) + 6 = 19

Aishe smiles at the man. "That seems a fair price, of course." She runs some numbers through her head momentarily, then asks, "What sort of exchange rate could we get for some items we happen to have on board?"

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Aishe is not able to identify the Hammock or the grappling hook but she is able to tell that they are indeed magical

You can most certainly rename yer ship but we will save that for the bon voyage an after ye pay of course.

Looking at Aishe. Ye will get a fair price here of the standard 50% of the originally cost of course. If ye have plunder we will purchase that also at the standard rates.

What are you Appraising Aishe? he is just mentioning plunder which you do not currently have but will in the future. He just mentions it now so i will explain plunder when you actually aquire some.

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In the Campaign tab I placed the Infamy and Disrepute rules and charts. It acts a lot similar to Prestige and Fame. I only typed in the Disgraceful acts as that is the step that you are currently at.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Sorry, was trying to judge whether 2000gp was a fair price for the work...not that it seems we have much choice at this point.

I guess this is last call to grab anything from the loot!

Also, would it be possible to get a map of our ship, as well as descriptions of the rooms?


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

"Well you have thriving little community. May I ask... do you have a bowermaker in your village?"
spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13Grappeling hook
spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14Hammok
Day 2
spellcraft: 1d20 + 6 ⇒ (18) + 6 = 24Grappeling hook
spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11Hammok


Female Human Brawler (Steel-Breaker) 7
Stats:
HP 60/60, AC 17, Fort +6, Ref +6, Will +4, Init +3 Perc +13, Sense Motive +12

Does anyone have any cool ideas for modification of the ship at this point? Obviously, this depends on how much $$$ we wish to spend, but picking up Silk Sails or something at some point, might aid us in future encounters if we intend to roam the seas.

Also does being anchored here count as a port? If so, can we make a Bluff/Intimidate/Perform check x3 to see if we can get extra Infamy.I think its DC 23 at this point.


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

Spellcraft: Grappling Hook: 1d20 + 7 ⇒ (12) + 7 = 19
Spellcraft: Hammock: 1d20 + 7 ⇒ (16) + 7 = 23

If anything still needs identifying after that I can use Identify from my Lore wandering spirit 1/day.
Identify: 1d20 + 17 ⇒ (19) + 17 = 36

If we want to try and bargain for a better price Somia has +10/11 on Diplomacy.

Somia watches the old man appraisingly as he inspects the ship.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

I do like the idea of the silk sails, a ram, and the smuggling compartments. That said, I'm not sure we'll have the gold for more than a smuggling compartment and a ram, in addition to the squibbing.

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Rickety looks at the crew contemplating their designs. Well figure out what ye want. We can always work out the payments. If ye have the gold that is best or ye can sell me some loot, hell I will even take a few of yer pirates off of yer hands to resell in Bloodcove, if you are looking to get rid of some people.

Rickety stands by patiently I will even be willing to underwrite yer burgeoning career as pirates to be a shareholder in the ship. Ye pay me 1/3 of all of yer plunder until the ship is paid off, plus interest of course and we will be even. Any of the choices are yers to make but if ye back out or cross my town in any way then well.... I may just have to let the new identity of yer ship out into the Shackles.

Looking to Jack Yes my boy there are a few shops down below which should have what you are looking for.

Rickety gives you a few options there for payment

The area is a village size

Aishe appraises the man's work and determines the 200 gold base price to be a fair price.

Jack and Somia are able to identify the two items as

-Hospitality hammock
-Steadfast Grapple

Hospitality Hammock:
A luxurious crimson silk hammock embroidered with gold
thread and gold fringed tassels, a hospitality’s hammock
is a beauty to behold, but no self-respecting seaman
would ever be caught using it. Aside from the hammock’s
considerable looks, a single night’s rest in it eliminates any
sign of seasickness (see page 26). Additionally, a hospitality’s
hammock is so comfortable that those who sleep in it for
a full 8 hours regain hit points as if they had an entire day
of bed rest. Climbing into or out of the hammock is a fullround
action. A successful DC 5 Dexterity check reduces this
to a move action.
The captain of the Man’s Promise was particularly
susceptible to seasickness, and commissioned this item to
make his long voyages away from home more comfortable.
Although he would never admit it to those under his
command, Mr. Plugg was pleasantly surprised to find the
hospitality’s hammock in his cabin when he took command of
the Man’s Promise, and has slept in it every night since.

Steadfast Grapple:
This iron grappling hook is attached to a 50-foot length of silk
rope. When a steadfast grapple is thrown, it automatically hits
and attaches to any targeted object or structure within range
of its rope. Against creatures, the wielder must make attack
rolls as normal. Once attached, a steadfast grapple can only be
removed with a DC 30 Strength check, the command word, or
magic such as dispel magic.

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Rickety Squibs map and Ship information is posted above


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Need to grant access to the files, if you please. :-)


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Jack will go and buy the bow. Substracting 225gp

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Once yu figure out what all you want and dock then you can go purchase. Right now you are just anchored in the bay.


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

"Civilization at last, crude though it may be, it seems like I was trapped on that island forever."


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

"Do we want to smuggle, or do we hunt? Besmara favors the bold, so I advocate the hunt. Also a ram is more of a galley weapon. I think we should keep it simple stupid, but we should keep our options open. So I would think adding the smuggling compartment would be a great boon.Just my opinion."


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

"Hunting sounds fine to me, but I agree that having the smuggling compartments would be useful."


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

"If we are not hunting, we are prey for the hunters. A ram should not be too expensive, and will protect our ship in the event that we have to ram another. It would be best if we didn't need to - after all, a ship left whole can be raided another day - but if we do, we would be well-served having one." She pauses, then adds, "And if we do turn out to be prey at some point, a smuggling compartment may well be worth the cost."

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