Choon's Skulls and Shackles (Inactive)

Game Master Choon

On the Wormwood!


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Brillup:
"Couple months" Ratline laughs, "And that's just my nickname. Name's actually Rathern, but I prefer Ratline. Befitting a pirate and all." He nods respectfully to Brillup's holy symbol.


Male Grippli Cleric of Besmara 1

Ratline:
Especially a fellow rigger. I like it. He looks up to the puzzle of ropework above them and listens to the wind cutting through the rig.

It's like she's singing to us, isn't it?


Brillup:
"I guess so..." Ratline seems a bit skeptical about personifying the ship, but he smiles at Brillup anyway.


Male Grippli Cleric of Besmara 1

Ratline:
So were you press-ganged or did they use the more traditional "sign people up" method with you?


Brillup:
"I was on a ship that Harrigan sunk ... was mostly halflings. I'd signed up for that..." Ratline seems a little sad.


Male Grippli Cleric of Besmara 1

Sad Halfling:
Brillup frowns, which looks odd on his Froggy Face. I... I'm sorry.

Trying to move on to happier things. Have you met Rosie? She's a little bundle of sunshine that's sure to brighten your day.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

Noro seems a little better with the job assignment but it doesn't improver her overall mood of the situation much. she seems a bit down about the morning. avoiding the fight, she really felt like re-decorating her fists with some pirate blood.

Nor just starts delivering messages taking the opportunity to see who she could make an ally on this wretched ship.

Noro is not exactly very socialble today as she grumbles through her task. even as she delivers a message to the quartermaster seeing Reck down there chatting away, all she manages to say she ya got a new girlfriend, leasht you will have a happy cruishe

work diligently +4 for thye con check

acrobatics check: 1d20 + 6 ⇒ (14) + 6 = 20
con check: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13


Half-Orc

If Noro sticks around at all, she can see Reck get shot down and probably feel better.


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Sorry, was driving home and realized I forgot to add the roll. Perception 1d20 + 6 ⇒ (4) + 6 = 10

Durvin smiles at the mention of another friend dropping by, he likes making friends. "Which one is Grok, and why is she in trouble for what Magpie did? That doesn't seem fair." He looks over all the different foods and utensils, "Ambrose is a nice name, I will call you Ambrose instead of Fishguts. That is, if you don't mind, of course?"

Upon hearing him taken on as prisoner crew, Durvin digs a little deeper, "So, were you a cook on the other ship as well? What kind of ship was it, and what colors did you fly? Are you the only one that came from the other ship, or are there others here that came over with you? If you are the only one that survived, is it why you drink so much? If not, why do you drink so much? The stuff gives me an upset stomach if I have too much. How much of it do you think you drink a day? Have you ever drank with a dwarf, they are known to be good at it, can you drink more than them or less?" His sense of wonder and excitement almost oozes from his every pore.

Not choosing another day action just yet. I think he will have to excuse himself after too much rum nad make his way up top, but first he wants to keep grilling Ambrose. Also, sorry but I've always liked Kender, so a lot of my halflings tend to be a little kenderish in personality, just without the thievery and fearlessness.


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

GM:
"Skipper! There you are." Sarenth hugs the small pterosaur, then looks down at her. "How did you get in here? And how did you do it without being seen?" When Skipper just looks at him with a cocked head, Sarenth sighs. "Alright, fine. You stay here for now. I'll come get you later."

After that, Sarenth returns to his duties, and spends a little bit of time sneaking looking for useful supplies.

Perception: 1d20 + 3 ⇒ (2) + 3 = 5

After work, Sarenth reports to the main deck for Red Hour and dinner along with the rest.


Sarenth:
When Skipper cuddles up against his chin for the hug, he can see she was sitting on an egg! That's odd. Maybe that's why she didn't find him immediately.

Taking liberties with your lizard for fun RPs later. ;) Hope you don't mind, I wanted my own lizard. XD

Sarenth can find a little bit of unattended rope, but not much else.


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

GM:
[ooc]No problem. Familiars are supposed to be semi-separate entities, so if you want to give her touches of personality or separate life, feel free. I think I read somewhere that, especially with Witch familiars and Improved Familiars, familiars were an excellent way for GMs to have a mini-NPC for RP purposes. :)


Durvin:
Not at all. I play an excitable, optimistic halfling as well. XD More ... hobbit influenced than Kender though. sorry the post took so long, wanted to write it on my computer, not my phone, for obvious reasons. XD

"Grok's the big green half-ork with the axes" Fishguts responds. "She runs the 'store' on board, and guards the captain's loot, so it was her job to keep it safe from thievin'. Captain seems of the opinion she spends too much time gaddin' about with me." Fishguts is a bit guilty about that.

As for the rest of the halfling's flood of questions, he answers as readily as he can, taking deep swigs of his rum as he does,

"You can call me whatever you like. Nay, I was just a swab ... dunno, just became a cook over time after the last one Harrigan had was killed durin' a fight with a Chelaxian ship. Can't rightly remember what kind o' ship - never was good at those things, though I'm originally from the Shackles...it was a pirate ship like this one, but its name and captain are long forgotten now..." Fishguts seems to be a bit sad, too.

"I dunno how much I drink. And never had a dwarf on board, so I wouldn't know."

In his poking around, Durvin finds... a cookbook! Its large, and contains a lot of recipes, and was buried under a pile of old onion skins. It doesn't look as though Ambrose has cracked it open recently, if at all, which might explain some of the cooking aboard the vessel... Studying and using the cookbook grants you a +1 on profession (cooking) checks.

1d14 ⇒ 12


Brillup:
The sad halfling smiles at the frog, though, and nods. "Yes, I've met Rosy. I don't think she liked me though..."


K, hit me up with evening actions, feel free to back post anything you're still doing during the day (mostly Durvin). :)

The rest of the day passes uneventfully. Nobody keelhauled or whipped today, though the four thugs from the morning are congregated around Plugg and occasionally cast looks over the party as they come up on deck for their dinner. Everyone gets their rum with dinner, which is still pretty gross today as Fishguts was more interested in talking with the halfling than he was in making food. Ah well!


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

Finally thinking she's started to shake off the effects of last nights meal, Isabella is a little wary of tonight's serving. She takes a moment to sniff the rum first. Wish I knew what to look for...maybe it's the food?

She tries to check for anything out of the ordinary, but beyond the poor quality, it's hard to tell if anything's amiss. Guess I shoulda learned a few things about cookin' after all...

She takes her time eating and drinking this time, waiting for any signs of uneasiness or oddities, but feels nothing out of the ordinary after a few minutes. Maybe it's just an acquired taste. Heh, maybe one of the newcomers'll take the cook's job and teach him a thing or two!

oh, forgot to make that DC10 fort save for fatigue
fort save: 1d20 + 2 ⇒ (19) + 2 = 21

After finishing her meal, Isabella heads below decks to her hammock to think of the day's events. Upon reaching her bunk, she recalls the message given earlier and decides to look for Sarenth. Said he had somethin for me; what could he possibly have after bein' here a day?


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Sarenth gets his rum and dinner rations. Upon smelling the dinner, he immediately finds a quiet corner where he can adjust the flavor to something slightly more palatable. After finishing his meal, Sarenth will look for Isabella again.

Prestidigitation for the win. :)
Perception: 1d20 + 3 ⇒ (4) + 3 = 7

Nighttime Actions:
Sarenth takes some time to try and find a better spot to hide Skipper and her egg in. Preferably a place where she'll have access to the outside air should she need to escape.
Stealth: 1d20 + 2 ⇒ (11) + 2 = 13
Perception: 20+3=23


Male Grippli Cleric of Besmara 1

Ratline:
Humm... Well, we'll have to see if we can remedy that. You seem nice enough to me. Brillup will chat with Ratline a bit longer, but knows he has to get back to work before he meets up with Scourge.

If Brillup meets up with any other the other pressgangers during the day, he'll be sure to ask. I'm going to try to track down the quartermaster. Is there anything that you need?

A Night with Grok:
Action: Influence Grok

Brillup is going to try to track down Grok and make friends.

Sense motive when meeting up to sort out how much she likes / hates me.

Sense Motive: 1d20 + 4 ⇒ (13) + 4 = 17


Half-Orc

"Dart, I 'ave use fer a charm from my things. Looks like an archer's target, about th' size o' a coin. I'd be greatly pleased t' 'ave that in a fight."


Half-Orc

Never been one to back down easy, thinks Reck. Food's the way to a girl's heart - I can do better than chatting.

After Reck finishes his chores in the bilge, He takes a coil of ship's rope and lays it on the deck. He takes a handful of nails and bends them into crude hooks, then splices them through the rope. Baiting them with pieces of his dinner, Reck spends the dinner hour fishing off the deck.

applying a -2 penalty to my roll for crude impliment

Survival Check: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20

Reck catches enough fish to provide one days's food for five people. A pretty decent haul of fish! Reck heads to the galley to find Durvin.

"Durvin, 'ow's about you an' me making a little trade? I got fresh fish fer you, an' need to use the galley."

Without pausing to get Durvin's accedence, Reck dumps his catch of fish on the cleanest galley counter. He finds the choicest, largest brace of fish of the lot and swiftly scales them. Reck then broils the fish in the galley stove, with a hearty helping of the slush from the oven. Focusing his magical abilities, Reck flavors the fish with Prestidigitation and sets off to find Grok again.

"Rest's fer you, 'alfling. Eat 'earty!"

When Reck catches up to Brillup and Grok, he lays out the fish he's cooked.

"'Eat up, skinny" he says to Grok with a wink. "An' you too, Dart. Not that you need t' be better fed - you're th' only one I've known t' shame me at climbin'

Diplomacy Check to influence Grok: 1d20 ⇒ 17


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

When Durvin finds the book, his eyes light up, "Hey, this is fantastic, do you mind if I hold on to this? Maybe I can be a great cook someday like you. I'm just gonna go put it in my locker. I'll be right back."

He rushes down to the crew quarters, to stow the book so that he can read it at his leisure. While he's there his curiosity gets the better of him, so he decides to see what all is down there.

Sneak for second day action, in the crew quarters (perception) 1d20 + 6 ⇒ (18) + 6 = 24

At dinner he tries to skip on the rum again, having had more than his share at work with Ambrose. He wanders by and tips his cup into those of a couple others so that they won't notice. Once he's gotten rid of it, he works on making friends. Since he doesn't like being not liked, he heads straight over to one of the four that were threatened off by Reck this morning. He looks between the four, two women, a male and a Half-orc. If he could win over the toughest looking one, the others might be easier to befriend. "Hello, we didn't get a chance to talk this morning. My name's Durvin, I'm the new cook's mate. You know if you had a preference, of maybe some certain type food you prefer, I might be able to see that we make some. It's just something I would do, to show that there are never any hard feelings with me."

Stealth to ditch rum 1d20 + 7 ⇒ (15) + 7 = 22
Night action, Influence Jaundiced Jape 1d20 + 7 ⇒ (17) + 7 = 24

GM:
Do I get my 2 +2's to influence from drinking with Ambrose, and from entertaining the night before? I didn't want to add them in preemptively, or if you were doing it a little behind the screen as it were.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

Noro grabs her rum ration and chugs it down tossing the mug back at the server. she then grabs her meal.

What garbage ish this, never thought I'd missh Lou's cookin

Noro goes ahead and finishes what she can. and goes topside to catch some fresh air.

first night she wasn't worn out from work or drug.

Noro catches sight of some crew playing a game. so she meanders over to see what its all about.

Nightime actions Gamble..not sure how this is supposed to play out


Sarenth:
Sarenth can find Isabella just fine, since she's looking for him.

Sarenth's exploration of the ship reveals plenty of dark little holes in the hold, but the berst location by far is probably in their bunk room, actually, as there is a porthole there that can be easily left open to let her out. Of course, the worry there is if anyone else who sleeps in their part of the hold notices or has anything to say about it. All in all, she seems content enough where she is, able to catch the rats down here that are neverending no matter how many people hunt them ... plus Sarenth can probably bring her things, too.


Brillup:
Grok seems more or less indifferent to Brillup. Of course, its also evening, so she is drunk as a skunk in the Galley with Fishguts (who is completely insensible) by the time the grippli finds them.

"Ish thish your new ashishtant?" The half-orc asks of the cook, trying to focus on Brillup when he comes in, "You din't tell me he was a -hic- frog."


Reck and Brillup:
Reck comes into the Galley not a minute after Brilllup, nearly running into the grippli on the way in.

"Ish thish green one a friend of yoursh?[/b]" Inquires the drunk half-orc when Reck shows up again. However, the food does look better than Fishguts' slop ... so she accepts it, and sniffs it, swaying a bit. She hiccups, then tastes a piece and seems surprised.

"Thish ish good. She comments.


Durvin:
Yeah, you can add yo9ur own +2s for further reference, I'll DMify it this time :)

Fishguts does not seem to mind if Durvin goes down to the crew quarters, and the cookbook just makes him laugh for some reason. He's not a 'cookbook' kind of guy.

He finds very little in the crew quarters where they sleep - there are more quarters in the middle decks, but they're blocked by a pair of hammocks, ostensibly so people don't go wandering to other decks in the night.

He also finds several lockers along the wall next to his own. Most of them are locked with old and probably weak locks though there are a couple with better security. Still, it would take breaking in to examine the contents of any of them. There are several empty ones.

----

Jaundiced Jape says nothing to Durvin. He just looks at him. And it isn't a friendly look. After a moment, maybe listening to the halfling, he crosses his arms over his chest. And remains utterly silent. Maybe he's waiting for something.


Male Grippli Cleric of Besmara 1

Reck and the drunkards:
Oh, no. I'm the new rigger. Brillup the Dart. He always sounds so proud of the by name.

Before he has a chance to say more, Reck comes in. He waits for the Half-Orc to answer about their relationship before speaking up. He's a bit interested in how Reck views him.


Noro:
Gimme a bit to write this one up. :) Had to give up my computer today, so I'm on my ipad with a wireless kb...its taking some getting used to. But you're not forgotten!


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Durvin looks stumped by Jape's silence. Normally he either gets kindness back, or if they dislike him, they tell him to shutup. This Jape is a mystery. He tries to figure out by his movements whether he made a dent in the man's gruff demeanor. He offers him some of the fish that Reck had given him, and then decides he will call it a night.

Sense Motive 1d20 ⇒ 20


Half-Orc

kitchen party:
"I don't make friends easy, an' not afore shedding blood aside 'em in combat. Th' Dart 'ere seems alright but aside from getting dragged 'ere together I 'aven't met 'im nor 'is kind. 'ell of a climber though!". Reck helps himself to a swig of the rum and jokes to Grok: in Orcish: "besides, I'm more used to eating frogs than sailing with them!" In common again: "By th' Storm an' th' Surf this is good rum!"

this is the super strong, con damage rum, right? I figure that recreational drinking after dinner puts us into the 'drink deeply' category

con damage: 1d3 ⇒ 2
fort save: 1d20 + 3 ⇒ (3) + 3 = 6


Male Grippli Cleric of Besmara 1

Woo Party!:
Brillup can't help but nod. He can't blame Reck for being cautious. Between the two of us, I'm the chipper one. I haven't stabbed anyone in days. Partly because you have my rapier. The last is in jest, not a threat or demand. He doesn't appear sore about the location of his rapier.

A moment later he muses. A gift from one of the Queen's priestesses on the Throne t'was...


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

RP'ing that low wisdom score must be makin me miss out on all the fun! soooo many spoilers, lol.


Durvin:
Jape still doesn't say anything, but he does take the fish. Which he proceeds to eat, still just staring at Durvin. Creepy. But, though he says nothing, Durvin gets the impression that he is slightly less inclined to attack him. Though still not very friendly. He's just so quiet and creepy.

The fish is good, though, and silent though he may be, Jape seems to enjoy it. If the food that the sailors have been eating thusfar is any indication, there are probably many a pirate who would appreciate some decent food, so Durvin may have hit on something very valuable indeed.


Kitchen party:
Grok guffaws at Reck's comment in Orcish. Frogs are good eating! She takes another slurp of her rum, and seems considerably loosened up now.

"Yer a -hic- healer of Beshmara, eh? Grok sways a bit, "When they brought ya in, they took your holy symbol. I though it would be turrible luck to upshet one of the Queensh choshen, sho I put it back on ya when they dumped you in the hold."


Half-Orc

kitchen party:
"I 'ad some stuff taken from me too, would come in 'andy. Spellbook an' components. Rest o' my stuff I don't care about, but I could f'sure use those"

diplomacy to beg some gear back: 1d20 ⇒ 18

"Yer talkin' about when we got 'volunteered' t'come aboard, eh? It was a neat job at that. Ain't every day that a 'uman can get th' best o' me like that. Who've you got out doin' the press-gang?" As he asks about the lowlife who sapped and shanghaied him, Reck gets a murderous gleam in his eye, which he does his best to conceal.

bluff: 1d20 ⇒ 19


Noro:
So, Noro comes across plenty of 'entertainment' topside. There are standard arm wrestling matches, a game called 'hog toss' that involves throwing stuff as far as you can, and, of course, drinking as fast as one can. There is betting happening at all these events, and you can bet on yourself if you like.

So, there are some steps to this, sorry had to get it to my liking.

1. Pick a game.
2. Either participate yourself, or use a sense motive/perception/int check to pick a likely contender.
3.Pick how much gold to bet.
4. Roll 'gambling' - If you have profession gambler you can use that. If not, its an int roll - but you add +2 for having ranks in bluff, sense motive, perception, or sleight of hand (up to +8 if you have at least one rank in them all)
5. I calculate your payout! (If you win)

Rules liberally stolen from TPO Durvin. :)

If you want to forgo betting and just participate, you can do that too. Once you pick a game, I'll post the rules for that.,


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

gambling:

great its based off everything Noro is crappy at.

can i just punch someone and take their money?

to best use her skills she would try and out drink another sailor or just arm wrestle.

perception to find a likely opponent: 1d20 + 2 ⇒ (16) + 2 = 18
noro has no money to bet so she just tries to bluff someome into thinking she has something valuable
bluff: 1d20 - 1 ⇒ (4) - 1 = 3

now this where you say ... "Noro wins xxx gold"9please insert number above 0 in place of the x's

arm wrestling use strength? 1d20 + 5 ⇒ (8) + 5 = 13 (added rage)
or
drinking: iron liver trait allows +4 on all rolls or checks that involve alcohol
fort save vs drunk: 1d20 + 10 ⇒ (20) + 10 = 30 (add rage and trait)


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

GM & Isabella:
Sarenth walks up to Isabella during dinner time. "So, how did the second day go for you?"


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

sarenth:
"Oy, there you are. Not so bad, I suppose. That's some pretty hefty rum they're hauling, though. Took half the day to shake it off the first time. Probably not so bad after a day or two, though. You and the others ain't still thinkin' mutiny, are ya?"


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Isabella:
Sarenth looks around to see if anybody was listening to that. "Might not want to speak quite so loudly about that. From what I've been hearing, things can get unpleasant around here." After leading Isabella a short distance away from all ears, Sarenth turns and asks, "So, something came into my possession that I think might be yours. Certainly something belonging to one of us from this most recent batch of new recruits, anyway. What's your weapon of choice?"


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

Sarenth:
"Well now, I like a man who brings me weapons. No chance of it being a whip or two, eh? Nothing like a good lashing to put troublemakers in their place."


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

Isabella:
"Oddly enough, it might be one. Might want to be careful with it, though. I imagine that they'd rather we don't have weapons, and it seems like Master Scourge has the market cornered as far as dealing with troublemakers." Sarenth leads Isabella below and surreptitiously pulls the whip from his locker to show her.


Female human fighter/3 HP 26/26 AC: 12 F:3 R:3 W:-1 init:+2 perc:-2

sarenth:
Isabella take hold of the whip and examines it with an almost loving eye. "Aye, this is it. Seems they weren't out to sell off our things; lucky me. As for Scourge, I'm less worried about him than what'll happen if theres...trouble. Frankly, long as we get to do some actual pirating, and not just deck work, I'll sail with whoever captains the ship." She hands the whip back to Sarenth after coiling it back up properly. "You probly have a better hiding spot than I could find. Keep 'er safe for me, mate. I'm off to get some sleep and see what the dawn brings."


Galley Fun:
Grok certainly seems oblivious to any murderous intentions of anyone ... she just swigs at her rum a bit and sways. She gives a satisfied belch upon finishing her fish. Delicate flower, Grok is not.

"Them books. -Hic-. Plugg was mighty adamant that those be seperated from ya. But I dunno how much a book could do. Maybe ... a trade ... maybe. I dunno."

Grok eyes her rum, "Blasted rotgut, -hic-, burn the heart it do."

"As for them that Shanghai'd ya ... I dunno. Probably Masser Scourge an' Plugg hisself. We were mighty understaffed we was."


Noro, The Iron Maiden:

Noro does not have much of value, and everyone at the circles for gambling can see that. However, she's determined to fight somebody, so she can find a bet if she likes. The stakes at arm-wrestling may be too high for Noro though - Jacks Scrimshaw wants a kiss if he wins, and the look on his face is ... well. Less than polite.

At drinking, though, Noro might have more luck. Her opponent there appears to be a giant black Mwangi man who just stares at her sullenly from dark eyes. He doesn't say what he wants as collateral, but it seems as though the challenge itself is almost enough from him. It seems forgone to the crew at least that he will win, so its likely they were looking forward to Noro's humiliation as prize enough. (Most of the pirates at the drinking contest don't appear very friendly.)

However, Noro completely awes them all. Not only does she drink the big man under the table (Literally), she continues on drinking well afterwords. It seems she's made quite an impression on the guys at the drinking table as each mug she downs gets them yelling and chanting the number drunk. After a while the betting shifts from who'd win (long since Noro) and turns to how many Noro can drink - which the head of the betting promises her a (small) cut of in return for the better-than-usual action.

All in all, Noro wins about 144 gold total, though she's also quiiiiite drunk, and takes...

Con Damage: 1d3 ⇒ 3

3 Con damage! And feels very crappy the next morning, though she also finds that most of the crew seems to have picked up the nickname 'Iron Maiden' for her via osmosis during the night. (+2 to social rolls tomnorrow!)

That's an extra-special circumstance for a truly epic roll for 1st level. ;)


Half-Orc

rally in the galley:
Reck seems oblivious to the terrible quality of the rum - he doesn't seem to have had much exposure to alcohol and doesn't realize how inebriated he's getting as he continues to drink.

"A Trade? shure, I can do a shwap fer my thingsh. What kin Reck do yeh for?"


Male Emberkin Conjurer 3
Current Status:
HP 9/18 | AC 16, T 12, FF 14 | Fort +2, Ref +3, Will +4 | Init +4 | Perception +4

GM & Isabella:
"Got it. I'll just leave it in here, then." Sarenth puts the whip back in the locker and locks it up along with his spellbook.

During the rest of his time during the night, Sarenth will carefully transfer Skipper and her nest down to the bunk room and make sure to leave an access point open for her to escape if need be. After that, he'll go to hammock as early as he can.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

After the contest Noro tries to stand but is soon on her but. as someone goes to help her up. Hey...you...yourrr not tryin to take adavannntiigmmmsnnn of a me are ya?

She throws a wild punch to make him get away.

1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
confirm: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
damage: 1d3 + 3 ⇒ (2) + 3 = 5
crit damage: 1d3 + 3 ⇒ (2) + 3 = 5

all non-lethal

and somehow it connect dropping him to the deck

Nighty night she mocks him.

Noro staggers around a bit trying to figure out how to get to her hammock. when she hears some voices in the galley.

Noro bursts into the galley Hey what... but she hit the door too hard and bounced back closed in her face mid sentence.

there is the sound of a thud outside the galley door. as Noro falls backward passed out on the floor.


Rum Rampage:
Its not a party till Noro shows up drunk! As a side note, <33 Noro. :D

Fishguts stirrs a bit at the thud of the Barbarian at the door, but doesn't wake up.

"We'll she whatshya got if ya come by tomorrah. Alllll locked up now." Grok tries to remember if she locked up the store, squinting at the blurry figures of Brillup and Reck.


Skipper&Sarenth:
Sarenth finds that he can fit Skipper and her nest into one of the unused lockers. There is one with the corner peeled back from some very obvious tampering that the small flying dinosaur could probably squeeze out of if she needed to, and allows ample air to breathe. If someone stuck their hand in there, though, they might get a surprise. It seems unlikely anyone will go poking through an obviously un-secure locker, so Sarenth figures its probably safe for her. He'll probably have to bring her food up here, though, as there aren't many random rats for her to catch.

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