Between snacks on the hard cheese and not yet maggoty ships biscuits that Rafe pulled together Dibbets gives him a rambling rundown of the duties of the crow's nest. Picking out flecks on the horizon and going through the process of picking them, explaining how you can use the silhouette of a ship to gauge it's size and intent... basic stuff. Then he warms up into the big question "So lad... know any shanties?"
Then he warms up into the big question "So lad... know any shanties?"
Rafe shakes his head. "I am sorry, Master Dibbets. I've heard the songs from the docks, but I was too busy assisting my father. I will learn some if you will teach me."
Rafferty finds simple work for Kaul while he gauges his skill. "It will likely be under a week," he tells Dingus and bids him find something to keep himself busy and out of the way.
The next couple days pass peacefully with nothing in sight except a pod of dolphins that race the bow for a couple hours before moving on. Once Tidewater Rock comes in sight, Rafferty calls for a course change 40 degree to starboard and you head into the Shackles.
With a knowing chuckle, Dibbets begins the boy's education "Dinnae worry lad... you'll learn good enuff eh?" starting at first with those wistful, before moving on through the myriad of songs and snippets stuck in his head... and ending up with his favorite bawdy and fighty ones.
On the sail, Dibbs keeps a very steady eye out for sails on the horizon... somewhat disappointed when none of any real note turn up.
Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7
Jim loses himself for a while in shipboard routine, relaxing and letting the sea air take away the last of the jungle. As voyage's end nears, though, he finds his thoughts turning to what lies ahead in Freeport--the whereabouts of the gnome, Finn's possible reactions to Dallian's death, the treasure that Finn was trying to sell them, the Siren and Yacoobe, Red Aesha, Aspis...somewhere in the back of his mind, a nagging voice is saying, This trip's been too easy...keep a weather eye out.
The winds turn less favorable on your northern course and it takes longer to make it past Taldas, but soon the marshy inlets of the southern coast of Motaku are in sight. Ship traffic becomes more obvious through here, but you are not harried or hail any to tarry. It's finally through a few well used channels up the west side and onto your destination, the port of Lilywhite.
"Bloodgrog Festival? Not sure why anyone would celebrate that stuff. It's not fit for human consumption. Rum is a much more suitable drink." Rafferty replies. "There's nothing particular going on now that I've heard of, the town does like its rum though."
Having dropped down to the deck from near thirty feet up with an inelegant thud Dibbets huffs and queries "Rum ye say?... there drinkin contests anna like too?"
Rafferty shrugs. "It's not festival season, but I reckon someone would take up a challenge."
The Rum Chant passes the end of a ridiculously long dock that leads deep into a silted alluvial plain and you can just make out a tall peaked mansion among the small distant settlement. It definitely doesn't look like the ideal place to put a port, but a couple ships seem to be taking on cargo from flat bottom tenders. "Bogsbridge," Rafferty mutters shaking his head. "Fool had Cayden's own luck though he offers thanks to Besmara."
A short time late, the silty brown green outflow of Motaku's southern swamps gives way to the dark blue of deep water and you sight Lilywhite. The settlement looks to be centered on a couple of sharply rising islands connected to the mainland by an array of narrow wooden bridges. Small well-made wooden buildings ring an interior harbor and vessels of all shapes and sizes jam the sheltered docks inside. A ring of outer docks service larger ships. Rafferty tosses out the fenders and a heavy line for the Rum Chant to be winched up to a dock and off loaded.
"This is our stop," he announces. "Lilywhite is a quiet enough place as far as Shackles towns go. Rarely raided as it's rumored the Drunk God's protection lies on her as well. Any pirate bold enough to try it soon disappears never to be seen again. Last one was Jemma Redclaw and she disappeared nearly twenty years ago."
"This shipment is bound for the God's Revel Inn. I could use help getting the casks delivered." Estabo and Nkechi volunteer. The former captain has been making himself useful around the galley and the sea priest being less useful as he has spent the whole time sitting on the bow meditating, chanting and scowling at anyone bold enough to interrupt him. He only roused himself to whistle at the pod of dolphins, but now he seems in a more social mood.
Dibbs takes in the sight of the town and shrugs before spitting a gobbet of phlegm into the brine "She's a sh1te toon... but she'll do fer a lad too long away frae a willin barmaid an a common room. Iffin ye fer drinkin Cap'n, yer more'n welcome tae do so on me coin."
At the invitation to help out with the shipment (and needing no encouragement given that the end destination is a fine establishment that'll likely have drink) Dibbets puts his fractured leg and tireless back to the quick.
In an overloud voice he tunefully brays a workman's song of challenge to the lily-livered louts of Lilywhite...
"I am Rogue and a stout one,
A most courageous drinker,
I doe excell, ’tis knowne full well,
The Ratter, Tom, and Tinker.
Still doe I cry, good your Worship good Sir,
Bestow one small wee penny, Sir
And brauely at the bousing Ken
He bouse it all in Beere, Sir."
"If a Bung be got by the hie Law,
Then straight I doe attend them,
for if Hue and Crie doe follow, I
A wrong way soone doe send them.
Still doe I cry, good your Worship good Sir,
Bestow one small wee penny, Sir
And brauely at the bousing Ken
He bouse it all in Beere, Sir."
...
"Now blame me not for boasting,
And bragging thus alone, Sir,
For my selfe I will be praying still,
For Neighbours have I none, Sir.
Which makes me cry, good your Worship good Sir,
Bestow one small wee penny, Sir
And brauely at the bousing Ken
He bouse it all in Beere, Sir."
The docks are fairly quiet other than Dibbets' boisterous song. The halfling finishes up just about the time the rolling barrels are shepherded around a huge veranda to a side door. The God's Revel is a large two-story building made of old but sturdy wood and the occasional bit of tarnished brass.
There are a couple of appreciative claps from the veranda and a tall Bonuwat man with close-cropped graying hair and dressed in an orange slicker steps down to smile at the halfling. "Well, sung! If we were ever to put together a choir at Cailean's Keg, you'd be the first one we'd ask to join. I'm Anyabwile Saabwa. Welcome to Lilywhite, Cayden Cailean's favorite port. What brings you here about?"
Slicking back his at least now cleanish but still scraggly hair with one hand, Dibbets squints up at the man and fires back "Well met yerself... I'd try yer name like but I dinnae wan tae p1ss ye off when I cannae pronunce it all proper like eh. Ye gots a nick name or tha like?"
Also, figuring the faux name that he'd been travelling with had outlived itself "I'm Dibbets, Dibbs, wee fecker, runty or whatever ye wants... s'long as ye still fill me glass wi' rum." stumping over to offer a hand.
The man smiles broadly, taking the offered hand and nods understandingly. "A common complaint. You can call me Willy, if you like. Ah, you're in luck if you'd like a drink- first cup is free at the Keg."
He picks at a bit of splintering wood on the veranda. "Though it might be Larkem buying that drink. He's been more than generous with his tithing of late when the Revel could use a little care as well."
Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/3, 2:7/5, 1:7/4) IP-17
Dingus mostly stays out of the way during the trip, but does help out when a little extra help is needed. And proves himself not entirely un-useful aboard ship.
1d20 + 6 ⇒ (8) + 6 = 14 Profession Sailor
Without really thinking about it, Dingus hefts one of the large kegs to his shoulder and follows the others rolling the kegs to their destination.
Casts levitation on a keg, and guides it along on his shoulder. Just because he doesn't want to get his hands dirty rolling the keg along the ground.
Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7
"A pleasure, Willy. I'm Jim Patterson." Jim offers his hand as well. "We're on our way back to Freeport from the Expanse. It's a fine enough place for them as like that sort of place, but I don't count myself in that number. Captain Rafferty was kind enough to take us on."
Dibbets keeps his friendly demeanor but makes a point "Me mates'll take ye up on yer freebie... but I'll be buyin me drinks from starters. I'm drinkin fer mesel... and nae fer the Happy Drunkard aye?" catching one eyed face to face contact to make sure Willy isn't offended.
Willy welcomes Jim and smiles at Dibbets. "If you don't want a drink on Cailean, we'll happily take your coin."
Nkechi catches Jim's introduction as he passes by. "Only demons and Eloko like the Mwangi jungles..." he opines as he continues on with his barrel.
Estabo stops to introduce himself. "Ze capitan Rafferty heading back to Bloodcove I zink. We need anozher ship to ze Freeport, yes?"
Willy nods. "You could ask around inside the Revel. I'm not sure anyone is bound directly for Freeport, but I believe the Magpie was taking on some more crew."
Leaving the friendly man behind, the crew complete their delivery of barrels to the inn. The owner, Larkem Thene, is an elderly Taldan who seems a bit high strung. He quickly directs you where to store the rum inspecting each barrel efficiently and when you are done invites you to sample the delivery in the taproom.
The taproom itself is a spacious place on the ground floor at the back of the inn filled with worn stools and tables. The walls have homely wooden placards carved with aphorisms attributed to Cayden- Sweet Barleybrew!, By the Light of the Starstone! and the like. About a half dozen patrons are seen at this early hour,
Between the back taproom and the vast veranda up front is an big open ring at the heart of the inn. Wide stairs circle up around the ring to the upper story and a painted sign on the stairwell declares this, The Field of Battle.
Larkem pours each of you a small cup of rum for a tasting. "In Cayden's Name!" he toasts. It is fine stuff. "Sweet Barleybrew!" he declares. "Lord Cartegn never fails."
Looking around at the placards on the walls Dibbets groans a bit and rolls his eyes, but doesn't vocalize the feeling beyond that mite of miffedness. When the rum's poured he grimaces a little more openly though, before imploring Larkem "All well an good man, but I've had me fill o' rum fer a whiles... ye gots any Rotgut? Grog? Piss-gin? Turps?... any o' tha sort o' stuff yer Happy Drunkard'd sniff once, gag and pour out wi'out tastin?"
Larken gives a small grimace. "A smooth taste does not necessarily denote a weak spirit," he tells the halfling philosophically, but reaches for a rather rustic crock with three Xs scrawled across it and pours him some rotgut. He gives Jim a nod and pours him another.
"If you can handle strong drink, you may want to come by tonight for a Field of Battle challenge," he gestures to the ring. "No blood sport here, but any dare, bet or challenge short of that is fine. Last Man Standing is a popular one. A selection of spirits is brought out round by round: some strong, some skull achingly strong. You won't know which is which. Pick a mug and then... well, the title says it all." The Innkeeper chuckles.
Putting the rotgut in his mouth and swirling it around Dibbets feels the acrid liquid burn and sear both tastebuds and nostrils alike. He swallows it with nary a grimace, but with a respectful sigh and wistful look in his eye. Fishing out a coin from his filthy sporran, he taps the glass back on the bar and slides the sail towards Larken. "Sounds like it's up me alley... ye gets regulars in 'ere or is it alla visitors drownin they sorrers?"
"... ye gets regulars in 'ere or is it alla visitors drownin they sorrers?"
"A bit of both," the old man says. "Most of the visitors end up here. The locals might also go to a couple other places including Cailean's temple, but we're the biggest tavern in town."
Cricking his neck Dibbs boasts (oblivious to the fact that the last escapade had him puking all over his competitor) "Well, send out tha feckin word... theres a new boss in toon eh?"
Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/3, 2:7/5, 1:7/4) IP-17
Dingus sits back and relaxes for the first time in... well he can't remember when. Even Richard seems to relax from his spot inside the Tian's robes. He sips the rum carefully, much like it is ceremonial Tea.
Assuming that Larken leaves the wee company with a couple of bottles and some free airspace for nefarious planning - Dibbets holds court "Right... we's got some drinkin, tradin an sellin tae do. I reckons here's how we should be doin it:
Kauly an I'll scope out offloadin all tha dead weights from the trip. See what coin we ken get fer it 'ere.
Dingus - hows about ye scope out whevver this rock's got any sh1te worth buyin? Let us know whats on offer an see iffin there's any smart buggers who knows how guns work eh? I fink tha bat sh1te did a number onna boomy an it needs fer fixin.
Jimmer, since yer the least offensive o' us - ken ye run doon this Magpie an see whats up wi' it? Do a bit o' bargainin dance tae see how desprate this Cap'n is... an 'ow nice 'er ship it too eh?
Then we ken meets back up tonight an I gets maggoted... savvy?"
Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7
Jim nods. "Aye, I'll sound out Magpie, and maybe see if I can find out anything about her before I sit down to talk with the captain. And she's a bad ship, plenty of loose lips hereabouts to hear it from."
After the tasting, Nkechi wanders off and Estabo takes Rafe for an investigation of the docks leaving the long time mates the opportunity to wander upstairs which is currently unoccupied. Plans are made, departures made and errands run.
Jim is all smiles and good natured small talk as he ambles around the docks. He starts at the outer docks where the bigger visiting ships are found. He runs across some locals first though who point out the fortified lighthouse on a rock outcropping amidst the outer docks. They say that it is currently shared by the joint lords of the town- Little Shaggard and Delamona Burie. Shaggard is out to sea currently on his barkentine Mollusk leaving Lady Burie in charge. They trade off ruling between raids.
They are also able to point him to the Magpie for a look and she certainly looks a capable ship. A heavy brig that Jim reckons was originally a Chelish warship before she was taken by pirates. About 100 feet long stem to stern, four masts and plenty of sheets, two ballista on the fore. She looks well cared for, too.
Jim spots a pretty young half-elf on the stern dreamily gazing out to sea as the winds tug at her wild auburn hair. He's spotted by another sailor however, a gangly man with a sizable nose and bright eyes who gives Jim a chin nod and hops nimbly over the rail and down the gangway toward him.
Dingus keeps an eye out for any magical emanations, as well as anything the others might be partial to. Also writes down a list of available shops for others to return to.
The locals seem uncertain what to make of the odd Tian, but happy enough to give him basic directions. Cailean's Keg has a wide selection of masterfully brewed potions of divine nature and the Motaku Trading Post the best selection of rare and valuable goods.
Not sure iffin ye wanted a Diplo: 1d20 + 9 ⇒ (7) + 9 = 16 from Dibbs
I'll do the mathing in the Discussion thread later today
The wee halfling keeps Kauly on a short-ish leash as he makes his way through the various markets, shops and really anyone wi' a quid to spend offloading their eclectic collection of precious goods.
The town isn't all that big and Kaul and Dibbets find themselves at the Motaku Trading Post not long after Dingus arrives. The offer for their goods isn't what they'd have wanted, but decent for the rather limited market. 1 PP = 450gp
The trading post itself has a wide selection of general merchandise and a number of regional specialties including Bogsbridge dye brought over the Sandy Road and bolts of vivid purple cloth colored with the stuff. There are a few famed Tewey blades from nearby Rapier Bay. A pair of magic blades are prominently displayed including a Tidewater Cutlass and a Tewey marked blade named Sea Witch (+1 spellstoring rapier). There are a couple curio pieces that claim to be from Raugsmauda's crypt and even a dinosaur skull.
**THWACK!!** “Now wake up and swab the deck or I’ll throw ya to the sharks!”
This is how sailors are usually acquired in Freeport, but seeing as I want a crew that won’t try to jump ship at the next port of call, I’m looking for credentials. So give me a concept for a swashbuckler or salt that you would like to play: standard 20 point buy, 2 traits, average starting wealth. Everything in the Core Rule Book and Advanced Player’s Guide is fine. Please be able to post an average of once a day and be prepared for adventure by land and sea!
If you ain’t familiar with the Freeport Setting, it’s Green Ronin’s rollicking port of pirate-flavored horror and humor that’s been around since the early days of 3rd Ed. I’m plopping the Serpent’s Teeth Isles just north of the island in the Shackles known as The Smoker.
Campaign Traits:
Home Port- You either grew up in Freeport or spend much time there when not at sea. It has become second nature for you to keep a sharp eye out to find your next mark or to avoid the press gangs. You receive a +1 trait bonus to Knowledge (local) and Perception rolls and Knowledge (local) is always treated as a class skill for you.
Bar Fly- You know that taverns are where the action is and you’ve spent an inordinate amount of time sharing a drink and a yarn in a wide array of Freeport’s dives. You gain a +1 bonus to Fortitude saves against intoxication and the sickened condition and a +1 trait bonus on Diplomacy checks to gather information in a bar.
Able Seaman- You have spent years aboard ships and earned recognition as a competent sailor. You gain a +1 bonus to Acrobatics, Climb, Swim, Survival, or Profession (sailor) and that skill becomes a class skill for you.
I’m also using Boarded in Mediogalti, and Boarded in the Mwangi Expanse from the Serpent’s Skull AP.
I'll weigh anchor with a Halfling Oracle of Gozreh (with the lame curse), and the Wind mystery.
Dibbets grew up on ships since he was kicked out of home to make his own way. After swabbing the decks for a few years on some pirate clippers, his captain noticed that he had a good eye and moved him into the crows nest. During a particularly fierce storm with strangely heavy seas and wind, he fell from the nest to the deck. The storm cleared soon after, but Dibbets left leg was badly shattered and didn't heal back so well. However he can sometimes almost 'hear' the wind and waves talking to him, and has found he can bend nature to his will.
Sacked by his previous captain, and with a foul mouth and fouler temper - Dibbets is looking for a new ship to set sail on.... mostly because he is running out of coin.
(let me know if you like it, and I'll work up a full char sheet for you)
I'll weigh anchor with a Halfling Oracle of Gozreh (with the lame curse), and the Wind mystery.
Well done, mate! brings to mind poor Pip gone overboard from the Pequod. Retrieved the next day, but his mind broken by the awful lonesomeness betwixt sea and sky- "So man's insanity is heaven's sense."
Madness in Freeport is a good thing. Jump up, Sir! Jump up!!
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Submitted for your approval:
James "Madman Jim" Patterson, late of the Taldan Imperial Navy. Jim ran away to sea as a boy, and has worked on shipboard ever since--starting as a cabin boy, moving up to able seaman, and ending his official naval career as a marine/shipboard infantryman. He'll follow a good captain into the Eye of Abendego, but a bad captain will get the sharp side of his tongue...his tenure in the Imperial Navy ended abruptly when a particularly bad one got the sharp side of his rapier as well. He escaped before he could be hung, and has been a sellsword to any captain who'll have him ever since.
(Rules-related stuff: Human fighter, free-hand fighter archetype, possibly working towards duelist.)
I've got a concept for an Urban Ranger, I've kind of been floating around in my head. Might be a good place to try him out. Give him a few ranks of seamanship associated stuff and he might be good to go. Maybe even try to pattern some of his stuff around firearms, since they go good with the setting. I can kind of envision the big robust guy walking around now with his big bushy beard full of tindertwigs.
Messrs. Woodford, scranford, & Dow,
Now that's a tough crowd. Make no mistake you'll obey the Ship's Master or you'll see the back of his hand if you're lucky and the business end of a gaff if you're not! We'll brook no mutiny!!
Looks like we've got some options for muscle. Good concepts. I'll stay open a bit longer to see if we can get some spell slinging back up.
Now that's a tough crowd. Make no mistake you'll obey the Ship's Master or you'll see the back of his hand if you're lucky and the business end of a gaff if you're not! We'll brook no mutiny!!
Looks like we've got some options for muscle. Good concepts. I'll stay open a bit longer to see if we can get some spell slinging back up.
I can rethink my character as a sorcerer. I haven't played one with Pathfinder yet, and think that might just be fun. Let me think on concepts for an hour or so.
Drifter was found drifting on a raft off the coast of The Shackles burnt from the sun and nearly dead of thirst with a trident clenched in his hand. He spoke no language recognizable to the crew of the ship that found him. When the ship reached Freeport, the captain and crew of the Painted Lady were only too happy to have him off the ship, though when asked, they said there was nothing wrong with the man but they refused to talk about the time he spent on the ship.
Once ashore, Drifter lived on the docks for some time, doing odd jobs and cadging drinks. He approached a cleric of Gozreh one day and when Vorgon saw the trident Drifter still carried, she took the castaway under her wing, teaching him local languages and initiating him into the worship of Gozreh.
Drifter won't talk about his life before he came to Freeport and, since Vorgon's death, has been looking for a ship to once again set sail on the Arcadian Ocean.
I have a dark concept for a cleric of Besmara, the pirate queen, but there are already two divine caster proposals, so perhaps I should wait for Tanner's game.
EDIT: Well I wrote the back story so I might as well post it. Sorry, its a bit long.
OK, here is an unusual concept that just started burning into my brain.
"The Groom"
Thadeus was a poor fisherman about to be married in two days. Him and his buddies set out fishing as they normally do, but came across a damaged freight hauler. They decided on a little bit of profit before the wedding would be good luck. They remained close through the day, and at night rowed in quietly, helped by a fog bank that unknowingly hid an approaching storm.
Him and his friends took the ship in surprise fashion, but as they made an accounting of the cargo bound for Sargava, the storm came upon them. Their fishing boat was pulled away as they were pushed further out to sea.
It took two weeks to rig the ship and bale enough to get it back to port. Once there he found out his fishing boat had shown up dashed on the rocks after the storm. He had been declared dead. His fiance, in despair, jumped into the sea.
Knowing his greed had cost him his chance at happiness with his wife-to-be, he set out in a small boat to 'remember' his fiance. Wearing his nicest closes, he rowed out below the bluff where she had jumped. Wearing his ring, he took her gold ring and prepared to drop it into the sea...but he froze..he just couldn't do it..he worked so hard for the money and it cost so much...As his hand dangled over the edge of the boat, the gold catching the sun, a tentacle rose up and gripped his arm.
He fought and tried to brace himself, but the appendage seemed to seek out his hand, and the tip slid the ring out of his grip, the ring now upon the beast! He lunged for it, and ended up in the sea himself.
He was pulled in close and saw the eye and beak of the sea monster. He pushed away with his hands trying to keep away from its craw, when then he felt the beak close on his hand. He pulled away, but his ring caught. He pulled again, gold and beak in a locked battle. He felt a crack...there was blood and ink everywhere and he no longer knew which way was up. As he was losing consciousness, he felt himself being lifted upward.
He was found as his small boat drifted back into the harbor. He was unconscious and had been missing for days...again thought dead, this time of grief over his fiance. Those that found him were amazed as they tried to revive him. Thinking he suffered from exposure, he came to and proceeded to expel water from his lungs. His only injuries were sunburn and missing the ring finger on his left hand. But in his left hand he held a jagged piece of black-n-white chitin, that bore an uncanny likeness of a skull and crossbones, a death's head.
Thadeus was never quite the same. He suddenly had powers that those who watched him grow up never knew he had. Thinking him twice-cursed, they took to calling him "the Haunted Groom", and the town shunned him.
He now wanders the docks throughout the Shackles, still in his long black wedding jacket, his moniker shortened to "the Groom". Gloomy and sullen, he does not speak often, but when he does, his voice seems to carry the weight of the sea behind it. Those that plan nefarious deeds often find he has a word of advice or planning for them. In exchange, after successful endeavors, he is often tipped a bit of the spoils, 'the Bride Tax", some have taken to calling it. So now, some seek out his advice or blessing....But he does not put out to sea...some are too scared to take him on board, and he has turned down others. Many think "the Groom" is waiting for the right opportunity.
"the Groom", Human Cleric of Besmara 1, Oceans and Thievery/or Tactics likely subdomains, rapier favored weapon, channels positive, but will have dealings with the dead, particularly the drowned. Likely summoner of sea creatures.
Mother made a deal with a ‘witch of the woods’ to be able to bear her husband a child, and cleverly worded the arrangement so that the witch’s request of ‘one thing in return’ did not include her child. The witch frowned, and then arranged for her to bear twins, so that she could still grant her request to ‘give her a child,’ while taking one for herself...
The twins were boys, and the Green Hag (aka ‘the witch’) was disappointed, since she’d gone through all that trouble to arrange for the children to be born tainted with hag blood, so that they’d both be hers, eventually, anyway. She took the ‘extra’ child as her payment, and intended to fatten the little bundle of joy up and then share it with some friends for a special feast. Her friends had some bad years, and they fell out of touch, and she never felt like celebrating that particular feast, and so the boy grew up in her dank lair, beaten and cowed by the fearsome creature, and used as an errand-boy. At times, she would have a good year, and start fattening him up again, eager to devour him, but then schemes would go awry, and he was just so darn helpful around the laboratory and the house, unlike those pesky goblins, who couldn’t be trusted to do anything right, or that idiot ogre, playing with his toys.
Disaster struck (for the hag, anyway) when the boy was in his teens, and adventurers ended up freeing the ‘hag-boy’ from his captivity. The pale half-starved (it had been a disappointing couple of years for his ‘mother,’ and she was particularly uninterested in making a grand sacrifice to Mestama, whom, she felt, had utterly failed her) man-child was barely recognizable as human, and spoke in a gibberish hodge-podge of goblin and giantish, having to be taught the Common tongue from a half-elven member of the adventuring group who happened to speak sylvan, which the boy recognized, at least haltingly.
Piet used Misfortune to guarantee ‘Mother’s’ death at the hands of the adventurers, with her having been unaware that he was capable of such a thing. After his rescue, he briefly considered returning to the family he knew he had (from ‘Mother’s’ boasting), but had a dream in which he saw his twin brother, a handsome man who looked only vaguely like the pale wretch he himself was, and feared that his successful family would reject him, and the shame of his existence would wreck their lives and result in him being disavowed, driven off or worse.
Unknown to him, his brother has also dreamed of his existence, and is unsure what to make of this portent, having grown up a spoiled young man, heir to a moderately successful merchant house, but always drawing the eye of his peers by his utter recklessness, as he had always felt empty inside, as if something vital was missing from his life. With this dream of the bedraggled brother he never knew existed, he knows that a great and terrible secret has been kept from him by his family, and, for the first time in a decade and a half, is beginning to use the powerful mind that lurks behind the pretty face...
Alessa is a Varisian fortune teller who one day found her way onto a ship. She's rarely been on land since, save to change boats. She sells her divnation services out of Freeport. Her predictions and ability to read the Harrow are uncanny, and extremely useful to any for whom a squall could mean death. She speaks little of why she left the wagons of her people, or why it was she started selling her fortune-telling services to the captains of Freeport, but few care to pry into the business of others. So long as the cards read true, none of bothered to delve too deeply.
(This would be a Diviner (Foresight Subschool - opposed illusion and necromancy). The character as built uses a few things from the new Inner Sea World Guide that need approval. Namely the Fortune Teller and Harrowed feats. Also she plans on going Harrower for PrC. I understand if these don't work for you, so I figured I'd ask up front.)
Looks like a very fun game. Lots of character options, so I'll wait for Tanner's game in a few months. Freeport is just a cool setting and there are some new materials coming from Adamant Publishing very soon.
Ahoy there on the fo'castle, this be Dibbets reporting for duty at the masthead. If ye've got my ration of grog and hardtack that ain't too maggoty I'll be yers for less than a even share of any takings.
(OOC: will fill in my profile over the next couple of hours with pertinents)
"All right". "None of you guys has seen me...right"? "I'll just pick up a few things, and get some sleep, then i'll be out of here". "No need to mention you seen me".
Let me know which one you want me to go with....All done except for equipment, and background. Thinking about being on the Lam but not sure from who or where...DM any suggestions???
Now here's a weird lot. I'll cross myself and spit three times to ward off bad luck. So we have small Dibbet to appease the hungry seas.
Aye, and although 'The Groom' makes me shiver a bit, nothing wrong with a prayer to Besmara to keep you above the waves.
scranford- you got a sorcerer concept? I'll give you dibs.
normanak- Dibbet beat you to the punch.
Alorha- I do like Harrowers, but this will be more sandbox, less destiny so not sure you'll get the most out of it.
Piet- not nautical enough and how many games you in anyway, Set? ; )
Muster roll:
Mark Sweetman- Dibbets
John Woodford- "Madman Jim"
Black Dow- "Keelhaul" Kaul
Meowzebub- "The Groom"
scranford- (unknown Sorcerer)
Let me know if your credentials are in order and you're ready to sail.
At least Mr. Nielsen will be offering a second chance at Freeport soon (You head hunting sonuva- ; )! ) and I'll have to look up what Adamant is coming out with, Sir Hedgeknight.
This'll be a merry jaunt then, a fine pack of scallywags and ne'erdo wells
to go to sea with. This reminds me of the time that I woke up Sky-clad in the Crow's Nest with a week-long hangover and a new tattoo on my nethers. The cabin boy didn't look me in the eye for a month after...
Well lets not tarry, out to sea in search of wine and wenches!
Voodoo, are you open to custom traits? I've noticed that Oracles don't get Perception as a class skill and I can't find any traits that would make it one. Could I take something like this: Eagle-Eyed - +1 trait bonus to Perception and makes it a Class skill
Voodoo, are you open to custom traits? I've noticed that Oracles don't get Perception as a class skill and I can't find any traits that would make it one. Could I take something like this: Eagle-Eyed - +1 trait bonus to Perception and makes it a Class skill
Hey we wouldn't be pirates if we cared about rules! ; ) I think you've spent enough time in the Crow's Nest to go with that.
Let me know which one you want me to go with....All done except for equipment, and background. Thinking about being on the Lam but not sure from who or where...DM any suggestions???
ah, I see you've posted the ranger. if that's what you really want to play, go for it. Freeport is a little lower end on the magic-o-meter so I think we'll get by with our clergy types.
Ha, it's Freeport. Who isn't on the run? If you aren't already on the run, you soon will be!
EDIT: ooh, I like the Tien sorcerer, too. your call.
Character is updated in Profile and should be pretty much complete. If you can see any issues let me know.
Looks good. My only thought is that the mega-Perception modifier and wind sight is going to be a headache for me. ;) What do you think about the Eagle-eyed trait being only applicable outdoors or in daylight just to keep things interesting? Seems that would still fit your concept as a ship's Look-out.
Looks good. My only thought is that the mega-Perception modifier and wind sight is going to be a headache for me. ;) What do you think about the Eagle-eyed trait being only applicable outdoors or in daylight just to keep things interesting? Seems that would still fit your concept as a ship's Look-out.
Let's go one step further and say that it only applies whilst on a ship? Call it something a bit more nautically like Crow's Nest Squint: +1 trait to Perception, and Perception is considered a class skill whilst on board a ship
Almost finished stating this concept out, but then I started to think about making him more imposing. An actual priest of Besmara is a rare thing indeed as she doesn't really have a church, and I started thinking she might not be happy with that. She might more go for an Inquisitor, as an avatar of her power amongst those who pay her respect only when they see it to their advantage or as they are about to die. I like the bonus to intimidate and sense motive to judge a man's soul. And the knowledge skills, represent lost pirate and sea monster lore that he has suddenly been made aware of after 'the wedding'.
It just seems more swashbucklery, and perhaps a bit more fun at low levels where most PbP tend to live.
"Respect must be paid! Lest my bride sails her ship into this port and drags all of you away in chains to be bartered in the Hells for a bottle of infernal rum."
Outstanding, mates!
@Dibbets- I wasn't gonna be that specific, but you gotta let a GM be sneaky : ). I love your trait name.
@the Groom- the concept is great, go with what you like.
@Rokku- shipboard life is tight quarters. I think we're full up, but thanks for the interest.
Now lissen up, Bilge Rats! get your arses to muster: