Keith S. |
This is the set up thread for transferring the Skull and Shackles campaign to the Paizo boards.
Keith S. |
Getting a link to Josh....and my work - life balance is out of whack at the moment. I will be back in whack soon I hope.
Wilma 'Fire Marshal' Stededving |
Wilma smiles at the peg-legged man Who's going to attack us? Pirates? she says tauntingly, then looking at the wooden leg or are you more worried about sharks?
She frowns as Darvan call the ship a 'tub', making a barely audible snort. hmpf
Atri Vulturis |
Atri spits on the deck and states, "He is a typical criminal boss who gathers his forces, you're either his lackey or his enemy."
Looking around ensuring no one is listening in, Atri continues,
Perc: 1d20 + 6 ⇒ (2) + 6 = 8
"I've been watching one of his lieutenants, Narwhal who tried to kill one of us during an overboard incident...his habits are typical. Anyways, we should take them out one by one...as Peg Leg stated, they'll do the same to us sooner or later."
Keith S. |
Darvan can tell that the Man's Promise is not moving in the direction of Port Peril. The ship is bearing much more southerly than is expected.
You are not sure what that means.
There are rumors on board that things are not right.
You may use personal interaction to investigate. Just let me know if you use diplomacy or intimidate or something else, and who is your target.
The next day you are assigned similar jobs
Wilma works with Fishguts
The rest in the rigging or on deck.
Wilma 'Fire Marshal' Stededving |
Where are we supposed to go anyway?
Wilma decides to have a chat with 'Cog', the man with the anger problem. Taking special care not to enrage him, she decides to see if she can find out what is going on.
Dip, Cog: 1d20 + 8 ⇒ (17) + 8 = 25
During the day, she'll help fish guts, trying to keep him from drinking, and seeing if he has overheard any info himself.
Dip, Fishguts: 1d20 + 8 ⇒ (5) + 8 = 13
Darvan Waverider |
Darvan keeps to himself and does his job during the day.
That night he approaches Sandra Quinn and asks her if she knows where we're headed, because we're headed in the wrong direction for Port Peril. Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6
Atri Vulturis |
Perc: 1d20 + 6 ⇒ (7) + 6 = 13 - for ship's adjusted heading
Atri works in the rigging and searches for empathy from other crew.
Asking another rigger "Why are we headed off course?
or
"This captain's agenda seems a bit different than Cap't Harrigan."
Still following Narwhal around to determine area and time for most effective and unnoticed lynching.
Keith S. |
Atri - roll a stealth check, although you are not necessarily hiding in shadows or anything, you are looking for a quiet moment to gank Narwhal and put him over the side, or some such.
The rumor mill is rife. Those who are friends with Mr. Plugg and Master Scourge mainly look superior and smug; those who are not talk in whispers whenever they get a chance. The lead rumor is that Mr. Plugg will declare himself Captain after he has distanced himself further from Captain Harrigan (which seems a bit cowardly so some, and smart to others).
Sandra doesn't know where you are going, but you are not heading to Port Peril.
Ambrose "Fishguts" Kroop has an idea. He mentions to Wilma that he has heard of a small place along the Slithering Coast called Rickety Squibbs - a fine place to outfit a vessel and even have some work done to her - off the books so to speak.
Darvan Waverider |
Darvan takes an opportunity to check on Owlbear, seeing how his wounds have healed, and influence him to like us more.
"How are you feeling big guy? Did that big bolt you took in the chest leave you a new scar? Sure wish you didn't spend you're nights all chained up to the mast"
diplomacy + bonus for saving his life?: 1d20 + 5 ⇒ (17) + 5 = 22
Keith S. |
Atri - you find a quiet moment. No one else is on deck at the moment. Narwhal is gazing out to sea, enjoying a quiet moment. You stand at his back with a club in your hands (actually a length of wood used to work the capstan).
Your move.
@Darvan - Owlbear greets you warmly (though simply). It is obvious he is your friend.
Atri Vulturis |
Sneaking up behind Narwhal Atri smashes the back of his head in.
Club+favored enemy: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21dmg: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
With surprise on his side Atri attacks again,
Club+favored enemy: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23dmg: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Keith S. |
With a couple of THUMPS of something hard hitting something less hard, Narwhal drops forward, flips over the rail, and hits the water with a SPLASH.
No one is one deck. No one rushes on deck with the splash.
Variel, who is spending time listening to others talk, hears more of the same rumors.
Later that day, as you are heading below decks after the meal for hammock time, you hear that some of Mr. Plugg's crowd is looking for Narwhal Tate.
You spend the night locked in again. The next morning is breakfast, and jobs on the ship. But the southwest is filled with dark, angry clouds.
Any pre-storm preparations you want to make?
Any nefarious (or not so nefarious) deeds to take during the day?
And I updated the campaign info tab with the change to the crew list.
Wilma 'Fire Marshal' Stededving |
Wilma gets a good night's sleep, and the next day makes sure everything on the deck is secured: crates, rigging, loose items: everything should be stowed as well as possible.
Profession, Sailor: 1d20 + 5 ⇒ (6) + 5 = 11
Any effect on the attitude of Cog on my dip check?
Atri Vulturis |
During the day working in the rigging and securing sails, Atri pulls Aretta aside and,
Intimidate: 1d20 + 6 ⇒ (13) + 6 = 19
"There is a 'storm' brewing Aretta...I'd hate to see any crew members fall foul of this 'storm'. My mates and I have kept an eye on you. Maybe we kept and eye on Narwhal too.
You'd better think long and hard about how you want to weather this storm out."
He then looks Aretta up and down, emphasizing the point prior to leaving.
Wilma 'Fire Marshal' Stededving |
Wilma hums a Taldan sailor's tune about the storms of the Arcadian
You can take Oparran men
And shake them to the bone
But songs they learned at mother's knee
Will always bring 'em home
Keith S. |
The storm continues to blow and build throughout the day. The sky is dark early due to heavy rain and wind.
Conditions are so bad that the crew must be on deck all night. There is a rotation so that some can go below and sleep or eat, while the rest work the sails or the pumps.
What gear will you have with you? Arms and armor, or anything special, I would like to know about.
In case you go over in the storm, I mean.
"Peg Leg" Variel Brinescar |
Variel continues to works onward, knowing he won't get as much sleep as he would be hoping. The elf will keep his knife with him and prepare to keep working when his shift comes up.
When he sees the others below deck, he'll speak briefly. "We've spent enough time on this ship to know. We can't wait much longer before the winds have to change, savvy?"
Wilma 'Fire Marshal' Stededving |
Wilma pretends she hasn't heard Variel, but does say Let's see what this storm brings.
She has her rapier and leather armour.
I should probably also introduce the screeching pet monkey, 'Crew', Wilma keeps (as a familiar)
Keith S. |
The storm rages that night. The four of you are on deck. The weather is so foul that even Owlbear has been unchained from the mast and led inside the forward cabin.
The waves are very rough. (Swimming would be a DC20 check at this time).
Atri and Darvan are at the wheel, holding her as steady as she can. Wilma and Variel work to secure loose ropes and otherwise keep the ship steady. The rain is so hard that you cannot see from one end of the deck to another.
A particularly large wave crashes to the deck. As the water drains off, you see several creatures left behind on the deck. Mouths full of teeth cackle with glee, and pointy shards of bone glisten in their hands. Their lower quarters are full of wriggling tentacles.
The PCs may go first in any order.
PCs are labeled in RED, by the first letter of their name. The bad guys are green G's. Note that the forward and rear decks are actually reached by stairs, and Atri and Darvan are standing on the poop deck and not in Mr. Plugg's cabin.
Wilma 'Fire Marshal' Stededving |
Wilma swiftly draws her rapier, and tries to stab the thing in front of her Avast!
Attack: 1d20 + 1 ⇒ (18) + 1 = 191d6 ⇒ 5
Crit confirm: 1d20 + 1 ⇒ (8) + 1 = 91d6 ⇒ 4
Atri Vulturis |
Seeing the creatures appear on deck Atri grins determindly then looks at Darvan, "Hold the wheel!"
Moving down the port side stairs, Atri moves 25' to attack the aft-most G.
Power Attack, Boarding Axe: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20Dmg: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Keith S. |
...and I do need an action for Variel....someone give me one....
"Peg Leg" Variel Brinescar |
Pulling a bag of sand from his pocket, the thin man grins and tosses the contents out, blowing the swirl of colors out in front of him, glad that for once, his friends were not immediately in harm's way.
Color Spray, (DC 15 Will save), for the win! Sorry for the slowdown, by the way. Been a rough few days. It won't happen again. Least I hope not.
Keith S. |
Will save for 2 things caught in the color spray!
1d20 + 2 ⇒ (12) + 2 = 14 for first, failing
1d20 + 2 ⇒ (16) + 2 = 18 for the second, passing
The one by Wilma shrieks at being stabbed, but it still up and fighting!
The raging storm (y'all remember that, I hope) makes it difficult to move. Atri needs a double move to go that far (each square takes 10 feet of movement).
The one critter by Variel falls over, and is washed over the side by a wave.
The second closes with the elf and stabs at him
1d20 + 2 ⇒ (11) + 2 = 13 for first, which I think misses (but please modify your character "header" to show AC, HP, etc like the others)
And Wilma is attacked 1d20 + 2 ⇒ (14) + 2 = 16 for 1d6 + 2 ⇒ (5) + 2 = 7 damage
And Atri is attacked twice
1d20 + 2 ⇒ (16) + 2 = 18 for first, hitting for 1d6 + 2 ⇒ (5) + 2 = 7 damage
1d20 + 2 ⇒ (2) + 2 = 4 the second misses
Each PC may now go.
Each PC also needs to make a perception check
"Peg Leg" Variel Brinescar |
13 is his exact AC, so not sure. Hoping it misses! I'll update right now!
Variel growls low drawing his knife, and throwing his arms out as a rough blast of water sprays out in all directions from him.
Cold blast, DC 15 Reflex save or be staggered and take full damage. Success halves damage & negates the stagger.
Cold Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Knowing he can't out distance the man, he is going to hold his ground.
That was sad damage.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Keith S. |
@ Variel - you are correct, you are stabbed!
take 1d6 + 2 ⇒ (6) + 2 = 8 damage