DM Michael Cullen's Skull and Shackles

Game Master MichaelCullen

DM Mike Cullen's Skull and Shackles
Strategic Map

BATTLE MAP


901 to 950 of 4,230 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

items: 1d100 ⇒ 84 everburning torch


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

*Skippy, skippy, skippy, skip*

Suny bounces all about the small town 'lookin' at all'a stuffs'! (^_^)


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

chance to have what Noro wants >=45: 1d100 ⇒ 27

oh well looks like Noro will just have lots of cash.


Male Human Expert 1 Warrior 1

@ Kyranda You drive a hard bargain, how bout 2500 and a couple nights, ill buy the drinks?

Calah wrote:

Can we shoot the cannon all directions or is it stuck in a certain position?[/ooc]

I could put it in a carriage on the bow, you could shoot ahead or to the sides with a little effort to move it around.

@Noro, once the ship is completed you will be able to sail to a proper trading port and have a much better chance at items you are looking for.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16
Arjun Srivastava wrote:


Arjun frowns. "I don't believe we need a cannon right now. Perhaps after a few successful raids, but for now getting some better personal equipment would be a better use of money."

"Not to worry Arjun, I know we can make great use of the cannon. It will help us make those first few raids successful. My previous ship had to run away from one of those Cheliax vessels which have cannons. Their effect in combat is devastating."

Calah turns to Hake "So Hake, what discount can you offer us?" asked earlier, with the favor and the rolls, maybe I can get us some discount?


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

was looking for +1 leather armor with brwaling ability (total equivelant +2)

or upgrade my existing +1 armor


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'
Calah Riptide wrote:

Calah turns to Hake "So Hake, what discount can you offer us?" asked earlier, with the favor and the rolls, maybe I can get us some discount?

Yes hake we are are making a substantial purchase, perhaps you could ease the burden on our purses Aid for diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22


Male Human Expert 1 Warrior 1
Noro wrote:
was looking for +1 leather armor with brwaling ability (total equivelant +2) or upgrade my existing +1 armor

Unfortunately there is no one to add enchantments here, but once you head out you could fairly easily find someone to upgrade your gear.

Jake thinks about it for a minute and seems to be counting on his fingers. I can't go below 5800 but I will take full value on valuables you would be selling to come up with funds.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Sunny continues to skip about town, being her usual bright and friendly self.

"Hey-YA there!" (^_^)


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Calah nods her head in approval.
"Tell you what. We will be here for a week or two for the retrofitting. We will help with that, and partake in festivities on the island. I'm sure that also brings in some money to your purses. We be sure to need some upgrades in the future. And if we be happy with your services now, we will be returnin'. So if ya make it 5500 you got ya self a deal." Calah says, spitting in her hand and offering it to seal the deal.

Sczarni

Female Human 5th Cleric

2500 and two nights, Sold now, let's have some fun shall we?


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

Later that night...


Arjun Srivastava wrote:
Later that night...

Oh yeah


Male Human Expert 1 Warrior 1
Suny wrote:
Sunny continues to skip about town, being her usual bright and friendly self.

The village is small, around 70 or 80 people at any given time, the economy is mostly centered around 'Squibbing' ships but there are a few fishermen who call it home. The population is mostly human but there are two Halfling families in town.

Prominent Locations

Godwin's watch:

This watchtower is little more than a covered platform elevated 60 feet atop wooden poles and accessed by a crude stair. Only the covered platform rises above the ridgeline of the headland, obscured from sight by the jungle canopy above. From this platform, one-armed Lyle Godwin lounges in the shade on a rope hammock with his trained parrot, Rotgut, and watches out for incoming vessels. No more than two or three ships arrive at Rickety’s in a typical month, so Godwin spends most of his time in a rum-soused stupor. The only route to the isolated tower is a treacherous, winding path along the knife-edged ridgeline, so Godwin is content to remain where he is most of the time and let Rickety’s porters bring out weekly deliveries of food and rum.

Docks:

A pair of docks reaches out into the muddy waters of the estuary. Three small dinghies are moored here beneath canopies made of wooden poles and dried palm fronds.
In the shelter of the river’s mouth where no breeze seems to find its way in, the heat is intense and insects buzz about incessantly. A few sun-darkened workers squat on casks splicing rope and mending nets, and pay you no mind.

Boathouse:

Two piers extend out into the river from a long building of rough- cut wooden planks with large openings to allow passage within. Ropes, pulleys, and other equipment common to a boathouse hang inside.
The longboat Peccarine that Rickety uses as a tender to treat with customers in the cove is moored inside here with its masts stepped when not in use. A slightly larger vessel, the single-masted pinnace Idlewise, is normally stored here, but the boat is currently at Bloodcove taking on supplies for the settlement and is not due back for 2 weeks.

The Commons, general store:

A once-grand building with broad wings extending from its ground floor stands at the end of the docks, its octagonal dome topped by a cupola. It was obviously a fine villa in its day but time and the harsh sun and rains of the Slithering Coast have faded its paint and cracked its boards, leaving it a gray ghost of its former self. A painted board above the veranda names it as “Rickety’s Squibs.” Smaller, less grandiose hovels and sheds clapped together of flotsam and jetsam surround the larger building and merge into the jungle behind it.
Rickety’s main building was once the summer retreat of a Sargavan noble until resentful water nagas forced her from their territory. Rickety was much more careful to negotiate his use of the lands with the nagas, which has enabled him to exist here peacefully for 13 years. Guests at
Rickety’s Squibs are put up in the somewhat shabby accommodations of the main house, which does at least have a taproom, a small market, and a functioning chow hall that serves the entire settlement. The shade of the jungle canopy here is welcome, as the heat is merciless and many of the trees are wilted with browning leaves that show the effects of an extended drought. Rickety Hake and a few of his menial hirelings reside in the Commons as well, but most of the residents of Rickety’s Squibs live in the smaller huts.
If you are looking for more crew, the Taproom would be a good place to look.

Dry dock:

A massive, wedge-shaped wooden ramp rises directly from the river. It is large enough to hold a ship of the line and has huge mooring points to allow such a ship to be stabilized in place. Wooden scaffolding is erected all along its sides to allow workers easy access to all points of a ship and its hull.

Calah wrote:
Calah says, spitting in her hand and offering it to seal the deal
Rickety spits in his hand, returns the shake and says, Cap'n we have a deal
Kyranda wrote:

2500 and two nights, Sold now, let's have some fun shall we?

The shop keep beams and is the happiest he has been in years.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny beams back at the shop keep and begins to peruse his wares. (^_^)


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

Arjun is content to find a nice hammock and snooze in the heat of the sun, letting the breeze flow through his fingers and toes. After all, you never know when you will find yourself in the cramped hold of a ship again. Reptar, of course, sleeps contentedly on his belly.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Dimitrious will head below out of the hated rays of the sun and ready himself for the next phase of our adventure.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Happy with her deal Calah walks down the plank towards the store with the Roc close by, hopping from one roof to another.

She walks in just as Kyranda made her deal.
"Well, I guess my crew mate just made herself a sweet deal." She says with a wink towards Kyranda. Maybe if he's in such a good mood, I can get a good deal as well, maybe Kyranda can aid me with that.

"So, I was looking for a particular item..." Calah says as she is looking through the store. She casts a quick spell and her eyes start to glow.
"A little easier to browse this way." She says with a smile.

Shifting through some items, she finally finds the amulet she is looking for.
"Aye this one. It looks a little raggedy, but I guess the spell still works. I offer 3000 gold for it right now. I doubt you can find many people buying enhancement trinkets for their pets."
diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

Jax really doesn't go anywhere particular any time soon, so he just travels with suny. Otherwise he be doing any site seeing on his own time and that is boring.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny isn't really interested in buying anything fancy. Though if a nice hat or some interesting cloth/silk is available those might peak her interest. (^_^)

Otherwise Suny is more inclined to skip about and look at everything there is to see... before heading in to see about a meal.


Male Human Expert 1 Warrior 1
Arjun wrote:
Reptar, of course, sleeps contentedly on his belly.

Arjun snoozes in the warm sun going in and out of sleep. In one of his more lucid moments he realizes that Reptar is no longer on his stomach but is returning with a fish stolen from one of the fishermen on the docks. The fisherman does not seem to notice.

@Calah With that roll, I think I will give you the discount.
The shop keep thinks to himself then says I don't get too many looking for these kinds of things. I suppose I could part with it for 3000.

@Suny. There is a roll of fine Tien silk that came off a former trading vessel. It is dark black with red flower print.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

"Thank you kindly sir." Calah says with a smile on her face.
She is on a roll making sweet deals for the crew and herself.
Calah buys the other things she had on her list and is disappointed in the absence of a darkwood shield. However, she found most she is looking for and leaves with a big grin on her face.
She goes outside and on her way she slaps Kyranda on her butt. "Enjoy." She adds with a wink.

Outside she attaches the armor she got to the Roc, gives him the amulet, which she binds to the armor and attaches the muleback cords as well.
"There we go. You look quite fierce now my friend. I should really give you a name now. I think Havok will do nicely. The two of us will surely unleash some Havok on the world with our crew and ship now wont we." She says as she gives Havok a pat on the head and tosses a large bit of jerky in the air. Havok screeches and goes after it, catching it midair and landing on a nearby roof to nibble on it.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Noro browses the local shops seeing what they have to offer. not finding much that catches her eye, she finds herself in the liveliest tavern she happens upon.

she makes her way through any crowds to enjoy the rum. can't be any worse that what she was served before.


Male Human Expert 1 Warrior 1

One of the off duty workers in the pub eyes Noro and walks over.
Avgroup of us have a game of nine pins tomorrow down by the docks, if you like you can bring some of your crew and we can see if you can best us. If you like we can even put some coin on it.

@Calah. Havok seems suspicious about envy thing you are attaching but once the treat is given and the relative weight is felt all suspicion goes away. Havok begins playing with new found carrying abilities.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny does buy the silk... though more from the feel of the stuff than any admiration for its colours. Happily bouncing back to the ship with the roll over her shoulder.


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16
MichaelCullen wrote:

In one of his more lucid moments he realizes that Reptar is no longer on his stomach but is returning with a fish stolen from one of the fishermen on the docks. The fisherman does not seem to notice.

"I congratulate you on your prize, my little dinosaur ninja." Arjun gives Reptar a light pat on the side, knowing not to get near his mouth during mealtimes. "Enjoy the bounty while you can. I believe we will have some interesting times in the near future."


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Noro sizes up the men issueing the challenge. hmmm, nine-pins huh? no thatsh a game I haven't played in a long time. I'll meet ya there, an depending if itsh worth the time, we'll talk money then. until then... Noro holds up an empty galss, buy a girl a drink?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny skips along, back to the boat with her prize... though also on the look out for a nice, wide-brimmed hat (Y'know? Tha' ones made out'a straw? (^_^) )

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

Jax also goes over to play with the dinosaur, he is just waiting for the next adventure for now.


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

Calah needs a floppy captain hat! She gets a nice one at the store.

-Posted with Wayfinder


Male Human Expert 1 Warrior 1

Those who go to the nine pins game:

I will need three ranged attacks to determine if you do better then the dock workers. While there they will ask to join your crew.

Work has been a little light around here and we pine for the sea., 3 Toothed Mike states as he gets ready for his turn at nine pins.

The refitting is nearing completion, it is time to determine where to sail to next.

Port Peril:

Port Peril is the largest port in the Shackles and its de facto capital. It is situated on the mainland, rather than on one of the outlying islands, on the edge of the Terwa Uplands and overlooking Jeopardy Bay. The city is protected by walls, and the stronghold of Fort Hazard. All manner of vices can be found in its twisting streets, and its busy markets thrive on the sale of stolen goods. Rumour has it that the plunder from decades of piracy is hidden in sea caves beneath the city.
Despite being the capital of the Shackles Pirates, merchant ships sometimes dock here to trade. Those flying the flags of Inner Sea nations are not welcome, but unaligned vessels are permitted to dock

Bloodcove:

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

Ushinawa Ilses:

A group of small islands in the South West corner of the Shackles, many merchant ships make their way through here in an attempt to hide from and loose pirates.

Plying the Fever Sea:

Enough trade passes through the fever sea that you should be able to find a mark within a day or two, be wary though even with your new armament you are not the biggest or fastest ship in the sea.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

Jax votes on bloodcove, because it sounds cool.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Well now how can I pass up a game of 9 pins?

D20+dex yes

Toss: 1d20 + 5 ⇒ (15) + 5 = 20

Toss: 1d20 + 5 ⇒ (12) + 5 = 17

Toss: 1d20 + 5 ⇒ (8) + 5 = 13


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

at nine pins:

Noro does her best to play the game, its been a while but she soon gets the hang of it.

toss 1: 1d20 + 6 ⇒ (8) + 6 = 14
toss 2: 1d20 + 6 ⇒ (3) + 6 = 9
toss 3: 1d20 + 6 ⇒ (8) + 6 = 14

none wanted to buy Noro a drink? :( *sad face*

Noro votes Ushinawa Ilses - most likely to find a mark with little support. probably no escort ships and with good navigation we can strike and escape with ease quickly evading pursuers should they come up.


Male Human Expert 1 Warrior 1

3 Toothed Mike: 1d20 + 4 ⇒ (10) + 4 = 14
3 Toothed Mike: 1d20 + 4 ⇒ (17) + 4 = 21
3 Toothed Mike: 1d20 + 4 ⇒ (10) + 4 = 14

Jerry: 1d20 + 1 ⇒ (8) + 1 = 9
Jerry: 1d20 + 1 ⇒ (13) + 1 = 14
Jerry: 1d20 + 1 ⇒ (2) + 1 = 3

Hamm: 1d20 + 2 ⇒ (18) + 2 = 20
Hamm: 1d20 + 2 ⇒ (15) + 2 = 17
Hamm: 1d20 + 2 ⇒ (13) + 2 = 15

Three Toothed Mike has a good game but Dimitrious beats him out, Jerry does very poorly and Hamm has the best game of his life, beating out everyone.

Looks like Jerry is buying the drinks tonight. Hamm says as he slaps Jerry on the back. So What do you say, could ya'll use a couple extra hands, you looked a little light on crew.

Noro, looks like someone is buying you drinks ;) and not just for your pretty face.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Calah observes the game, letting her friends have some fun with it.
"Well that depends lads, what can you do?" Calah asks during the drinks.
She studies the three characters to see if she can get a feel for them.
sense motive: 1d20 + 12 ⇒ (13) + 12 = 25

When the talk steers towards where they should go next Calah suggests
"I think we could grab some easy coin if we can explore these underwater caves near Port Peril. We have two waterbreaters and we have spells to get the rest underwater as well. At the same time we will be in a place where we can sell what we find. However a certain captain might take note of us there.

On the other hand I think that Ushinawa Isles would be a good place to find a mark. Havok can carry someone to scout for a ship. It would be a good place to train the men and get to know the ship properly."

@GM Do we have other things like ballistae or catapults on our new vessel?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny sits/perches where ever she can, happily swinging her legs, as she enthusiastically cheers on the people playing their game with the balls and clubs. (^_^)

Diplomacy:1d20 + 4 ⇒ (2) + 4 = 6

As for where to head off to next?... Um... *Peruses options as over heard in conversations...*

Suny is all for plying the fever sea. While, indeed, their newly painted and decked out ship is as fresh to adventuring as the tanned Elf... The group should have more than enough tricks to help them catch and acquire stuffs. (^_^)


Male Human Expert 1 Warrior 1

We are all trained shipwrights and sailed before we came here, we can repair the ship after battle and we know the difference between a Jib and a Jack if that's what yer asking. In a fight we can swing a sword but that is not where our strengths lie.

Right now you have just the chase cannon, you could probably mount either a catapult or a ballista on the stern, but other than that it is not an especially large ship so you are running out of places to have a moveable mount, I could see a fixed ballista or two on the sides if that's what you are looking for, for more gold of course.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

let's go ship hunting first and see if we could use some more firepower ;)

"Well we could probably use some skilled shipwrights to repair the ship after a battle. Very well, you are welcome to join us. Listen to the rest o' the crew, they will tell ye what to do. I don't mind fisty fights among the crew to sort out the picking order or entertainment, but using a weapon against a fellow crew member without proper cause or disobeying my orders will be punished. I am a just and fair captain, but cross me and I will toss you overboard to be shark bait." Calah says welcoming the men, but warning them at the same time in case it is needed.


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

"I think we should shy away from the larger ports. We are more likely to encounter Captain Harrigan, and we would make easy prey for better-equipped pirates. The Ushinawa Islands sound like a prime spot for stealthy sniping of merchant ships."


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

I too like the ushninawa islands


Male Human Expert 1 Warrior 1

Rickety's men have made quick work of your ship. He invites you down for the relaunching, it is hard to tell that it is still the same ship.
Logs have been placed on the ground for the ship to roll down on. The dry dock is steep enough that your ship rolls down on its own once the lines are let go. With a great splash your ship hits the waters, rocks a bit and settles out. Lines are used to pull the ship to a pier and planks are laid over to allow access.
She be ready for inspection Rickety says.

You are free to take your ship out to sea.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Cool, Dimitrious will go up and polish the cannon


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Calah looks over her new ship and nods in appreciation.
"Ya did a fine job Rickety. If ever we need some more work done on her we will return here. Best of luck to ya."
She shakes his hand and sends her companions to gather everyone around in front of the ship.

"All right mates. We got ourselves a true pirate ship now. Now we can start to make a name for ourselves. And a big name at that! First we will plunder us some ripe fat merchant vessels and buy us a proper amount of equipment. Then we can take on the tougher targets. We will make Harrigan shiver in his booties should he ever cross us in the future.

Sandra if you would bless her for her maiden voyage."
diplomacy for inspiring the crew: 1d20 + 9 ⇒ (11) + 9 = 20

After Sandra does a blessing, Havok lands on the bow and spreads his wings, shrieking triumphantly.
Taking the cue, Calah turns around and yells to everyone
"Now that she is blessed we can plunder and pillage to our hearts contents! All aboard! We leave at high tide! Get this ship ready you bunch of lazy armpits!
She walks the plank and stands behind the steering wheel, yelling out orders for the ship to get ready to sail for the Ushinawa Isles.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

during the down time of I can

Noro worked to procure as much rum as she could from this little smuggler's haven. getting it loaded on board the ship.

back to launch

Noro meanders on board. even though Calah is giving orders she does her own thing to get the dip ready, but to those around she seems to be complying with her captain's orders, but in her own way.

she gives very stern looks to any that may look to be disobeying the captain. Noro has no problems smacking some heads around if any don't follow her orders.

intimidate: 1d20 + 6 ⇒ (20) + 6 = 26
profession sailor: 1d20 + 8 ⇒ (12) + 8 = 20


Male Human Expert 1 Warrior 1

With those rolls I don't think anyone is thinking about disobeying right now!

Rickety replies to Calah, I would be happy to have your business in the future, fair winds and following seas.

Sandra invokes the blessing of Besmara, taking a bottle of whiskey she pours a sip into the sea, Besmara, may this libation bring gold to our coffers and blood to our steel.

So where to?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

At work.

I cast me dice earlier. But tha' Cap'n has tha' helm an' hence tha' decidin' call. (^_~)


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Dimitrious will cast Alter winds Favorable winds: 1d10 + 10 ⇒ (1) + 10 = 11


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny scampers about helping with the sails and rigging.

Acrobatics:1d20 + 6 ⇒ (11) + 6 = 17

Profession Sailor:1d20 + 5 ⇒ (6) + 5 = 11

(^_^)


Male Human Expert 1 Warrior 1

Your transit takes a fortnight, your ship rides well on the waves, your transit goes without incident, the winds seem to be always at your back and the crew is beginning to talk that your voyage is well fated.
Nice one Dimitrious.

You are not by the Ushinawa Ilses for more than a day before,
White sails spotted on the Horizon, South by East.

3 Toothed Mike scampers down from the crows nest, where he had been keeping lookout, Looks to be a large Dhow.

1 to 50 of 4,230 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / And so our adventure begins... All Messageboards

Want to post a reply? Sign in.