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 (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 wanders up from the kitchen to catch some air and sees the new addition strolling up on the conversation, "Dis one be called Salt and be remindin' our family Captain not to be forgettin Owlbear and da parrot"

-Posted with Wayfinder


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

"Hello Salt... who or what are Owlbear and the parrot?"


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 shows a look of faux shock. "Ah! How could I be forgettin'?! To answer yer question, lass, Owlbear is one of th' strongest people on th' ship. Bit on th' slow side. But he has a good heart. Th' parrot... well, he be one of Mr. Salt's friends. He be servin' as a subtl' informant."


Tears at Bitter Manor

My apologies for leaving you in the cold, I first wanted to give you some time to interact and then real life intervened

Late in the afternoon the ship is anchored and some time after that the big bell is sounded. Grok carries a small barrel of rum on deck and starts pouring for everyone. Master Scourge looks on to see if everyone takes his portion.

You know the drill; either a stealth check to loose the rum or a fortitude save if you drink it.

You can take your nighttime actions


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel, not really knowing any better... takes a sip of the foul stuff... She spends the rest of the night nursing her drink a little at a time...


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
Fort rolls will be the death of me....not enemies...fort saves.

Edward will entertain the crew with a scoundrel song from riddleport.
Entertain: 1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25
Last +4 from the booze, no?

Song:

I know of a tavern not far from here
Where you can get some mighty fine beer
The company's true and the wenches are pretty
It's the greatest damn place in the whole of the city
If you're looking for crewmates, you'll sure find 'em there
Cutthroats and lowlifes and worse I should dare
Ol' Nancy don't care who comes to her inn
It's a den of debauchery violence and sin

So come take a drink and drown your sorrows
And all of our fears will be gone till tomorrow
We'll have no regrets and live for the day
In Nancy's Harbour Cafe

If you're looking to go on a glorious quest
There's a man there who knows of an old treasure chest
For some pieces of eithe an a tankard of ale
He'll show you the map and tell you it's tale
And then there's Nancy, the lovely barmaiden
She may be old but her beauty ain't fading
Ol' Nancy don't care who comes to her inn
It's a den of debauchery violence and sin

So come take a drink and drown your sorrows
And all of our fears will be gone till tomorrow
We'll have no regrets and live for the day
In Nancy's Harbour Cafe


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

oops didn't make a fort roll

fort: 1d20 + 1 ⇒ (17) + 1 = 18


Tears at Bitter Manor

Arhiel Con Damage: 1d3 ⇒ 2
Arhiel Cha Bonus: 1d4 ⇒ 2
Edward Con Damage: 1d3 ⇒ 1
Edward Cha Bonus: 1d4 ⇒ 3

Edward: +3 on charisma = +1 on your perform check from booze, unfortunately the charisma bonus is only for a few hours. Edward is fatigued and Arhiel is exhausted.

Edward smiles as he experiences the familiar taste of the strong ship's rum, he would like some more!

Arhiel is sipping from the rum as Master Scourge comes by. He grabs hold of the bottom of the mug and tilts it upwards "We drink our rum! If you want to sip you can have seconds, but the first one is down the hatch!". He laughs roughly and walks away, leaving Arhiel swaying on her feet from the rum in combination with her earlier ordeal.


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 ⇒ (10) + 4 = 14

Alabaster walks by Arhiel, downing his rum as he usually does, and flashes her a knowing smile as Scourge forces her to drink it. As she sways, he pulls a chair out for her and gently pushes her down into it.
Oy lil lass, ye be needin' ta take a seat afore yer legs be givin' out from under ye... Tha effects of tha rum'll pass, no worries there, but ye best be gettin' used ta it, at least on this ship, see?

Then, with Giffer at his side, he goes and finds the biggest group of crew members he can, and dramatically starts into the second part of the story he told the night before.

Now, ye be hearin' o' tha legend o' tha first Silvermane, an' 'ow 'e got his ship, but were ye fer knowin' tha tale o' how Besmara blessed 'im with a mermaid lover?!

He grabs a second mug of rum, quaffs it in one swipe, and pounds it onto the table, getting the crowd excited.

See, tha Queen was fer knowin' tha' tha' Silvermane would win her contest, an' she was havin' a plan fer 'im, juss like she's got fer all tha' follow 'er, an' she 'ad a reward in mind fer 'im too, juss like she's got fer all who carry out 'er will! See, tha kingdom o' tha merpeople 'ad somethin' she wanted, a magical globe tha' would let ye see wha anyone on' Golarion was fer doin, juss by sayin' their name. She wasn't fer needin' it fer its power, see, but it looked real pretty an' she was fer wantin' it cause it matched 'er curtains! he pauses for laughter, then continues. She came ta Silvermane inna dream, an' told 'im all about it, an' gave 'im 'is legendary compass, tha one tha' points tha way ta tha best loot, an' easiest pickins, an' bade him ta get tha globe from tha Queen o' tha merfolk. Tha' compass would show 'im tha' way, see?

'e sailed for twenty days an' a 'alf 'afore 'e finally found tha kingdom, an' it took 'im another ten ta convince 'em ta give 'im an audience. 'ow 'e was able ta breathe underwater ain't fer bein in tha 'oly text, so don't be fer askin me!

Tha tale o' 'is seduction is one tha's long an' all it's own, but tha queen o' tha merfolk was fer bein' entranced by tha human, an' wanted 'is seduction, so it was fer bein easy ta finally find 'is way into 'er arms. Tha tale goes tha' 'e gave her lovin' so good, she slept 'ard enough tha' 'e was able ta get tha globe, an swim outta tha kingdom, where Besmara sent 'im a giant turtle ta ride back ta tha surface. 'e expected ta be chased, but tha merfolk queen wasn't fer bein mad! She was in love wit tha man, mostly 'cause he was a pirate, so she forgave 'is theft, and story says she tried ta hunt 'im down ta marry 'im... An' ta let 'im know tha' tha's why ye see so many durned merpeople wi' silver hair!!

An' since Silvermane had done wha' she asked 'im too, Besmara blessed 'is whole lineage, so tha' all o 'is descendants would sail tha seas with 'er favor in their sails!
Perform: 1d20 + 2 ⇒ (20) + 2 = 22


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel, so very out of it after being forced to drink so much rum at once, tries to listen to the tale, but has trouble following the narrative. STill, she enjoys the lilt of Alabaster's voice and nods her head slightly in time with the cadence of it, as if listening to a song. When he finishes, she calls out softly with "Huzzah! a fine tale!"

She looks over at Isaac to see if she can tell from his expression how much of it might be true. Not being in general a very impressionable or gullible sort, she is feeling moreso on both counts tonight after the rum.


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 wrote:
he would like some more!

But i don't want some more XD, he thinks it tastes awful from day 1.

"Not bad Alabaster, but it needs a bit more "scoundrel-factor", as would be said in Riddleport."


Tears at Bitter Manor

But Edward might be thinking that the next one will actually taste good... And if that doesn't then maybe the one after that one...

I will let you all describe your nighttime actions and then make a wrap-up for this evening

Arhiel, did you find all the information in the links I provided? There are 4 links in total


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Not really knowing anyone aboard yet except the small group who approached and befriended her, she doesn't quite feel ready to just jump in and walk up to people. She spends the beginning of her first night watching who associates with who, and how they relate to each other and to her group as well.

random crewmember: 1d31 ⇒ 27

Finally, she spots one female (Shivikah) who seems off on her own and approaches her in a friendly fashion. "Hullo, I'm Ahriel.. I know I'm new here and you don't know me from Adam, but you seem lonely sitting here on your own. I thought I'd come say 'hi' and see how you are doing. I'm a castaway, I guess, from Varisia mostly. Where are you from and how did you find yourself aboard this ship?" She'll make small talk with the woman for a while, just being friendly... asking about the men on the ship and who's friendly, who isn't, that sort of thing.

trying to make a friend

diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26

thanks for pointing out the links... they are very helpful!


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

Fortitude vs Rum: 1d20 ⇒ 20

Isaac ditches his rum with no problems, unlike his previous attempts. He listens to Edward's song with a smile. When Scourge forces Arhiel to drink the rum, Isaac scowls at him. He steps over to the new girl to see if she's okay.

When Alabaster tells his story, the Would-be Captain leans back on the rail, a smirk playing at his lips. When the story ends, he gives a good natured laugh. When he notices Arhiel staring at him, he just smirks and raises a brow. Not saying anything, he walks off to mingle.

Seeing Rosie, he walks up, a smile on his face. "Ahoy ther', lass. Ye be lookin' wonderful this evenin'. As per th' usual, o' course. So, what do ye think of th' story that Alabaster be recitin' so far?" Turning his gaze to Arhiel, he asks Rosie, "So, what be yer impressions of the new recruit?"

Diplomacy: 1d20 + 6 ⇒ (9) + 6 = 15 If I get a Cha bonus, add the number to this.

Wow. Nice checks from Edward, Alabaster, and Arhiel!


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

that diplomacy check should have been +14, not +6, so that would be a 34 for diplomacy with Shivikah!! (silly me, i added my cha bonus instead of my skill bonus)


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)

Stealth to ditch rum: 1d20 + 2 ⇒ (15) + 2 = 17

-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

Actually, Arhiel, your diplomacy is +13 according to your alias. Then you add your +2 bonus from the rum. So it should be 35 for diplomacy with Shivikah. But, still, dang!


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

the rum bonus to charisma stat was +2, so that adds a +1 to cha bonus so s/b 34 I think... unless i misunderstood the bonus


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

Maybe we've gotten it wrong. GM G, care to elaborate.


Tears at Bitter Manor

I am off to a party: so a quick post. Ariel has it correct, it is a bonus to charisma, not to charisma skills. Therefore you need +2 bonus and only get +1 on your skill checks.


Tears at Bitter Manor

Alabaster Rum Con Damage: 1d3 ⇒ 3
Alabaster Rum Cha Bonus: 1d4 ⇒ 2
Isaac Rum Con Damage: 1d3 ⇒ 3
Isaac Rum Cha Bonus: 1d4 ⇒ 1

Alabaster Fort save second rum: 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11
Alabaster Rum Con Damage: 1d3 ⇒ 2
Alabaster Rum Cha Bonus: 1d4 ⇒ 3

Jesal easily ditches the rum.

In the main hold Alabaster and Edward are competing for the biggest crowd. Alabaster draws a crowd of five swabs and riggers, but Edward is the main entertainer tonight with a crowd of six!

After Alabaster is done it is silent for a moment before everyone starts applauding the performance. Unfortunately the applause is barely audible because of the ruckus Edward's audience is making while they sing along with the chorus.

Rosie smiles at Isaac "I am curious to the freaking @#$@#$ seduction tale!". That is just the moment that Conchobhar interrupts "Oh my sweetie, have I got seduction tales for you! If you would excuse us my captain" he doffs his head to Isaac and offers his arm to Rosie "I have some stories to tell this fair lady in private".

Rosie winks again at Isaac but takes the offered arm "They'd better not be too $%%%^$ lewd or I might need to smack that %^#%@ head from your shoulders!

- - -

Arhiel moves to the deck to get a breath of fresh air after the rum. She notices that a dark Mwangi woman is already on deck. The woman grunts when Arhiel starts making small talk, but when Arhiel silences the woman starts speaking in halting common. "Am Shivakah, long on ship. Watch out, no tribe here. Only outsiders. Be careful. Plugg evil, he cares not. Scourge worse. You stay silent and do job they not notice you"

She stares over the sea again. After a short while she moves away but not before she places a hand on Arhiels shoulder. "I look over you"


Tears at Bitter Manor

Sandara comes to you before you turn in for bed and gives Alabaster a stern gaze.
"Do you know that rum is pure poison?! If you drink like that every night you might visit Besmara sooner then she would like!

- - - Day 10 - - -
Isaac, Fort save please for the disease

Work Detail:

Arhiel: 1d6 ⇒ 3
3 Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.

Alabaster: 1d6 ⇒ 6
6 Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.

Dario: 1d6 ⇒ 3
3 Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.

Edward: 1d6 ⇒ 3
3 Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.

Isaac: 1d6 ⇒ 6
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.

Jesail: 1d6 ⇒ 3
3 Fishing: Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish.

Krook Drunk? 1=Y: 1d2 ⇒ 2
No, Krook is not drunk

In the morning Master Scourge gives everyone their task for the day
"New girl, you swab the decks with Dario and Edward! Storyteller, you go and repair the broken things! Whitehair, mainsail for you! And you Mwangiman, report to Krook!"

Amrose Krook welcomes Jesail "Morning! Let's see if you are any good with the fishing gear. I do not trust you with my pans, you don't seem to be as competent as Ranak."
Krook's eye twitches as he pushes you out of the kitchen "Get on with it!"

Daytime actions and thanks for waiting for me!


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 gets to work, strangely with a fond memory of when he worked for his uncle back in Riddleport.

Con check: 1d20 + 2 ⇒ (9) + 2 = 11

To Dario and Arhiel;
"When i worked with my uncle on his ship, any greenhorn would be pranked. They'd always be assigned this work on their first day, and their materials were greased. Sights of eager people going flat was a laugh. Of course that happened to me too."

Daytime action:
Spending time with Sandara, sharing stories of the better parts of his youth and trying to get her to do the same.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel gives Shivikah a warm smile as she leaves...

The next day, she gets to work swabbing the decks, working diligently at her task, not happy to be working so hard, but glad of the new-to-her togs supplied by Grok, rather than her flimsy rags that she had been wearing.

con check?: 1d20 + 1 ⇒ (17) + 1 = 18


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 is about to respond to Rosie... when Conchbar shows up. Suspecting that he may have ulterior motives, he charms, "Excuse me, fair lady. But, I have a few tales of me own. Mayhaps, the story of how I sailed on a ship that spent 6 months in the Eye of Abendego. Or the tale of how I was nearly hanged in Blackblood Cay. Or the story of how I got me kraken tattoo." He turns and shows the start of the tattoo. He then turns around, kneels down, and takes one of Rosie's hands. "Or the tale of how a member of one of the greatest pirating families was seduced by the prettiest lass on the . If ye give me the opportunity to be alone wit' ye, dear Rosie, then I can tell ye every last detail."

Diplomacy: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21

Day 10

Con vs disease: 1d20 ⇒ 8

And I was doing so well last time.

Isaac gets up, feeling rather terrible. Grumbling, he heads up top to receive his assignment. Raising and lowering the mainsail proves to be no problem. However, eventually, fatigues reaches him. He's panting, his energy spent.

Profession (sailor): 1d20 + 8 ⇒ (13) + 8 = 21

DC 10 Con Check: 1d20 ⇒ 6

...I hate Con checks. I hate diseases. And I hate fatigue. I guess I'll hold off on my daytime action until I know the results of the fatigue check. Can someone, anyone give me a 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

I'm sorry. Just let me fix the incomplete sentence I left in there.

Isaac Silvermane wrote:
"Or the tale of how a member of one of the greatest pirating families was seduced by the prettiest lass on the . If ye give me the opportunity to be alone wit' ye, dear Rosie, then I can tell ye every last detail."

"Or th' tal' of' how a member o' one o' th' greatest piratin' families had been seduced by th' prettiest lass to sail th' Shackles. If ye giv' me th' opportunity to be 'lone wit' ye, dear Rosie, then I can be tellin' ye th' tale in... greater detail. And in a more romantic setting'. Wha' say ye, lass? Will ye join me?"

I'm sorry. That would have just bugged me.


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 ⇒ (2) + 8 = 10

"Ya, dis one bein' da new one. Ya bein Kroop, den. Dis one bringin da fish."


Tears at Bitter Manor

Evening Day 9
- - -
Rosie smiles at Isaac and shakes her head "Oh no, I am a free woman and I get to @#$@#% decide which #$%#@ man may entertain me! Tonight I choose Conchabar and maybe tomorrow I will choose you Isaac! But that @#$R@ choice is mine to make!"

Day 10
- - -
Arhiel, the text matches the adventure, I think the "either" is about the STR or CON check. Language is a bit weird indeed

Isaas has the impression that Sanadara's ministrations have helped him get ahead of the disease! However he is still tired from his long day working the sails.

Finally you are rid of the disease, congrats!

Kroop looks doubtful when Jesal carries the catch of the day into the galley "Was that all you could catch? It will probably suffice, but it is a meager catch"

Edward and Sandara share stories about their childhood. Edward learns that Sandara was raised in Hell Harbor. Her overworked parents (a fisherman and a seamstress), had little time to spend with their daughter, and Sandara grew up on the port’s hard streets, where she quickly learned to look after herself.

She worked on the docks when she could, carrying out what jobs she could get, and soon developed a keen eye for trouble and a reputation for standing up for herself. She began frequenting the bars and taverns of Hell Harbor by the age of 9 and was learning the ropes of sailing by the age of 12.

Dario works diligently through the day and the places where he scrubbed look pristine after he is done.

- - -
Anything else during the day?


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 ⇒ (7) + 7 = 14

Alabaster spends the day fixing things around the ship, and making small talk with the crew members. He finally makes his way to Barefoot Samms and flashes his customary smile.

Aboy thar Samms! I ain't had time fer talkin' to ye since tha storm and thank ye fer helpin on tha sails. Ye been alright since then, I bet?
Diplomacy to Influence: 1d20 + 5 ⇒ (2) + 5 = 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

Evening...
Hearing Rosie, Isaac nods and stands. "Very well then, lass. I be trustin' that our friend, Conchobar, to be th' utmost gentlemanly type to ye." He turns Conchobar and smiles at him. "Ain't that right?" The Would-be Captain's stare is intense.

Subtle Intimidate to Conchobar: 1d20 + 7 ⇒ (3) + 7 = 10 Reading the rules for intimidate, I found something interesting:

www.d20pfsrd.com wrote:
Larger or Smaller than Target: You gain a +4 bonus on Intimidate checks if you are larger than your target, and a –4 penalty on Intimidate checks if you are smaller than your target.

So, since Conchobar is a gnome and gnomes are small creatures and Isaac's a human and humans are medium creatures, Isaac gains a +4 to his subtle intimidation to Conchobar. This brings it to 14. I don't know if I can Take 10 on intimidate checks. But if I can, then I ask that the roll be substituted for a take 10 check, making the result 21. If a Bluff check is required to send a hidden message without Rosie catching on, then it would be a DC 15 Sense Motive check.

Day 10...
WOO! No more disease!

Tired and weary, Isaac moves on to find Rosie. After locating her, Isaac walks up to her. "Ahoy there, lass. I be hopin' Conchobar be treatin' ye righ' las' nigh'."

Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel chuckles at the idea of the pranks Edward describes and checks to make sure she's not being pranked, perhaps with buckets with holes in them, greased work area or equipment, or anything else. She does work hard for the day and keeps her mind on her work, but she'll try chatting a bit with Dario while they both labor diligently.

"So, Dario, how long have you been on the Wormwood? I suppose everyone knows how I got here... How did you come to be here?"


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 what? Disregard the take 10. I already rolled and will accept the results.


Tears at Bitter Manor

Thanks Isaac: that is also my policy, can't go back to a take 10 if you rolled.

Isaac, evening day 9
- - -
Conchabar gives you a nervous smile and then stammers "I certainly wouldn't offend this magnificent lady, now would I?"

Day 10

Alabaster:
- - -
Samms smiles at you and then shakes her head as if she is disappointed in you or herself "Alabaster, you spin marvelous tales. But I think it is best if I concentrate on my duties right now."

Isaac
- - -
Rosie blushes slightly at your question and replies "He certainly did Isaac, he certainly did..." she then fidgets with a dagger at her belt, adjusting it slightly. "what have you been up to all day?"


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

Yeah. I was looking back in the thread and I saw you posted about that. Guess I forgot about it.

Isaac notices the blush on Rosie's face. He frowns slightly, the evil green eyed beast known as jealousy rearing its head. "Did he... do anythin' o' th' lewd natur'?"

At Rosie's question, he shrugs. "Not much, lass. Jus' been assigned to work th' Mainsail. Fer som' reason, it really be wearin' me out. Haven't worked th' Mainsails 'fore. I could use somethin' to help relieve th' tension in me joints." He works out his arm, trying to relieve the tension in his muscles. "Luckily, I seem to be rid o' me sickness." He ends with a smile. "How ar' ye, lass?"

After she answers his question and a few moments of silence, he turns to her. "Rosie. I be havin' som' things to tell ye about Conchobar. Lass... he be only trying' to lay with ye. Durin' an earlier conversation between th' two o' us, Conchobar tried to make a wager between fer yer affections. I turned it down. I be carin' fer ye, Rosie. But, it's obvious tha' Conchobar only wants to lay wit' ye." He kneels down and looks in the eye. "Thought ye should know."


Tears at Bitter Manor

Isaac: I also forgot that I already mentioned it, no problem

Rosie plants her arms in her sides "That is none of your F#$%GSG$ business Isaac! I am a DFG#$%R grown woman and #$%SD perfectly capable to take of myself!"

After Isaac has shared his story regarding Conchobar she laughs "Oh you SDF$#@ romantic sod! Has it occurred in that lump you carry on your shoulders that I might RTER@# like some sports between the sheets! And I don't mean the sDFS$# mainsail!"

Laughing she moves away, continuing with her duties.

- - -

Day 10 - Bloody hour
- - -

Quartermaster Grog deals everyone their portion of rum

Fortitude save if you drink it, stealth if you ditch it
Time for nighttime 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

Edward ditches the rum.
Stealth: 1d20 + 2 ⇒ (14) + 2 = 16

Night time action.
Edward will have a conversation with Cogwald about some of the rarer rumors involving divine intervention of gods of travel & adventure like Desna and Caeden and the gods of life's cycle, like Pharasma.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

fort: 1d20 + 1 ⇒ (8) + 1 = 9

gah, failed again

Arhiel drinks her rum, doing her best to sip while looking like she's just downing the stuff... still it makes her sick to her stomach and sends her head reeling...

Having worked with Dario all day and gotten no response from him during working hours, Arhiel will again try to strike up a conversation if he's not busy gaming or gambling. "So Dario, you're a very focused young man, working hard at your tasks during the day. Have you a few minutes for me now? Tell me a bit about your experiences as a sailor. And how did you come to be aboard the Wormwood?"

diplomacy: 1d20 + 13 ⇒ (11) + 13 = 24


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

Seeing Rosie yelling at him, Isaac winces, mentally berating himself. However, at her laughter, Isaac just stares, a bemused expression taking over (as well as a slight pink tint to his cheeks). When she leaves, he still stares. 'Puzzlin' and puzzlin'. Ye be an interestin' woman, Rosie. And ye keep drawin' me interest.' He then stands and gets back to work.

Night time action

Stealth: 1d20 ⇒ 20

Despite his fatigue, Isaac manages to ditch the rum given to him with expert skill. He looks around the deck and decides to talk to someone he hasn't talked to before. He then sees "Ratline", one of his fellow riggers. He approaches him. "Ahoy ther'. Ye ar' called "Ratline", aye? I be Isaac Slivermane. If I may ask, how did ye get th' name?"

Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25

He also keeps an eye on his friends, making sure they don't wind up in trouble.

@Arhiel
Dario is a PC. Though, he has been strangely absent. Then again, he does have a tendency to do that.


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 hammers back his rum with his usual gusto, tosses the mug back to grok and grins.
Oy Grok, tha' be tha' stuff thar!
Fortitude: 1d20 + 4 ⇒ (7) + 4 = 11

After, he spies Samms again, and decides not to give up. He tips his hat to Giffer and speaks low, so that no one else can hear.
Well, I be off ta recruit another to tha cause, see? Do me a solid an fin' out quietly iffen there be any others tha... don't like tha current management?

He gives her a quick hug and makes his way to Samms.
Aye Samms! I was fer thinkin maybe ye'd like ta talk now, since we got more time an' no work ta do? An mayhaps now I can thank ye fer savin' my life durin' tha storm?

He snags two more mugs of grog and takes a seat beside her, sliding one to her and gulping his own.
Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6


Tears at Bitter Manor

Alabaster Con Damage: 1d3 ⇒ 2
Alabaster Cha Bonus: 1d4 ⇒ 4
Second mug
Alabaster Fort save: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Alabaster Con Damage: 1d3 ⇒ 3
Alabaster Cha Bonus: 1d4 ⇒ 2
Arhiel Con Damage: 1d3 ⇒ 1
Arhiel Cha Bonus: 1d4 ⇒ 1
Dario Stealth take 10: 10 + 2 = 12
Jesal Stealth take 10: 10 + 2 = 12

Edward, Dario, Isaac and Jesal ditch their rum while the Alabaster and Arhiel drink theirs.

Alabaster
- - -
Samms accepts the mug and then downs it in one big gulp "Ya're welcome" she then abruptly stands up and walks away.

When you stand up you notice that your legs feel rather wobbly. You know that this is an effect of the alcohol you drink so freely

Arhiel
- - -
You keep on trying to encourage Dario to tell something about his past
Indeed, Dario is a PC. Although absent at this time. I assume it is the busy December month that is keeping him from posting

Edward
- - -
You spend a nice evening discussing religion with Cogward

Isaac
- - -
Ratline spins a tale about his youth in the slums where he made a living as an exterminator catching rats. He tied these rats to a string by their tails and so made a "ratline".


Tears at Bitter Manor

Work Detail:
Alabaster: 1d6 ⇒ 4
Arhiel: 1d6 ⇒ 4
Dario: 1d6 ⇒ 3
Edward: 1d6 ⇒ 4
Isaac: 1d6 ⇒ 5
Jesal: 1d6 ⇒ 3
Krook Drunk? 1=Y: 1d2 ⇒ 1

Alabaster, Arhiel & Edward:
4 Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, 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.

Dario:
3 Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.

Isaac
5 Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check. 4 checks for up and 4 for down. Take 10 allowed

Jesal:
3 Fishing: Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish.

Day 11
- - -
When Jesal gets to the galley he finds Kroop drunk. The cook slurs "You foundd the visshes bevore! Nowz goes and bringz me morez!"

The others get their jobs from Master Scourge who seems preoccupied. Later that day you understand why, you approach a coast with shallow waters. Navigation is likely difficult here.

Daytime actions if you want!


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

Profession Sailor: 1d20 + 5 ⇒ (13) + 5 = 18
Con check: 1d20 + 2 ⇒ (10) + 2 = 12
Wow....i actually passed another con check.

Daytime:
Edward will court Sandara some more.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

str check, working diligently: 1d20 + 4 ⇒ (4) + 4 = 8
con check: 1d20 + 1 ⇒ (9) + 1 = 10

Arhiel puts her all into the work but it proves too much for her ho-hum average strength, calling for more brawn than she can muster. Despite working hard, she is not fatigued at the end of the day...


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)

"Dis gettin ta be a habit wit ya," Jesal grumbles, quietly promising himself he 's saving a bucket of seawater for Kroop on the morrow. Heading out to fish, he finds a bit of respite in the simple, comfortable task he has grown up with over the years.

Survival: 1d20 + 10 ⇒ (4) + 10 = 14

-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

Day 10 Evening...

Isaac scratches his chin as he listens to Ratline's tale in interest. He asks, "And how did ye end up on this tub, lad?"

Day 11

Isaac gets out of his bunk and heads up to the deck. After receiving his assignment, he clambers up to the crow's nest.

Take 10 on all checks. So that's four DC 19 Climb checks going up, a DC 15 Perception check, and four DC 19 Climb checks going down.

He looks around carefully up in the crow's nest. When he comes back down, he heads to his friends. "Seems lik' we be headin' fer som' shallows. Should be a rough ride."

Daytime Action

For his daily dose of interaction, Isaac decides to make a bold move. With a careful eye, he spies his target: Patch Patchsalt, Mr. Plugg's mate. He carefully and awkwardly inches his way to her, trying not to look suspicious (though, to an outsider, it looks pretty funny). When he's close enough, he says, "Umm... ahoy ther', lass. I don't believ' I know ye. May I ask fer yer name?"

Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23


Tears at Bitter Manor

Evening Day 10

Ratline laughs "I got tired of scraping together some coppers by catching rats. You know when the ships come in and everyone goes drinking and wenching? I thought that would be my life so I offered to catch the rats on a pirate ship. It was easy enough to hide on board. That was my previous ships, Cap'n Harrigan and that captain had some quarrel and that was the end of that ship."

Ratline looks you in the eye, dead serious "Don't you try anything with the captain, you might think that you can handle Masters Scourge's ire, never think that you can deal with the Cap'n!"

- - -

Day 11

Master Scourge walks by Arhiel as she is removing knots from a rope. He stands just a bit too close and suddenly shouts "No b+@*&! You are up for punishment in the bloody hour!"

Apparently he found something not quite right about your work.

Isaac approaches Patch Patchsalt, who does her name honour by wearing a patched up cloak. She replies "What do you want rigger? If you don't have anything important to say then just shut up!". His usual charm does not seem to work with the lady.

- - -
Day 11 afternoon

In the afternoon the ship is anchored near a reef, some 200 feet away. Mr. Plugg calls you together on the main deck. At his feet lie four crab pots.

"The good Cap'n wants crab for dinner and you will make sure he gets it! Swim out, fill the pots with crabs and get back!"

The initial swim across the open water passes without event, and you soon approach a superb coral reef, measuring approximately 100
yards square, lying between 5 and 30 feet below the surface.

Position yourself on the map please


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel curses under her breath as Scourge targets her for punishment during the bloody hour. She does heave a sigh of relief in hopes that successful crab hunting will earn her a reprieve. She swims out awkwardly with the others, but does make it (apparently). She is glad to find a place where there is reef so close to the surface that she can ALMOST touch it. It's comforting at least a little bit to know she can hold her breath and take a break from treading water now and then. Still, she's sure unpleasant things live on the reef, so she keeps a sharp eye out for nasty fishes and crabs too.

perc: 1d20 + 3 ⇒ (18) + 3 = 21


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

Day 10 Evening...

Isaac looks at Ratline seriously. "I don't inten' to, Ratline. I don't inten'."

Day 11...

Isaac is taken aback by Patch's snap at him. Figuring that she doesn't want to talk to him, he replies, "Nothin', ma'am. Apologies, ma'am." He then walks off.

Day 11 Afternoon...

After being told that he's to get crabs for dinner, Isaac suits up and gets ready. After grabbing his gear, he takes one of the pots and heads off the ship. In the water, he's unnaturally graceful and fluid, like a dolphin or a fish. When they reach the reef, Isaac smiles at the wonder and beauty. However, he keeps his guard up, knowing that there would be predators nearby.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11


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 knows the taste of fine prepared crab and has no qualms to go fishing.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


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: 1d10 + 7 ⇒ (9) + 7 = 16
Constitution: 1d10 + 2 ⇒ (10) + 2 = 12

Alabaster spends his work day tying his knots, and once more approaches Samms.
Samms, I 'ope I weren't fer makin' ye mad. Ye saved me life, an' feel I owe ye. Be there anythin' I can be doin' fer ye?
Diplomacy: 1d20 + 5 ⇒ (9) + 5 = 14

After the announcement of crab hunting, Alabaster grabs his gear and heads out to the reef. Once there, he keeps his eyes alert, loads his pistol, places it in his belt, and draws his cutlass.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17

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