A long and winding road. (Inactive)

Game Master RHauglin

One foot in front of the other.


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True true but he is a young cat yet, :)I smile a lot which probably shows a lot of sharp teeth. Poor halfling, probably deranged. No one is that nice. In any event I will continue to wander about, playing the high seas rogue that I someday hope to be. for those who want to know the cat is 5,2 green eyed, black hair and very pronounced feline features.He never sits still to long always moving about very excited about being on the boat. I have a black Raven, which sometimes flies sometimes sits in the rigging's.
I would prefer to keep him secret but there really is no way to conceal him on along ocean voyage


You mean he does not set in the crows nest?


To everyone:
You next stop is Kintargo in Cheliax. It will take many days to get there.

To Mystwalkur:

Spoiler:
Using Shadow to keep an eye out for the gnome, you can sneak in and steal. small shield, long sword, bow and arrows, fine clothes, lute, journal and ink, (male) earrings.


Robert Hauglin 13 wrote:
You mean he does not set in the crows nest?

[ooc]well as a Raven it would be an insult to be mistaken fro a crow heh heh[ooc]


I will at the best opportunity take everything I can carry. I will hide the small shield and long sword in the crews quarters if I can, using blend. Everything else will be hidden in as safe a place as I can find shipboard. I will try and wait till we are close to Kintargo.


did I happen to find any hidden drawers or magic using my spells?


My greatsword is no mystery. I carry it always. The sheath is slung across my back so I can draw it with one hand, ala Conan.


The passenger's cabin are a spartan rectangle. A bench sits low to the floor, from wall to wall. In one corner, hooked to the ceiling, is a hammock. You unhook one end of the hammock and rehook it kitty-corner on another hook in the ceiling. So there's no place to hide anything in your cabins. You are fed twice a day, sunrise and sunset.

To Mystwalkur:

Spoiler:
You do not find any hidden compartments anywhere on the ship. However, the captain's room is locked. You detect magic in the captain's room, but not anywhere else on the ship.


The second day out to sea, the crew rushes everyone on to the main deck. There the captain is standing on the aft deck looking down on the gnome and a sailor. The following are spoken in several languages by the crew.

The captain says, "It is a possible theft that brings us together on this day. The accuser, Galik Aberwhinge the captain points to the gnome, who faces the crew. accuses this sailor, Obem the captain points to a sailor standing next to Aberwhinge, also facing the crew. You the crew and passengers, will hear both sides then vote to who is innocent. Mr.Devers is passing around a black and white chit for everyone. If you feel in your soul that Mr.Aberwhinge is innocent, then you will place the white chit in Mr.Devers hat. The first mate removes his hat. If you feel in your soul that Mr.Obem is innocent, place the black chit in Mr.Devers hat."

The gnome steps forward and says, "My belongs were taken from my room. I went to the captain with this news. We began with the crews quarters and fond my belongs in this sailors room. I do not know this sailor, why would I want to bring ill to him?" Aberwhinge steps back.

The sailor steps forward and says, "I admit that these thing are not mine. But just because they show up in my quarters does not mean that I took them. Anyone could have put them there." He steps back.

The captain says firmly, "It is now time to vote."

The first mate walks around with his hat collecting one chit from everyone. He then gives his hat to the captain, who counts the chits.

Who do you believe was innocent?


I say "Accusations are not evidence" and I drop both chits on the deck. I then say, "On a ship where there is nowhere to hide and where belongings such as these are easily recognizable by their owner it is unbelievable that such items would be stolen. It is more likely that other items were stolen of a generic nature, perhaps gold, and these items are a decoy. This is obviously a ruse, but whomever on this ship is behind it cannot be determined and as such a vote is unwarranted. Both are not-guilty. I recommend returning the items that both agreed to and confiscate any other items until we reach port. I will submit an inventory of the items I brought aboard. All passengers, me included, should be allowed access only to necessary passenger areas of the ship unless escorted by ships crew or in the case of the captain declaring an emergency."


This is exciting, I must say it is good to have plans coming together,I will say to the halfing since he seems to be the only one who I can speak to "I think the gnomes is probably playing some kind of mean prank since he seems to enjoy laughing at everyone else so much and I too think perhaps the sailor is innocent for just that reason and why should should everyone be made to suffer because of one persons nastiness, I will ask him to pass on my comment to the captain


how do we know it even belonged to him anyway, maybe he's really a thief trying to lay claim to things that aren't really his, can he prove that whatever that stuff was that it was really his?


If things look like they will get out of hand I will try and hold off any proceedings for a day or so, meanwhile I will as soon as possible mem and use putrefy food and water and spoil a barrel of the drinking water,the one currently being drawn from, at my lvl I won't be able to do much, but I am hoping it will create a diversion of mildly to mid sick passengers and sailors. I will if the plan works fake being sick myself


so the captain has magic, the range for identify magic is 60ft, so I should be able to cast it after a day or so and have a go at discovering what it isthat is if I can get through the current entertainment


I try sense motive checks on all people observing.

I say, "Mr. Aberwhinge claims the equipment is his. Mr. Obem admits he is not the owner of that equipment. Mr. Aberwhinge should take his equipment. Done and done. If any equipment is damaged or missing, he may have a separate claim. But at this point there is no case. Return the stuff. If it's a prank, it's not likely that either party was the perpetrator. It's far more likely that his was caused by someone else."

Captain. With your permission I would like to return to my cabin.

Assuming that I am not stopped, I then turn and head to my cabin and collect my gear.

At all times, I will keep my gear with me, even when I go down to feed and curry my horse. I originally bought 3 days of feed for my horse. If this voyage was planned for longer than 2 days, I would have purchased enough for the voyage days plus two additional days assuming the voyage was planned for less than a fortnight. Longer voyages would require stops for provisions. How much do I owe for passage? Were meals included? I have limited rations. And I need to track my expenses.


From the GM: This is coming before it should but Brown Deer wants to play now. When you dock at your next port, Pezzack, Cheliax. A young girl wearing deer skin clothes and carrying a raccoon boards the ship.
to all.
back in my village one person did something wrong all was punished.


brown deer: 4 feet 3in.,black hair,brown eyes,arcadian (pet:a raccoon named two halks) age: 9 years old,tribe: soix.


To Rokko:

Your horses food is included in the price. A price your family/ Order paid.


Hmmm, a "naïve American". Must be a victim of public education.


mjmeans wrote:
I say "Accusations are not evidence" and I drop both chits on the deck. I then say, "On a ship where there is nowhere to hide and where belongings such as these are easily recognizable by their owner it is unbelievable that such items would be stolen. It is more likely that other items were stolen of a generic nature, perhaps gold, and these items are a decoy. This is obviously a ruse, but whomever on this ship is behind it cannot be determined and as such a vote is unwarranted. Both are not-guilty. I recommend returning the items that both agreed to and confiscate any other items until we reach port. I will submit an inventory of the items I brought aboard. All passengers, me included, should be allowed access only to necessary passenger areas of the ship unless escorted by ships crew or in the case of the captain declaring an emergency."

The captain responds, "Not everything has been found. I'm sure it will sooner or later."


Mystwalkur wrote:
how do we know it even belonged to him anyway, maybe he's really a thief trying to lay claim to things that aren't really his, can he prove that whatever that stuff was that it was really his?

Everyone was on deck and no one laid claim to the shield and sword.


mjmeans wrote:

I try sense motive checks on all people observing.

I say, "Mr. Aberwhinge claims the equipment is his. Mr. Obem admits he is not the owner of that equipment. Mr. Aberwhinge should take his equipment. Done and done. If any equipment is damaged or missing, he may have a separate claim. But at this point there is no case. Return the stuff. If it's a prank, it's not likely that either party was the perpetrator. It's far more likely that his was caused by someone else."

Captain. With your permission I would like to return to my cabin.

Assuming that I am not stopped, I then turn and head to my cabin and collect my gear.

At all times, I will keep my gear with me, even when I go down to feed and curry my horse. I originally bought 3 days of feed for my horse. If this voyage was planned for longer than 2 days, I would have purchased enough for the voyage days plus two additional days assuming the voyage was planned for less than a fortnight. Longer voyages would require stops for provisions. How much do I owe for passage? Were meals included? I have limited rations. And I need to track my expenses.

The captain does not stop you.

As stated, you are fed at sun rise and at sunset.


The gnome glares at everyone. His asinine behavior is worse.


On the fifth day.

To Rokko:

While you were down below, caring for your horse, your horse becomes spooked. Looking around, you don't see anything. After a minute or so, you manage to get him under control.

As you go back to your room.

Spoiler:
You smell the smell of death coming from the gnome's room.

If you go in.

Spoiler:
The gnome is dead, lying on the floor, it looks like he was suffocated. He has a horrified look on his face.


I will lay low for now, if the captain allows it I will climb to the crows nest and spend time people watching from above


To Mystwalkur:
The captain wants the passengers to stay out of his crews way.


[b] understandable since some foolish individual decided to play such foolish prank, how sad that someone acted so childishly [b/] have the rest of us been informed of the gnomes demise yet


was I able to identify the magic in the captains cabin?


Mystwalkur wrote:
[b] understandable since some foolish individual decided to play such foolish prank, how sad that someone acted so childishly [b/] have the rest of us been informed of the gnomes demise yet

Not yet.


Mystwalkur wrote:
was I able to identify the magic in the captains cabin?

Spoiler:
You can identify six potions in the captains desk: cure light wounds, cure moderate wounds, 2 lesser restoration, remove disease and water breathing.

You can identify one potion in a foot locker: cure light wounds.


After smelling a problem I report it to the first crew member I find. I do not go in and I did not read the spoiler either.


mjmeans wrote:
After smelling a problem I report it to the first crew member I find. I do not go in and I did not read the spoiler either.

The crew member that you report it to goes in. He immediately comes back out holding his nose. "Don't go in." He closes the door. "I'll be right back." He leaves, mumbling broken prayers.

Do you stay or go about your business?


To everyone:
The ship drops anchor some distance away from the docks. The dingy with two crew men leave for the docks.


To everyone:

The captain informs the crew and passengers, "We have a murderer on board. No one will be allowed to leave just yet."
The dingy returns with several people.
These people will spend some time with the dead person. They return and take statements from everyone, as to where they were and when.

Anyone not give a statement?

The two men leave. A dead person, wrapped in canvas, is removed from the ship. The captain informs the passengers they may not leave, yet. Over a hour or more, the crew is traded out for a new crew. Every hour there is a passenger head count. "We are behind our timetable, our stay here will be very short."

Two more passenger board the ship. Brown Deer (see above) and Ms.Adventure (Female, elf, auburn hair, 6'-4", 140 pds, studded leather armor, long sword, dog.)

In 30 years of RPing, we never had a zoo as secondary characters before.


I was not asked to stay there, so I would return to my cabin. If asked by any authority about my whereabouts, I answer fully and truthfully. if asked by another passenger or anyone else not of obvious authority, I ignore the question unless provoked and in that case I tell them it's none of their business.


To all:

The roster is as follows:
The captain, Alizandru Kovack.
1st mate, Alton Devers.
The new crew, season sailors who are Cheliaxian.

Passengers:
Evan, halfling, friendly to everyone.
A human wearing a hooded cloak, you do not see much of him during daylight hours.
A human who is not impressed with anything.
Mystwalkur, male catfolk with a raven.
Rokko, male Mwangi human with a horse.
Brown Deer, female Arcadian human with a raccoon.
Ms.Adventure, female elf with a dog.


Once supplies are on board the ship sets sail.
Your next port of call is Corentyn, Cheliax.


To Mystwalker:

Spoiler:
The new girl, Brown Deer, is similar in race and in dress like the woman you saw before. She is wearing similar deerskin clothes. The same kind of bead work.


What are the planned port stops and ultimate destination? Will we be stopping in Absolom? Are the winds expected to be favorable for the entire journey? Is there a few days in the overall plan to account for occasional unfavorable winds? If so, and we end up too far ahead of schedule, at which ports will there be extended stays? Long journeys at sea aren't good for a horse and I'd like to get him out to a field now and then to run.


Suggestion for Robert: Could you please include some additional context. While I know about the Pathfinder system in general because I'm playing in Organized Play games, they cover little tidbits of information necessary for each 4-hour module, I know very little about the Pathfinder Campaign Setting world in general.

The kind of context info I'd like to see is stuff like, when you say "Your next port of call is Coretyn, Cheliax", it would also be nice to include something commonly known about the city, (e.g. "famous for x-y-z") and also have some kind of schedule announcement like "First mate announces we will be docking here for x days" or "this is a short stay, we are docking for supplies only and be leaving at soon as possible.".


Quote:

Suggestion for Robert: Could you please include some additional context. While I know about the Pathfinder system in general because I'm playing in Organized Play games, they cover little tidbits of information necessary for each 4-hour module, I know very little about the Pathfinder Campaign Setting world in general.

The kind of context info I'd like to see is stuff like, when you say "Your next port of call is Coretyn, Cheliax", it would also be nice to include something commonly known about the city, (e.g. "famous for x-y-z") and also have some kind of schedule announcement like "First mate announces we will be docking here for x days" or "this is a short stay, we are docking for supplies only and be leaving at soon as possible.".

What are the planned port stops and ultimate destination? Will we be stopping in Absolom? Are the winds expected to be favorable for the entire journey? Is there a few days in the overall plan to account for occasional unfavorable winds? If so, and we end up too far ahead of schedule, at which ports will there be extended stays? Long journeys at sea aren't good for a horse and I'd like to get him out to a field now and then to run.

What's left of your voyage:

Corentyn,Cheliax.
IlizMagorti, Mediogalti Island.
Ollo, island in the Shackles.
Quent, island in the Shackles.
Port Peril, Shackles.
Bloodcove, Mwangi Expanse.
Senghor, Mwangi Expanse.
Eleder, Sargava.

I do not mind if you have/ do this (exercise your horse) in all the ports, except Corentyn (or where the captain says no).

Unfortunately most ports are not written up.

The point of so many ports in so many countries are to allow players to play any race/ class/ from almost anywhere. It is also trying to make logical sense for the duration.


Magnimar is a large city located on the southwestern coast of Varisia where the Yondabakari River empties into the Varisian Gulf. The city is surrounded by the mostly inhospitable Mushfens. The city itself is defined by two colossal landmarks which predate modern civilization by thousands of years or more. The Irespan is an ancient Thassilonian ruin, the easternmost end of a giant bridge which has now crumbled into the sea. This enormous relic stretched from Magnimar's other most noticeable feature, the three-hundred-foot tall cliff which cuts the city in two known as the Seacleft.

Kintargo is a northern Chelish city situated on Nisroch Bay at the mouth of the Yolubilis River. It is the main harbor for ships heading north to Varisia and west to Anchor's End. Unprotected by any natural barriers, the city and its citizens are among the most cosmopolitan in Cheliax, and the infernal influence, so prominent in other cities of Cheliax, is not nearly as noticeable.

Pezzack [no information available]

The Chelish city of Corentyn is located on the far southwestern tip of the country. Founded as a military outpost, the Arch of Aroden forms the western border of the city, and a 50 foot high limestone wall continues on around the northern and eastern landward sides. Also known as Port Indomitable and the City of Nine Forts, Corentyn has survived dozens of wars, and remains a major trade center and military outpost in the new, infernal Cheliax of House Thrune.

The city of Ilizmagorti is the only settlement of any size on Mediogalti Island. The city’s exact location is unlikely to appear on any map. Many of the ships who dock in the harbour are pirates, but the port is also used by a number of (comparatively) honest merchant vessels.

The town of Ollo is one of the largest settlements in the Shackles. It is ruled by the cruel pirate Avimar Sorrinash, one of the members of the Pirate Council.

Quent is the second largest settlement in the Shackles. It is on the north coast of Motaku Isle, the Shackles’ largest island. It is known as one of the liveliest and most welcoming of the ports in the region.
It is also known for the House of Stolen Kisses, where the sacred prostitutes of Calistria ply their trade. The city is ruled by the popular pirate lord Tessa Fairwind.

Port Peril is the largest port in the Shackles and its de facto capital. It is situated on the mainland, rather than on one of the outlying islands, on the edge of the Terwa Uplands and overlooking Jeopardy Bay. The city is protected by walls, and the stronghold of Fort Hazard. All manner of vices can be found in its twisting streets, and its busy markets thrive on the sale of stolen goods. Rumour has it that the plunder from decades of piracy is hidden in sea caves beneath the city.
Despite being the capital of the Shackles Pirates, merchant ships sometimes dock here to trade.

Bloodcove is one of the few bastions of civilization on the Fever Sea. Bloodcove borders both the trackless Fever Sea and the vast Mwangi Expanse—two huge wildernesses at the very edge of civilization. Its nearest neighbours are hardly much better. To the south there is the former Cheliaxian colony of Sargava, beset on all fronts by its former owner Cheliax, the greedy Shackles pirates who protect it and its own rebellious Mwangi population. To the north lies the pirate haven of the Shackles, an island chain filled with pirates and the remains of whatever cannibalistic society dwelt there before them. Bloodcove is truly a lone bastion of civilization.

The city of Senghor is a port on the Bay of Senghor, which is part of the Fever Sea. It is on the western end of the peninsula known as the Kaava Lands in the southern Mwangi Expanse. The Kaava are a pygmy tribe of kech.
The city was founded roughly 2,000 years ago, and more or less coincided with the destruction of neighbouring Boali. It is not known whether the two events were linked.
The city’s dominant inhabitants are the Caldaru although they are not actually the most numerous of the various human groups who live here.
The city’s harbour is an architectural masterpiece, able to withstand both the very real impact of storms originating within the Eye of Abendego and the unlikely event of a massive naval assault by some as yet unknown enemy.

Eleder is the capital of Sargava and the country's only deepwater port. Its government remains stable and Eleder's military is capable of policing the city. Its incredible wealthy trading companies contribute to Eleder's political value being capable of protecting their investments. Aspis Consortium hold little power in Eleder due to the power of Eleder's trading companies.


You traveled down the west side of Avastan and now you are travelling down the west side of Garund.


Does Brown Dear look to me or smell to me like the same person I rescued, does she carry the gear I left her?
Whenever we are allowed to leave the ship again, I will leave but sneak back on board using blend and get rid of the gnomes belongings I still have. Preferably by selling or trading.
In the meantime I will try to make idol chat with Brown Dear and see if I can determine if she is the one I met on my travels.
I am getting board, and will try and find a tavern or inn to get some ale or bear as well as pick up any tidbits of information that may provide something to do alleviate the ship board monotony when we find a port.


Brown Deer is more than 10 years too young. She does have similar weapons. She does not smell the same, she does smell similar -- people sweat what they eat and pick up smells from what is in there environment. You know she is not the same one as before. Talking to her it is clear she does not understand you.

You do not find the gnomes items.

When you go to shore you find the Cheliaxian people worship demons and devils. The Hellknights (the police) rule with a ironfist. You realize this is not the city to steal or cause trouble in. And being a catfolk, everyone on the street looks at you with I-want-you eyes, your an exotic person.


Do I still have, my own gold and such? Hmm a mystery, good I was board. I can only figure one of the other passengers is of the same career path as me so I will start paying closer attention to their movements.


bored


I will not stay in cheliaxian very long, I will stay on or close to the ship, being harvested for my organs doesn't fit well into my travel plans.


is there an ultimate purpose to this voyage? are we trying to get to someplace specific or are we just randomly creating our own game play from day to day?


I stay observant about this new crew. Particularly concerned with their behavior if they appear to be affiliated with the either the Aspis or Pathfinders organizations.

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