Aardvark's "To What Depths Would You Go For Freedom?" S&S Campaign (Inactive)

Game Master Troy Malovich

Four unlucky souls find themselves press-ganged into the crew of the Wormwood.


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Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

"I am in agreeance that we may need act in a way that goes against the most basic of seafaring laws, laws that even the most vile of scum dread to think of violating. However I am want to give other options a try before jumping head long into that realm. If we raise hand against the skipper of this ship, not only will we have to face their wrath, but if word of what transpires get out, then we will have to face the wrath Harrigan, or any other who respects the laws of the sea. If we are resolute on taking this path, I believe we need to make sure of the resolve of all we dare to call ally, and when we strike, we must be sure to kill all of the snake, we cannot settle for merely cutting off its head."

"I say we sample those of the crew we believe we can trust, but leave the talk of mutiny by the way-side. We needn’t be convicted of the most heinous of crimes before we even have a chance to commit it. Also, I wish to not give Scourge any excuse to try and move against us. Foul as he may be, he'd relish the chance to be rid of us in a more legal fashion, however, if we can wait until the time if right, perhaps we can be rid of him, in a way that leave none with ill blame. At the least, I would rather our actions be that of slaying a foul skipper who is in open defiance of the law of the sea, than to be known as the mutinous curs who wrested command of a ship from a man who was only trying to maintain order and discipline."


Male Human Sorcerer 2 (AC: 13 [13 /10]; HP: 10/10; F+0, R+2, W+3; Init: +2; Perc: +0

"My magic is of a more indirect method, I specialize in the magic of the storm and wind. Though I would support whatever method comes about. I do enjoy the thrill of battle."


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Are you guys still discussing, or taking any other actions this evening, or should I roll on to the next morning.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Move to the morning, I think.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Sorry for the delay - issues arose at work and I haven't kept up as much as I should have...

Ciera once again regains consciousness after her heavy beating. The freshly healed scars on her back forming a web with the older ones. She woozily climbs to her feet.

"With Scourge and Plugg actin' like this I recon even the sailors on their side'll soon be itchin' t' get rid of 'em" she says. "I've never heard of a crew that stayed loyal fer long without grog or entertainment. I say we keep our heads down an' see if we can't work on some of the others t' see if they'll support us against the bastards. The longer we wait the more of 'em will be on our side."

Move to morning i reckon.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

The next morning it seems that, although the crew may be more alert from not drinking or staying up later, they are all a little more somber. Plugg and Scourge seemed to be delighted by this, as Scourge cracks his whip to remind them that it's not loving their job that compels them to work harder. Plugg however still seems to be irritated, and often sends scowls in the direction of the press-ganged crew.

GM's rolls:

Holgur 1d6 ⇒ 2
Kelly & Belor 1d11 ⇒ 6
Ciera 1d11 ⇒ 8
Balsooma 1d6 ⇒ 2

Holgur is once again assigned to the upper rigging work. At least this day he does not have to deal with angry Maheem. He is joined by the somewhat mousy, and rather nible halfling known as Ratline.

Upper Rigging Work:
Make a Climb check
Also, make either a Profession (Sailor) check -OR- a Dexterity check
Also, make a Con check to avoid fatigue.

Kelly and Belor are together assigned to the filthy work of making sure the bilges are clean. Today, however, they do not get Rosie's company. Instead they are joined by one of the Rahadoumi prisoners from the now confiscated ship. He seems to be distant, and not exactly forthcoming with friendly conversation. His irritated glares at Belor hint at where his frustrations may lie.

Man the Bilges:
Make a Strength check
Also, make a Con check to avoid fatigue.

Cieran is also hauling rope again. There's no doubt that these jobs are not coming up on the roster by chance. They group of you seem to be appointed the worst jobs. Cieran doesn't get to enjoy Jack's company, because she is saddled with Shivikah, the tall Mwangi woman, who has shown no love for the group of newcomers.

Hauling Rope and Knot Work:
Make either a Profession (Sailor) check -OR- a Strength check.
Also, make a Constitution check to avoid being fatigued.

Balsooma lucks out yet again as Ambrose keeps himself out of Plugg's way by focusing on his cooking. He knew Plugg hated him on The Wormwood so he is not trying to give him any reason to be rid of him now.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Kelly casts a somewhat sympathetic glance toward their new friend, and then tries to afix an annoyed scowl to his face for the rest of day as he focuses on trying to get this job done and not be on the recieving end of the lash again tonight.

Str Check (work diligently): 1d20 + 4 ⇒ (6) + 4 = 10
Con Check: 1d20 + 1 ⇒ (5) + 1 = 6

I forget if we're supposed to take daytime actions as well, my plan is to focus on the work so apply appropriate bonus to my STR check if applicable.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Ciera, still stiff after her rough treatment of the night before, sighs as the assignments are read out. Giving her tall companion a wary but friendly smile she resolves to put her head down and work, trying to avoid another beating.

Profession (Sailor): 1d20 + 3 ⇒ (12) + 3 = 15
Con (working diligently): 1d20 + 4 ⇒ (2) + 4 = 6


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

At least I don't have to look at that ugly Maheen's face Holgur thinks as he hastens up the ropes to the top riggings. Ratline might well be nimble, but he is a runt with the strength of a youth rather than that of a man. As a result, it falls to Holgur to do all the heavy pulling on the ropes and lifting of the pullies so that Ratline can get his little hands in to do repair work.

As they work, Holgur tries to pick Ratline's brain in conversation. "What do you think Plugg does all alone at night on deck by himself. Have you ever seen him do anything impressive? Ya know, sword-fighting or magic stuff? Maybe he practices that kind of thing when we are all below deck. Seems like he don't even want Scouge to know what he is up to."

At the end of the day, Holgur finds himself drained from doing the work of one and a half men by himself. Frankly, he is glad that there is no rum ration to be had because he is no shape to fight off a hangover in the morning.

Climb
1d20 + 8 ⇒ (17) + 8 = 25

Con Check
1d20 + 2 ⇒ (6) + 2 = 8

Profession (Sailor) + Work Diligently
1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16

When he is with the others again, Holgur tells them of a though he has had. "When I was up in the riggins today something popped into my head. Plugg sends everyone down here at night and stays on deck alone. I wonder if he might not have some mutinous leanings himself. But his would be against Harrigan. "

"I don't think he would try to battle the Wormwood face to face; Harrigan has the full crew and an undamaged ship. No, I think he might be considering slippin' away in the darkness when the Wormwood is away from us a little bit. If so, he would not want any of us old salts to see any change in course by looking at the stars."


Male Human Sorcerer 2 (AC: 13 [13 /10]; HP: 10/10; F+0, R+2, W+3; Init: +2; Perc: +0

Belor choosing to ignore the Rahadoumi sailor the best he can will focus on his work in the bilges.

Str Check (Work Diligently) 1d20 + 4 ⇒ (19) + 4 = 23
Con Check 1d20 ⇒ 17


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

Balsooma takes a little time out of helping Ambrose to get a better knowledge of the goings-on of the ship.

Action: Sneak

He heads to the common sleeping area, and takes a look around to see if those who aren't friendly towards him or his shipmates are hiding any information or weapons.

[ooc]Perception: 1d20 + 8 ⇒ (14) + 8 = 22


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Kelly, working diligently is a daytime action

Everyone manages to get the work done today, keeping the lashings at bay for tonight's bloody hour. As Balsooma looks into the sleeping area, he finds that there is very little amongst the crew's belongings. When they were sent over to the Man's Promise, they came over with little to nothing.

As he returns to the kitchen Tam stops him, "Hey, watch where yer goin!" he growls, looking around before lowering his voice "Hey, you guys are alright, but Scourge don't like you, and I've known him too long to know I won't be changin his mind." He again looks around before continuing "The two o' them don't like your group at all, and I think when we get to Port Peril they are done with you, or maybe sooner. That is, if Plugg plans on goin there. There's talk o' him havin other plans. Watch yer backs afore he's has someone put knives in em."


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Bump and reminder that so far only Ciera has spent the money from their visit to the Quartermaster's shop.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

I meant to spend some gold there but forgot to do so. I will make a shopping list and also put up a more detailed post later today. A few RL demands must be completed first. Have no fear, I am still having fun with the game.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

I updated Holgur's equipment. He now has a chain shirt, a full quiver of 20 arrows, a tanglefoot bag and a vial of acid. Did he ever get back the original gold that was taken when he was shanghaied?


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

assuming that Balsooma passes on Tam's words... and bump

"We need t' keep our heads down 'an watch our backs. If its true that Plugg's planning on slippin away from the Wormwood we should wait till we're clear before we take action - otherwise Harrigan'll just turn and get us all fer mutiny."


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

"Aye. But, as Balsooma said before, Harrigan's law was the only bit o' protection we had."

"I want to know what Plugg does all alone at night. It's probably important to know before we make any moves."

To Belor he asks "How many of your old crew do you think we can count on when it comes to bloodshed?"


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Just to clarify, the sails of The Wormwood vanished over the horizon at dusk on the first day. This was when Plugg stated there would be neither rum nor entertainment. As for Belor's old crew, I do believe only 1 of them is with the current crew.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

"I'd say we've got fourteen or fifteen who'd fight with us and ten or eleven against us. The longer we wait the more I recon might've had it with Plugg's "discipline" but it also gives 'im longer t' get rid've some've us.

I could try t' sneak up on t' the deck t'night. I've got this potion here that might help. Not keen on gettin' a keelhaulin though!"


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

"No doubtin' yer a brave lad, Ciera. Just be careful not to get so close that Plugg might here you. After seein' Harrigan eatin' a human heart, I ain't so sure these bastards are just regular pirates. Y'know what I mean?"

Since Holgur is exhausted from the rigging work he turns in early in hope of recovering for tomorrow. After all, if they are going to have to fight soon, he does not want to do it with weary limbs and slow reflexes.


Male Human Sorcerer 2 (AC: 13 [13 /10]; HP: 10/10; F+0, R+2, W+3; Init: +2; Perc: +0

Belor will turn in as well so that he is ready for the battle ahead.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Before going to bed Ciera will find Kelly and try to find out how long the potion of Invis. will last.?

Ciera waits until the crew are deeply asleep before surreptitiously drinking the potion and heading to the deck (around 1:00am), trying to find out what Plugg's up to. She will return to her hammock before the potion wears out if possible.

Stealth: 1d20 + 9 + 20 ⇒ (19) + 9 + 20 = 48 (roll+skill+moving invis.)


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

"The potion won't last too long, maybe the length of a short conversation, about a 300 count, not long enough to stake out the deck all night. It may be enough to get you onto or off of the deck, but unless you see what you need in short order, it willn't be enough to do both. Ifn you plan to follow through, with this, be careful, and here, take a couple of these with ye, I'll make up some more in the morning."

Kelly will hand over a pair of CLW infusions.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

"Do you have anything that could make for a distraction? If you suddenly become seeable...um...y'know, visible-like, then you should have something to throw over the side. It should be heavy enough to make a splash so that it draws attention. Or just throw something to the far side of the deck. Maybe Plugg will go looking for it then."


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

As the group discusses Cieran's little trip topside, Balsooma relates what he had heard from Tam earlier that day. As the young man travels up, he easily slips unnoticed across the deck, even being so hasty as to move with purpose finds the lad even less noticeable than a wandering spirit.

Unfortunately, nothing is happening on deck. There is no Plugg, no Scourge, only two roaming guards from amongst those obviously loyal to Mr. Plugg himself. It seems that when Plugg said no one on deck, he really just doesn't want anyone on deck. Nearing the captain's quarters on the ship, Cieran hears talking in what can just be made out as the two nefarious men, Plugg and Scourge.

Perception DC 15 (Cieran only):
You just get snippets of conversation, but there is mention of "squibbing" the ship, and something about being infamous.

If you made the perception

Knowledge (Local), Craft (ships), or Profession (sailor) DC 15:
The term squibbing is used when a ship has its name, superstructure, and lines modified to allow stolen vessels to no longer be recognizable to the eye of the previous owners. It is an expensive process, but mostly superficial, except for when the need to disguise a vessel is great.

If you got the previous spoiler

Knowledge (Local), Craft (ships), or Profession (sailor) DC 10:
You are familiar with just such an outfitter called Rickety’s Squibs, located in a remote estuary on the Slithering Coast, and not located near Port Peril.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Profession (sailor):1d20 + 3 ⇒ (7) + 3 = 10
Profession (sailor):1d20 + 3 ⇒ (4) + 3 = 7

Ciera can't make out what's being said. She listens at the door for as long as its safe before returning below decks.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Can we assume that Ciera returns and tells us what he saw and did not hear?

Holgur listens to Ciera's account of his foray on deck and mutters in a low voice. "Just two guards, eh? If we could take them out quietly then we might be able to trap Plugg and Scourge in their quarters. They would have to fight their way out through a narrow passage."

"Kelly, can you make poisons for arrows and blades? How about the kind that you breath in? While I am thinking of it, can you make smoke bombs? A distraction could be good when we make out move. You know, keep the bastards from reacting to what is going on until it is too late."


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

"Poisons!? Damnit man! I'm a Doctor not an assassin. As far as other distractions, I may be able to make up something, however it may take me a while, I still have some supplies, but without a quartermaser on board to let us access to the ships stores, it will be difficult. I might be able to procure some of needed reagents from more inoccuous sources. I will will have to check with Balsooma, he may have access to certain chemicals in the galley that may be suitible. However even given access to items I need, it will still take a fair amount of time to create the objects, let alone trying to do it covertly."


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Holgur nods thoughtfully while Kelly speaks, all the while trying to give the impression that he understands the words "reagents", "innocuous", "chemicals" and "covertly".

I meant to mention a while back that we were a few pages into the game before I made the connection between Kelly's name and that of a famous, non-engineer, non-assassin, non-cake-decorator from an obscure TV show.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

So, what's the plan? Holgur is for mutiny, Kelly is against. What about the rest of you? This should be an IC conversation.

Ambrose wanders over as you are huddled together talking, he acknowledges Kelly's question "If'n ye need anything from me Galley lad, jes speak up, and I'll give ye a gander through 'er." He looks around suspiciously before lowering his voice a little, "I were noticin' that we're not goin tha right way fer Port Peril. It be lookin' like we be headed to a seedy, isolated dry dock on tha Slitherin' Coast west o' Bloodcove called Rickety’s Squibs."

Everyone can try to make the two Knowledge/Craft/Profession checks Ciera had above (Even Ciera, since she didn't actually hear the conversation to get the checks before).


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Knowledge (Geography)
1d20 + 3 ⇒ (7) + 3 = 10

Profession(Sailor)
1d20 + 6 ⇒ (9) + 6 = 15

Edit: I just realized I need to make two Knowledge(Sailor) checks. Silly me. Here is the second.

Profession(Sailor) number 2
1d20 + 6 ⇒ (9) + 6 = 15

In reply to Ambrose Holgur quietly responds"That aint near Port Peril. That's where captains go to have their ships re-fitted to disguise them so nobody can recognize them. It looks to me like Plugg is considering going off on his own instead o' following Harrigan. And you know what that is? It's mutiny. And the whole crew is likely to get our bellies cut open by Harrigan if he catches us. And tellin' him that it were not our idea won't help none."

To Kelly he says"This puts in between a hungry shark and a hard place, or however that expression goes. Either we try to get out on our own or we wind up as unwilling mutineers on account of Plugg and Scourge."

"Ambrose, yer too good a man fer a ship like this. If'n we can get you off, we will."


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Profession (sailor):1d20 + 3 ⇒ (10) + 3 = 13

"How long do ye' think we 'av before we get there? Sounds t' me like we need t' act quick. First thing we need t' do is see 'ow many we've got on our side 'an see if we can put the rest out've action.

Questions for GM:

Is the hatch down to the crew quaters lockable?
Are the night watch always the same?
Do all the crew sleep in the same quaters?
Any chance of a map of this ship?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Ambrose shakes his head and waves off Holgur's offer, "No need ma boy, Ah'm not lookin ta be away from tha sea, jes away from the likes o' Plugg an' 'is sidekick Scourge." Turning to answer the young lad, "From what ah seed, it'll be but a few days or more afore we make land in Bloodcove if'n that for certain be where we're headed."

Ciera asked:
Is the hatch down to the crew quaters lockable?
Are the night watch always the same?
Do all the crew sleep in the same quaters?
Any chance of a map of this ship?

I'll answer openly since it affects all, and I will consider it some of the discussion during the mutiny talk.

There is no hatch, but there are two doors. They do not have locks on them, but a lock can be placed on them.

You haven't really noticed if the watch changes, as you've only gone up the one night, and some of Scourge's core lackeys do not stay with the rest of the crew.

As answered in the previous question, no they don't. Scourge's core followers (2-4 of them) stay in the fore cabin with scourge. Ambrose and Balsooma share the cook's cabin beside the galley in the aft. Plugg and Owlbear stay in the captains quarters on the aft deck.

I will attach the base map HERE but it's a little rough due to putting the whole thing up.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Are there any more questions? If not, then tomorrow I will move on to the next game day.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

The sailors on watch are always "against us"?


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

I'm going to assume that what Rickety’s Squibs is, is now common knowledge, so I'm going to forgo the knowledge checks.

"Hrm, if Scourge and Plugg be planning to strike out on their own and mutiny from Harrigan, then it seems like the opportune time for us to strike would be coming soon. I don't expect much sympathy to be divined from the bunch who would be against us, but perhaps one or two may be persuaded to stand aside from the conflict if it meant being spared a mutineers fate.

"I would say that as soon as his plan is exposed, we strike hard and quickly, so as to not give them time to cast doubt, if we claim the mutinous intent, they might simply claim that they be carrying out some unknown order from the captain, that the stopover at the squibs part of some great plan. It is a great risk but what do the rest of you think of trying to spread a bit of discord amongst the followers of Plugg and Scourge? Spread a bit of rumor, perhaps some doubt that following their path is only a path to destruction. Thoughts?"


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

"I think surprise would be better. If we try to spread rumors then that gives Plugg and Scourge warning that we are plotting against them. It's better if they are not organized."


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

"Do we then want to let any of our 'Allies' in on our plan? Perhaps not fill them in completely, but just give warning that if something should happen, to be ready. Also, try and stay near a friend if possible, is best that we keep our strength together, and that we not let one soul be caught alone amongst 3 or 4 of Scourges lackeys."


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

To answer Ciera's other question: Yes, the only people that Plugg 'trusts' on watch are those he knows are in his corner.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

"I just thought of something. We have a short-handed crew here. If enough people get killed in the mutiny we won't have enough hands to sail her."

"Whatever we do, we should wait until we are close to shore. It would be less of a problem if we are close enough to drift in or put into harbor in the lifeboats." At this last, Holgur glances off and frowns as if recalling a bad memory.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

"Agreed, now is not the appropriate time to do anything, at a minimum we need to sleep on the new problems of this day and see what the new day brings to light."

I think we've talked out this point and are ready to see what happens the next day.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Moving right along. Quick post for the next day. It's been 18 days since anything from Balsooma (the PM I got). I think I may need to replace him. I will wait until 21 (three weeks) before it's official.

The next day sees the crew in no better situation than they had been the last two with 'Captain' Plugg, as you can hear him sometimes called just almost out of earshot. The work is the same it has been the last two days as well, those he doesn't like getting the crappy jobs, and his lackeys and hangers-on getting the better options.

Holgur 1d6 ⇒ 4, works with Conchobar, his favorite
Kelly/Belor 1d11 ⇒ 5, work with Tilly Bracket
Cieran 1d11 ⇒ 9, works with Aretta Bansion

Other than work checks, nothing special happens. Make work checks and whatever other actions you're taking.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Profession (Sailor): 1d20 + 3 ⇒ (9) + 3 = 12
Con (working diligently): 1d20 + 4 ⇒ (1) + 4 = 5

Ciera continues working as hard as she can through the next day, sure that, should she fail to perform her duties, Aretta will make sure that Scourge or Plugg will hear about it. However, tired from her trip above deck the night before, she ends her shift exhausted.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Holgur climbs methodically up the rigging, not looking forward to being next to the runt. Take 10 on Climb Check for 18

Bad enough that he is so damnably ugly and smelly, but he is a runt and cannot muster the strength do a man's work. Despite that, Holgur puts in no special effort to make up for the gnome's deficiency in muscle. He silently makes it clear to Shortstone that he will have to sweat through this day. And any time the gnome looks off balance or shaky Holgur coldly stares and remains still. His unmistakable message is to Conchbar is that if he is about to fall Holgur will simply watch and let him plummet.

Profession Sailor working diligently
1d20 + 10 ⇒ (20) + 10 = 30

Con Check
1d20 + 2 ⇒ (11) + 2 = 13

Success?


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Kelly is thrilled[/sarcasm] at the prospect of another day of bilge duty.

Strength Check: 1d20 + 4 ⇒ (16) + 4 = 20
Con Check: 1d20 + 1 ⇒ (17) + 1 = 18

He isn't sure if he's just getting used to working the bilges, or if the news of yesterday is keeping him preoccupied, after thinking about it, and realizing that no one could get used to the stench, he decides that he isn't just getting used to the work. He feels compelled to get more details. Part was into his shift he signals to Belor and Tilly that he needs some air, and being ahead of schedule today he heads up topside. While there he takes the opportunity to snoop around a bit, and seeks out "Captain" Plugg, and his henchmen Scourge and attempts to see if he can gain any new insight into their plans.

Daytime Action:Sneak: 1d20 + 7 ⇒ (5) + 7 = 12

He takes any new information he may have leaned back the bilges to finish up for the day, while their he share some of the newest revelations with Belor and Tilly.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Work is conducted as normal, except Kelly steps out for a bit to see if he can get a look at anything Plugg and Scourge may be doing or planning. He doesn't see them often, or together as he moves about, but lucky for him they don't seem to notice him either.

Anyone can roll for this

Survival DC 15:
Getting a good look at the sky and seeing the wind patterns, the just noticeable clouds indicate that there is rain on the horizon. It looks like it could reach you by tomorrow, and will likely be pretty heavy, from what you can tell.

If you roll higher than 20 on the first one

Survival:
It looks like it will be a hard and fast squall. It will hit in the morning, and probably pass a little before noon the next day.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Skill Check:
Survival: 1d20 + 2 ⇒ (19) + 2 = 21

As work breaks up for the day, Kelly seeks out his comrades. As he's looking for them, he looks out over the railing and notices the clouds stirring about. He points out the weather patterns, "That system there doesn't look very good. I thinks bad weather will be 'pon us soon. I've seen systems like this a'fore, it'll roll in hard an' fast in the morn, if we can weigh out the storm it should pass 'fore midday. I wonder if our illustrious commander has even bothered to notice?" scoffs Kelly as he waits to hear the opinions of the others.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Survival
1d20 + 6 ⇒ (12) + 6 = 18


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Survival: 1d20 - 1 ⇒ (12) - 1 = 11


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Sorry about the abbreviated post earlier, I had no time for a complete post.

"Aye, I think you are right, Kelly. I caught some glimpses of it when I was up in the riggings. But I had to watch my back up there so the gnome could not put a knife into it. Maybe I would have seen more if I had less to worry about up there."

"Storm weather makes decks slippery. Sailors go over the side in bad squalls. Might be just the opportunity to make out move against Plugg and Scourge."

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