There be lootin' to do - Skulls & Shackles

Game Master Spazmodeus

Here be a despicable crew of pirates!

Today's Date: Moonday, 28th of Lamashan, 4712 AR
Weather: Sunny and hot

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Infamy: 29 Disrepute: 14 Plunder: 16


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Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

You know, Jesal, you can take 10 or take 20 (I think). Also, we did receive potions.

Isaac looks at Salt. "I did say it straigh' to 'er. She be askin' me to allow tim' to pass to develop any feelin's we may be havin'. Though, she did say tha' ther' was something' ther'."


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Take 10 won't do it. Don't think take 20 is appropriate in this situation.

-Posted with Wayfinder


Tears at Bitter Manor

Isaac, you either take 10 or roll. If you roll the dice I will use these results and ignore the take 10.

Bloody Hour
Master Scourge bellows from the top of his longs "Don't think I didn't see that lowlife!"

Everyone turns to see who he is addressing, Master Scourge steps towards Isaac and points to the main mast.

"Get your shirt of and prepare for six lashes! You don't waste good rum on this ship! If the Capta'n says you drink your rum you will drink it!"

Alabaster: fort save please
Dario, Edward & Jesal; do you drink your rum (fort save) or try to spill it (stealth check)?

We will finish Bloody Hour first and then get on with the evening's actions.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Fort: 1d20 + 2 ⇒ (2) + 2 = 4
Figures, i rarely succeed with fort checks. :)


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Fortitude Save: 1d20 + 4 ⇒ (12) + 4 = 16


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Sorry about that

Stealth: 1d20 + 2 ⇒ (5) + 2 = 7

-Posted with Wayfinder


Tears at Bitter Manor

I have included an ability damage overview. Let me know if there are errors in it
Also remember to apply the penalty from your ability damage to your rolls (Con damage hurts your Fort saves)

Public GM Dice:

Rum
Alabaster Con Damage: 1d3 ⇒ 1
Alabaster Cha Bonus (24h): 1d4 ⇒ 4

Dario Con Damage: 1d3 ⇒ 1
Dario Cha Bonus (24h): 1d4 ⇒ 4
Dario Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14

Edward Con Damage: 1d3 ⇒ 1
Edward Cha Bonus (24h): 1d4 ⇒ 1

Ranak Con Damage: 1d3 ⇒ 2
Ranak Cha Bonus (24h): 1d4 ⇒ 4
Ranak Fort Save: 1d20 + 0 ⇒ (16) + 0 = 16

Lashings - Nonlethal damage
Isaac 1: 1d3 + 2 ⇒ (3) + 2 = 5
Isaac 2: 1d3 + 2 ⇒ (3) + 2 = 5
Isaac 3: 1d3 + 2 ⇒ (1) + 2 = 3

Enough
Isaac 4: 1d3 + 2 ⇒ (1) + 2 = 3
Isaac 5: 1d3 + 2 ⇒ (2) + 2 = 4
Isaac 6: 1d3 + 2 ⇒ (1) + 2 = 3

Jesal 1: 1d3 + 2 ⇒ (1) + 2 = 3
Jesal 2: 1d3 + 2 ⇒ (2) + 2 = 4
Jesal 3: 1d3 + 2 ⇒ (3) + 2 = 5
Enough
Jesal 4: 1d3 + 2 ⇒ (1) + 2 = 3
Jesal 5: 1d3 + 2 ⇒ (3) + 2 = 5
Jesal 6: 1d3 + 2 ⇒ (1) + 2 = 3

Seeing Jesal also spill his rum master Scourge turns to him "You also wanted some attention from my Lady of Pain?" he fondles his whip and points to the mast. Isaac is just being tied to the mast to receive his lashings.

"You just need to wait for a bit." he then turns to the rest of the crew "You maggots drink your rum or you are next in line!"
Dario and Ranack quickly drink their rum.

After just three lashes Isaac passes out, to clamorous laughter of the rest of the crew. Although Jesal wants to hold out longer he also passes out after just three lashes.
Master Scourge sneers "These new recruits aren't worthy of my attention! Get them in their bunks and they'd better behave tomorrow!"

After a few hours Isaac and Jesal have recovered enough to regain their consciousness. Sandara comes to look after Edward and Isaac and she uses Jesal's herbs to look after everyone. You all feel much better once she has given you some attention.
"Now you rest easily, there's a storm brewing. It would not surprise me if we have a hard day tomorrow"

Crimson also comes down to check on Edward
"You hang in there buddy. If there's anything I can do for you just let me know"

Everyone who drank rum is fatiqued
Anything else you want to do before we move to day 7? Alabaster, do you want to keep your posted action or change it?


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Keep it, but afterward he'll heal up Isaac and Jesal with all of his daily spells converted to healing so they are at full the next day. I can roll them out if you want.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac grunts at each lashing, with the final thought before he blacks out being, 'I'll ge' ye, Scourge...'

He awakens in pain to the sight of Sandara. With a joking smile, he says, "Is this to be comm'n occurrence between the two of us?" At her advice, Isaac smiles. "Lookin' forwar' to it. I'm used to stormy weather." He then whispers to his allies. "I be havin' the feelin' that Scourge will need to go soon. Let's see if the lot of us can be savin' face with the crew."

After that conversation, he receives his healing from Alabaster and heads off to bed.

So did Sandara heal all of us after we woke up and cured Edward and I of our filth fever?


Tears at Bitter Manor

Isaac and Edward, Sandara treated your disease (+4 on next saving throw against the disease) and provided long-term care to you all (recovery of hitpoint and ability score damage is doubled). She can't help any more than that with your filth fever.

Everyone is fully healed of hitpoint damage at the start of day 8.

Alabaster, can you give me 3 Sense Motive checks?


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Then when do we nxt need to make the save, in the night?


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

I must find another way to get around this grog. This is not going well. Maybe one of the clever types can devise something

Once he comes around and thanks Sandara. (Which by the way now gives him an excuse for his absymal care rolls earlier), Jesal approaches his "patients."

"Dis one be needin ya help. Ya bein da resourceful types and dis one canna be drinkin da rum for Shimye-Magalla dunna allow it. Can dis one and ya two be makin a plan to hide da drink from da pryin eyes?"

Thinking of way we can collectively aid other to each other for those of us with low stealth rolls. Maybe we all get together for a regular toast and "shot" in a group and block for each other

Jesal has nothing else for the evening

-Posted with Wayfinder


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Sense Motive: 1d20 + 2 ⇒ (2) + 2 = 4
Sense Motive: 1d20 + 2 ⇒ (14) + 2 = 16
Sense Motive: 1d20 + 2 ⇒ (5) + 2 = 7


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac looks to Jesal. "I bein' in agreement wit' ye. We can't keep sufferin' these whippin's or the sickenin' that the rum provides. We mus' band together."

I agree. That sounds like a good plan.


Tears at Bitter Manor

And now I caught a fever, must have failed my own fort save ;-)

Edward, I do the disease fort saves at the start of the day, so at start of day 8 you need to make another one. Also remember that you got something from Cogward

Alabaster speeches for "Ratline" Rattsberger, Jack Scrimshaw, Crimson Cogward, Giffer Tibs and Rosie Cusswell and Conchobar Shortstone. During the first part of the story Conchobar is sitting in between Giffer and Rosie and obviously paying more attention to the ladies than to the storyteller. In your second part Alabaster notices that Conchobar is also listening to the story.

After the story ends Crimson stands up and goes to Alabaster "Well said mate, well said. Although I would have liked it a bit more if there was to be a bit more fightin' in it."


Tears at Bitter Manor

Day 8

Work detail:

Alabaster: 1d6 ⇒ 6
Edward: 1d6 ⇒ 1
Dario: 1d6 ⇒ 4
Isaac: 1d6 ⇒ 6
Jesal: 1d6 ⇒ 2
Ranak: 1d6 ⇒ 5

Rigger Tasks
1 Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.

2 Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

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

4 Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.

5 Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.

6 Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Edward and Isaac feel a lot better this morning, although the fever has not left their system yet

Fortitude saves please, modified for your con damage and the +4 from Sandara, effectively with a +3 for both of you

The storm that was building up yesterday has arrived. Master Scourge gathers everyone on deck:
"All right swabbies! Today you will be helping the riggers, we need all of you to keep the ship in good shape.

Edward, you will repair any damages to the rigging. Jesal, line work in the rigging, Dario, rope work on deck, Alabaster and Isaac mainsail duties. And the cooks mate to the crow's nest as our lookout!"

See work detail spoiler for the rolls you need to make. Because of the storm the DC for all job rolls are at +2 (not for Isaac)

Edward is looking forward to his rum ration later this day


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Fort vs fever: 1d20 + 4 ⇒ (13) + 4 = 17
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (7) + 1 = 8
Climb: 1d20 + 1 ⇒ (3) + 1 = 4
Climb: 1d20 + 1 ⇒ (11) + 1 = 12
Damn the storm... :P
Prof Sailor: 1d20 + 5 ⇒ (6) + 5 = 11
Prof Sailor: 1d20 + 5 ⇒ (7) + 5 = 12

More climb checks needed?
Eward wakes from a blissfull dream, on he'd not mind have lasted longer.
Just him and Sandara on a beach.

"Hey there guys. Hopefully you've slept well, i got a gut feelin today's a tricky one."


hp 12/12; Fort +4, Ref +4, Will +4; Init +2;

Dario is returned. I don't believe I've missed much.

Haul on the bowline eh?

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


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Profession Sailor Take 10: 10 + 8 = 18 Con check: 1d20 + 1 ⇒ (15) + 1 = 16

Getting lashed the day before puts a level of vigor into Jesal's actions this second day and he moves through the days work with efficiency leaving energy for more.

-Posted with Wayfinder


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Profession Sailor: 1d20 + 7 ⇒ (19) + 7 = 26
Constitution Check: 1d20 + 2 ⇒ (1) + 2 = 3

Alabaster puts everything he has into his work, knowing full well what can happen to the mainsail during a storm. As a result, by the end of the day he's exhausted. He takes the opportunity to talk to Isaac, and discuss the future.

Oy, Scourge be a right arse, innit he? I'm fer bettin' 'e'll be as much a problem as any when we be fer makin' our own path, me cap'n. Oh yeah, an I was watchin' Conchobar last night durin' me preachin', an he wasn't fer doin much but payin too much attention ta me Giffer an Rosie. I'll be speakin' wi' 'im aboot tha', ye can bet yer hat. I'm fer likin' Giffs, more'n I thought. When we be makin our move ta our own ship I wanna bring 'er with, see? Speakin' o', ye 'ave any plans on tha'? I ain't fer wantin' ta stay under them any more'n i 'ave ta.

He uses his thumb to motion down to Scourge for the last part.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

So, let me see if I get this straight:
Isaac's original Con was 13 (+1).
Current Con damage is 3. Which brings it down to 10 (+0).
Then, we got the +4 from Sandara. So, this brings my save to just a straight +4, right? Let me know if something's off.

Fort vs Fever: 1d20 + 4 ⇒ (6) + 4 = 10
...ugh. It's... decent? Maybe it's time to bust out the potions that Cogward gave us.
Profession (sailor): 1d20 + 8 ⇒ (6) + 8 = 14
Con check: 1d20 ⇒ 6 Again, do I get a bonus here?

Isaac wakes up, still in a foul mood. However, at the sight of the storm raging around him, he smiles and gives a wild laugh. "Yes! This is what I'm talking about! This is a true test of piracy!"

He puts his all into his work, aiding Alabaster in fixing the mainsail, although it does wear him out in his condition. At Alabaster's inquiries, Isaac smiles. "Aye! He may prov' to be quite th' problem, Mister Cain. However, we mus' be remainin' cautious. As to Conchobar, you can be talkin' to him. One mus' respec' one's tales." At the priest's request to bring Giffer to their ship when the time comes, Isaac smiles and places his hand on Alabaster's shoulder. "O' course, lad. I be thinkin' o' askin' Rosie th' same." When Alabaster asks about acquiring a ship, Isaac gives a sly smile. "We be needin' to wait fer the opportunity. Remember, we be under Harrigan. A Free Captain. He could kill us at a moment's notice. When we ge' away from him, then we have a greater chance. Besides, I'm lookin' fer a good ship. The right ship."


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Con damage doesn't change your score, it just gives you -1 for every 2 points of damage. A slight nuance.

-Posted with Wayfinder


Tears at Bitter Manor
Jesal "Salt" Knothin wrote:

Con damage doesn't change your score, it just gives you -1 for every 2 points of damage. A slight nuance.

-Posted with Wayfinder

Isaac: Your Fort save is therefore: +1 (original) -1 (3 con damage) +4 (Sandara treat disease) = +4. Same result, but that is only because you have odd Con.

In the morning Isaac still feels awful, while Edward feels slightly better.
Dex Damage: 1d3 ⇒ 2
Con Damage: 1d3 ⇒ 1

Edward, I assume you where working diligently.

Later in the day Alabaster, Cogward, Dario, Edward, Isaac and Jesal are standing together near the place where Dario was doing his ropework. They are watching the turbulent ocean when a sudden swell picks up the ship. A massive wave pours over the deck and when the water is gone Cogward is missing from his spot! You look around where he is hurled to and to your shock see him in the water! He is desperately trying to stay afloat in the big waves...


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Jesal immediately dives overboard to help.

Swim: 1d20 + 8 ⇒ (12) + 8 = 20

-Posted with Wayfinder


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Yes sir GM, Edward's making his public image as positive as possible.

"Cogwald! Hang on and grab what i'm tossing you!"

If possible >
Edward summons a smaller drum, summoned instrument cannot be too large to need 2 hands for it. Lasts 1 minute., and throws it to near Cogwald so he has a floater.


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster races to grab the nearest rope.
Ahoy mates! 'Elp me pull 'im in!!

I assume it's an attack roll needed to toss him the rope? If not I'll change it.
Ropey Rope: 1d20 + 3 ⇒ (7) + 3 = 10


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

If Alabaster's rope doesn't make it:

Isaac, seeing Cogwald taken out by the wave, immediately gets to the rescue. Seeing Alabaster's attempt to toss out a rope falling short, he grabs his own rope and ties it around his leg. Turning to Alabaster, he says, "I be the stronges' swimmer. I'll aid Mr. Salt. Mr. Cain, see if you and the others can rally the crew. We be needin' all the hands we can muster." He then jumps into the drink and swims to Jesal and Cogwald.

[Swim: 1d20 + 14 ⇒ (8) + 14 = 22

He shouts out, "Mr. Salt! Guid' him ove' here! Use the blessin's the sea provides ye, if ye can! Mr. Cain! Mr. Edward! Mr. Dario! To arms! Be prepared to pull!"

If Alabaster's rope does make it:

Isaac, seeing Cogwald taken out by the wave, immediately gets to the rescue. Seeing Alabaster toss out a rope, he grabs it. He shouts out, "Mr. Salt! Guid' him ove' here! Use the blessin's the sea provides ye, if ye can! Mr. Cain! Mr. Edward! Mr. Dario! To arms! Be prepared to pull!"


Tears at Bitter Manor

Love your reaction!

This is it! Adrenalin is pumping through your veins as you jump into action to rescue your friend!

Jesal jumps immediately overboard while Edward conjures a magic drum in his hands. Alabaster throws a rope, which just falls short. Seeing that Isaac decides to ties a rope around his own waist. Dario quickly grabs the other end of that rope and Isaac dives into the massive waves!

Edward throws the drum to Cogwald and Jesal and then aids Dario on the rope. In the water Jesal catches the drum and hands it to Cogwald,telling him to stay calm and swim to Isaac. The tree of them cling to the rope and Dario, Alabaster, Sandara, Giffer, Samms, Fipps and Rosie haul them in.

Back on deck the three swimmers are warmly welcomed by the rope haulers. Cogwald spits some water and then says "Thanks mates, I really thought I was off to meet the Pirate Queen. I guess she needs to wait some more for me"

At that moment you hear footsteps behind you and hear the voice of master Scourge "Are you insane! No one dives of my ship into the ocean. It's bad enough to loose one man, you are endangering the whole ship when you desert your post like that! Disgusting maggots! Now back to work for you all!"

I will give you some time to react to this before moving on. Also I hope you do not mind that I resolved the situation like this, I felt that a bunch of DC20 swim checks (with a possible drowning of Isaac or Jesal) would not help the game


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

No problem. It's only fitting that a rescue like that should work. :)

Isaac grabs Cogwald and Jesal. Before the crew can pull them up, he notices his hat bobbing on the surface. He dives his head and grasps it with his teeth. As Cogwald gives his thanks, Isaac smiles and pats him on the shoulder. "No worries, mate. We all in this together, eh?"

After Scourge's berating, the Aspiring Captain stays silent. However, once the Boatswain is out of earshot, Isaac smiles and says, "He be askin' if I'm mad! I tell ye, thank Besmara for that, 'cause if I wasn't, then that would probably never worked as well as it did. Savvy?" He then gives a hearty chortle. "Thank ye, lads! No one be passin' befor' their time on our watch!" With that, Isaac returns to his work.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

That sort of reasoning was kind of what was in mind from the start. Nice.

"You can't be feeding the fish already Cogwald. Besides, wouldn't you be seeing the Lady of the Graves, opposed to Besmara? ;)

Edward slaps the man on the back, glad to see him breathing.


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

I prefer moving the game over analyzing the individual dice rolls. Trust in the DM

Jesal stares agape at Scourge for a moment before he catches himself and gets back to work, checking to ensure the man overboard is physically healthy first

Really? It's like he goes out of his way to be unlikable. This man is flawed

-Posted with Wayfinder


hp 12/12; Fort +4, Ref +4, Will +4; Init +2;

Sorry for the missed time. Assume Dario stayed on the ship and attempted to do what he could from there.


Tears at Bitter Manor

Dario: you helped a lot in hauling in the rope! Jesal: how can you think that? He is not a peoples person, that's all.

Work detail:

Alabaster: 1d6 ⇒ 3
Edward: 1d6 ⇒ 2
Dario: 1d6 ⇒ 2
Isaac: 1d6 ⇒ 2
Jesal: 1d6 ⇒ 6
Ranak: 1d6 ⇒ 1

Rigger Tasks
1 Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.

2 Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

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

4 Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.

5 Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.

6 Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

A few hours later...

Normally the ship would be anchored by now and it would be bloody hour. Instead the ship is still sailing and ship's biscuits would be served. Edward dearly misses some rum to wash that down, but alas, there is no rum to be had.

Edward: DC 7 Fortitude save

Scourge gathers you around him and speaks "As you lubbers can see we are still sailing through the storm. Therefore you will continue to work through the evening."

He rapidly shouts what is expected from each of you see spoiler

Please make the applicable checks, the storm adds 2 to the DC's (not for Isaac). Is anyone fatigued right now? Then make a DC14 con check after the second shift of work or fall asleep on deck.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Fort for DC7: 1d20 + 2 ⇒ (7) + 2 = 9
Prof. Sailor: 1d20 + 5 ⇒ (4) + 5 = 9
Con: 1d20 + 2 ⇒ (13) + 2 = 15

Edward's hands aren't getting grip at the best of times.
"Curses..."
But at least he passed the Con check >.>


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Climb: 1d20 + 2 ⇒ (8) + 2 = 10
Climb: 1d20 + 2 ⇒ (7) + 2 = 9
Climb: 1d20 + 2 ⇒ (15) + 2 = 17
Climb: 1d20 + 2 ⇒ (8) + 2 = 10
Climb: 1d20 + 2 ⇒ (17) + 2 = 19
Climb: 1d20 + 2 ⇒ (13) + 2 = 15
Climb: 1d20 + 2 ⇒ (1) + 2 = 3
Climb: 1d20 + 2 ⇒ (3) + 2 = 5
I didn't know how many it would take so I just did 10

Profession Sailor: 1d20 + 7 ⇒ (10) + 7 = 17
Con Check: 1d20 + 2 ⇒ (16) + 2 = 18

It takes a lot of effort, and the young pirate struggles getting to the sail. Once there, though, he's able to expertly handle his duties. Even though it takes all he's got, his faith in the pirate queen (and another beating!) keep him on his feet. His eyes stay sharp as well, lest another sailor go overboard.


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Prof Sailor: 1d20 + 8 ⇒ (8) + 8 = 16
Con: 1d20 + 1 ⇒ (8) + 1 = 9

Enjoying the waves and the seaspray, Jesal works well and is able to handle the additional difficulties provided by the storm's winds and the tossing of the boat.

The exertion gets to him, though, and he is ready to pack it in for the evening ... but not before he realizes he needs to tend to his patients.

Can he still do that?

Heal: 1d20 + 4 ⇒ (11) + 4 = 15

-Posted with Wayfinder


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Profession (sailor): 1d20 + 8 ⇒ (10) + 8 = 18
DC 14 Con check due to fatigue: 1d20 - 1 ⇒ (17) - 1 = 16

Isaac eats his biscuit and then proceeds to work the sails. Besmara must be watching out for him for despite the weather, despite his fatigue, and despite his illness, he pulls through.

Afterward, he lets Jesal help heal him. He mumbles, "This is bein' ridiculous. There mus' be an easier way to be rid of this illness."


Tears at Bitter Manor

Alabaster has some issues with climbing through the rigging to the main sail. Luckily for him Samms is right behind him. She pushes him onward, (un)fortunately she uses his buttocks to push him on. Lingering just longer than is appropriate she whispers

"Can't have you falling from this height cutey..."

- - -

The others manage to get in some good work. Finally the sails are furled and the ship is anchored. Just after everyone is back on deck Ambrose yells "Where is my cooks mate?"

You look around and indeed, where is Ranak?

Jesal: taking care of Isaac and Edward is fine with me.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

During the second shift...

Isaac continues to work the Line while battling the storms. Looking around, he sees Rosie. At a moment of her struggle, he hastily comes to her aid. With a smile, he says, "Ye all righ'? It seems lik' ye need som' help, Milady. Th' long hours and weather be tollin' on us all. What wouldn't I giv' to be warm and dry. How abou' yeself?"

Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23

When the ship is anchored...

At the question of Ranak's whereabouts, Isaac looks around. "Ranak? Ranak? Wher' ar' ye?" At the lack of a response, Isaac's eyes go wide. He whispers, "No..."


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster turns to Samms and grins.
Oi, mayhaps I be needin' ta almost fall more often, iffen ye'll be keepin' me from fallin' in tha same way!

He gets his work done, and makes his way back to Giffer, barely able to stand.
Aint much in tha world tha' be like sail in' a ship in a storm. A true test from tha' Queen, it is. I'm just fer bein' glad we made it through it withou--

He's interrupted by the call for Ranak, and his eyes dart around the deck, taking in all of the faces.
Isaac! Where he be! We hafta' be findin' 'im!

He races to his future captain, dragging the gnome along with him by her small hand.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac looks around at Alabaster. "I don't kno', lad! But he mus' be around here somewher'! Search th' ship!"


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edward stands close to Jesal,
"Don't suppose he went overboard on a wave like Cogwald did, see anything of the like?"


Tears at Bitter Manor

Isaac, you are preaching to the choir ;-) And what is that with you and Isaac; hitting on the smaller humanoids?

Rosie smiles "Aye, this foul weather chills my @#$$% bones." she looks around and sees that you two are out of earshot "That bastard Scourge would have liked to see you drown I think. Seems he doesn't care much for the Silvermane legacy."

Unfortunately no-one can find any trace of Ranak.
Remember that everyone has a personal locker in the lower hold


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20
GM G wrote:
And what is that with you and Isaac; hitting on the smaller humanoids?

Midget fetish :P

GM G wrote:
Remember that everyone has a personal locker in the lower hold

Either we find it empty, or we find Ranak in it. Pray the former.


Tears at Bitter Manor
Edward Irmington wrote:
GM G wrote:
Remember that everyone has a personal locker in the lower hold
Either we find it empty, or we find Ranak in it. Pray the former.

Ooh, hadn't thought about the second one yet... Thanks!


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9
Edward Irmington wrote:
GM G wrote:
And what is that with you and Isaac; hitting on the smaller humanoids?
Midget fetish :P

Har, har, Edward. :P For me, it's more along the lines of "Wow. This would be unique and interesting. Not really done that often."


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12
GM G wrote:

Isaac, you are preaching to the choir ;-) And what is that with you and Isaac; hitting on the smaller humanoids?

Two Words. Sit n' Spin.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

@Rosie
Isaac gives a smile. "Well, many people would lik' to see th' Silvermane legacy end. But, I can't be passin' on yet. After all, I wouldn't want to disappoint ye."

@Everyone
Isaac runs around frantically, searching for any signs of Ranak. Eventually, he finds himself in the Lower Hold. He searches the area until he spies the lockers. Curiously, he approaches Ranak's locker. He calls the others down. When they all arrive, he opens it.


Tears at Bitter Manor

The chest is locked, but that would never stop a Silvermane. Isaac opens the lock with a pin and opens the chest. Unfortunately it is empty.

The first one to look up (=post):
You see Aretta appraising a crossbow that looks suspiciously like the one Ranak had. Fipps, Jake and Slippery Sy are launching in their hammocks nearby.


hp 12/12; Fort +4, Ref +4, Will +4; Init +2;

Tardy again

Profession Sailor: 1d20 + 7 ⇒ (8) + 7 = 15

Dario helps out with searching for Ranak in his spare time. Not the fastest of friends since Dario tends very much to himself, he nevertheless values the man's life.

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