DM Michael Cullen's Skull and Shackles

Game Master MichaelCullen

DM Mike Cullen's Skull and Shackles
Strategic Map

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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/-

Turning back to Reijo, Fine then, you are gonna take charge of this ship, and follow me, I got a Pirate council meeting ta be gettin to. welcome ta my fleet. she says waiting to see if Reijo want to challenge the decision.


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

Bouncing can only hold a hyper active Elf's attention for so long.

Soon the tanned lythe form is scampering about lookig into every thing, peering at every one.

Perception:1d20 + 10 ⇒ (18) + 10 = 28

Diplomacy:1d20 + 9 ⇒ (9) + 9 = 18

Her chirpy introduction to every new face is...

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


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Reijo doesn't take long to consider Noro's order.

"Aye," he immediately accepts, with a smirk and another puff of his pipe. He even proffers his hand to shake on it.

Spotting the bouncy tan elf, Reijo says, "Heya back at ye, Saucy. Thought I reckon'd yer tanned... face," his eyes gaze at Suny's lovely figure as he speaks that last sentence.

Reaching down behind his chair, he grabs hold of the silver-colored breastplate. Giving it a once-over before donning it, he gives another squinty-eyed and paranoid glare into the shadows.

"Take Creepy with ye," he tells Noro.

Once the last of his armor's shininess is covered by his clothes, he adjusts his tricorne hat. He certainly looks like he's played the part of captain before.

Looking at Thurden, "Well then. Best havey a look round me new ship, mate."


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 happily shakes hands with all the peoples. (^_^)

Upon coming across Reijo and Salty again it takes her a moment but....

"Ooooo..." Is her innitial comment before leaping forwards and feircly hugging Thurden and Reijo together in a group glomp.

"How has you BEEEN!" She exclaims exhuberantly.

"I has been havin' so much FUN! An' meetin' peoples! An' learning ALL'A stuffs!" She teps back and nods excitedly. (^_^)


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Those who know Reijo well enough know that to suddenly grab the paranoid man is to invite a reflexively executed death by blade to the gut, or knife to the throat. Always expecting a blade in the back, his survival instincts seem to run on overdrive when someone gets a little too close...

In spite of this, Reijo merely flinches at Suny's sudden leap towards himself. Obviously, he must really like the lass to allow this.

Unaccustomed to being hugged, the newly appointed captain merely tolerates the three-way hug by the lovely sea elf. For a short time, at least. Over her shoulder, his eyes soon dart to and fro, as if it were on the tip of his tongue to yell, Alright already!

"I'm sure ye has," he replies to Suny. "I see ye learned ta wear clothes," he muses, with mild regret in his voice. "An' ye healed nicely from bein' stabbed ina face, way back," the man with several facial scars says after the hug has concluded.

Reijo will begin evaluating the warship (specs, present condition, estimated repair time if needed) and the crew (experience or capability) he's to command once our roleplaying has concluded (not to rush it, just advance notice). He'll also try to think of known potential threats along the way to where the council is to be. Some checks (taking 10):
Craft (ships): 10 + 7 = 17
Knowledge (geography): 10 + 10 = 20
Profession (sailor): 10 + 15 = 25
Survival: 10 + 13 = 23 +4 to avoid getting lost


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
Reijo Ilvonen wrote:
"I'm sure ye has," he replies to Suny. "I see ye learned ta wear clothes," he muses, with mild regret in his voice. "An' ye healed nicely from bein' stabbed ina face, way back," the man with several facial scars says after the hug has concluded.

Suny grins brightly as she skips back, away from Reijo and Thurden. (^_^)

"Aye! Sooo much has bin happenin'." She exclaims again. "We should be talkin' all about our travels when we's squared away things a'tween our ships an' stuff." She nods.

"Maybe be havin'a tilly big feadin' at Captain Noro's table some time when we's under way agin?" She looks to Noro, should the other woman still be present.

"Any-who! Peoples ta' check up on an' shine ta' be seein' too!" She waves jauntily, spinning about and skipping off.


Wait? When was Suny ever described as weaing clothes amongst all the encounters...?


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'

Seeing everyone get comfy with one another, Dimitrious begins a thorough search of the ship.

Take 20 for a 37 perception


Male
Spoiler:
Aquatic Druid 2 | Init +1 | Perc +4 | AC 15 T 11 FF 14 | CMB +3 CMD 14 | HP 7/17 | F +5 R +1 W +7 | Icicle 5/6

Thurden squirms in the sudden group hug. 'Yeah, that's her' He grumbles to himself.

Thurden follows Reijo about the ship, getting a proper look at their new post. While the dwarf doesn't have his captain's eye for detail when it comes to ships, he's been on enough to know what a ship in a bad state looks like. 'Well, that was quite a swing of fortune on your part. I don't think you've managed to go from Brig to captain in one short conversation. Brig to captain's quarters, sure, but they never gave you the ship after. You even skipped the fun bit in the middle this time, can't tell if you're losing or improving your touch.'

The only part of the ship Thurden shows any real enthusiasm for is the galley.


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 tries to hide a little smirk, a bit of an odd look crosses her face at the reunion, but says nothing for now.

Looking to the two newcomers, just remember who your Captain is. she reminds them.

Noro turns to go back topside.

I think I forgot where were were to meet, I think it was port peril, but don't recall


Male Human Expert 1 Warrior 1

Reijo will begin evaluating the warship (specs, present condition, estimated repair time if needed) and the crew (experience or capability) he's to command once our roleplaying has concluded (not to rush it, just advance notice). He'll also try to think of known potential threats along the way to where the council is to be. Some checks (taking 10):

Reijo begins his inspection of the ship, starting from the stern he decides to make his way from there forward. The rudder has been heavily damaged in the fight, as well as much of the port side. She is not in danger of sinking but the damage is heavy. There is plenty of wood for shoring in the hold and in his estimation the ship could be partially repaired in a day or two of work. At least enough to make her seaworthy, though magic would make this go faster. Fully repairing the ship would likely require dry docking her and would take at least a week in such a facility. Until that work can be done, she may handle a little poorer.

The crew itself is mostly inexperienced and pressganged or convict labor. They had little love of Cheliax but also little knowledge of the sea. Gaining their loyalty may take some effort, but capitalizing on their distaste for their former captors may help.

Dimitrious takes a very thourough search of the ship. He begins to worry that he will find little of note until he makes his way into the captains quarters. He finds a small secret compartment hidden in bulkhead at the fore part of the room. Your deft fingers trace along at and manage to pry it open. Concealed within is a small chest. The chest contains nothing but a small piece of paper with some writing on it. You are unsure what it says but you are pretty sure it is in infernal.


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
Noro the iron maiden wrote:
Looking to the two newcomers, just remember who your Captain is. she reminds them.

Hearing Noro's words Suny bounces to attention, snapping a jaunty salute.

"Aye AYE! Cap'n Noro!" Before scampering off to see to her own crew and ship. (^_^)


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

"Aye, Sauce," Reijo agrees to catching up with Suny once things have settled.

"Aye, Cap'n Punch," he replies to Noro with a crooked smile and a polite nod and tip of the hat to her.

...

As the new captain explores his new ship with Thurden, Reijo glares authoritatively at the green sailors he sees, and grimaces at the apparent lack of experience of this crew. He replies to the dwarf, smirking, "Aye 'twas, mate. Still got me charmin' ways with the lasses, I suppose."

Reijo's grimacing intensifies as he curses aloud in his booming, gravelly, salty voice at the prospect of the damage done to the ship:

"Sink me snoggers! Look at this bloody mess ov'a rudder! 'Twill take a bloody week in a gravin' dock ta make this dead in'a water scupper seawerthy!"

Downing a chug of rum to calm his nerves, the new captain decides, "We'll have ta shore it up, is all. I seen wood enough fer it in the hold. Even that'll take all day from morn til nightfall, at the bloody least."

He'll track down and find Noro on deck, if she's still there by the time he finishes examining everything, and will tell her he's going to be a day or two behind, making temporary repairs.

Eventually, the new captain thinks it best to give a speech to his new crew. He tells Thurden and a few other nearby ears to spread the word and gather the crew around to hear their new captain speak in 15 minutes on the main deck.

Pirate Speak:
Graving Dock = A classic form of drydock.
Scupper = Garbage, something to be tossed overboard.
Snoggers = A pirate curse word. Not sure of it's exact definition, but it sounds colorful!


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

Noting the damage to all three vessels Suny waits and sees to which one captain Noro is going to show attnetion too first.

So! With three sets of crew working all together on one ship at aa time we should be able to get them back into service qick=smart, like. Hey? (^_^)

Should we be doin' all our dice rollin' an' stuffs?

Two cents worth on pirate lingo:
I've heard 'Snoggin' quipped about on British television. Shows like "The Young Ones" and "Red Dwarf" have used it a lot. Basically.. seems to be slang for 'Kissing'.. nothing too fancy about that. Though Reijo's speach might take on some what different connotations, hey? XD


Male
Spoiler:
Aquatic Druid 2 | Init +1 | Perc +4 | AC 15 T 11 FF 14 | CMB +3 CMD 14 | HP 7/17 | F +5 R +1 W +7 | Icicle 5/6

Before going to rouse the crew, Thurden pulls Reijo aside to confer. 'I know our new fleet-mates did quite a number on the ship. In the morning I can go over the side and patch up most of the damage. Should be able to do enough to get us to port without too much issue. I'll need a proper carpenter to show me what needs fixing, though.'


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'

Does anyone read Infernal, I found a paper hidden within the former captains quarters He will then fly about the ship looking for damage and begin casting Make Whole:Greater if needed

Repair: 10d6 + 10 ⇒ (5, 3, 1, 5, 3, 3, 1, 2, 2, 3) + 10 = 38

Let me know how many if any need to be cast


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Reijo pats his pack and responds to Thurden, "Yer lookin' at one. Though mayhaps we need more..."

And with that, he spots the flying halfling magically causing the planks to reform and reattach again.

"Or... mayhaps not?" he adds to Thurden, shrugging as he glances down to his mate.

"Useful li'l bugger..."


Male
Spoiler:
Aquatic Druid 2 | Init +1 | Perc +4 | AC 15 T 11 FF 14 | CMB +3 CMD 14 | HP 7/17 | F +5 R +1 W +7 | Icicle 5/6

Thurden returns the shrug.

'Frees me up to get things set right below-decks.'


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 continues to skip and scamper about. Giving orders and hugs out with her usual exhuberance and enthusiasm.

Diplomacy:1d20 + 9 ⇒ (13) + 9 = 22

Prof'Captain':1d20 + 10 ⇒ (14) + 10 = 24

(^_^)


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 gathers her part of the crew, Were headin to Port Peril. Once ya got this ship in order, make yer way there as fast as ya can. we got an important meeting to to attend, and I think our full officer company be best to be present.

she then makes her way back to the Malevolent Grace and prepares to make sail.

yelling to Sunny, Let me know when yer reasy to set sail!

preof, sailor: 1d20 + 15 ⇒ (8) + 15 = 23


Male Human Expert 1 Warrior 1

Dimitrious flies around and believes that he should be able to make some headway on repairs. Where he makes that headway will be up to him.

Greater make whole is great for making quick repairs, but even at your level it’s only 55 pounds of material per cast. A couple uses can fix a hole in the side of the ship and keep it from sinking. But repairing the whole rudder assembly would take all the 4th and 5th level slots you have for the day. That said, Greater make whole is awesome in that it is the first spell capable of fixing damage fast enough to fix a sinking ship.

After completing his survey he returns to the recently taken vessel with the following report:

The Ship you are currently on is the most heavily damaged. The rudder requires repair and there is some structural damage caused by the writhing black tentacles.

The Malevolent Grace has her mast toppled but is otherwise in fine shape.

Suny’s ship has numerous holes in the hull, but they are mostly above the waterline.

Captain Oscar and the settlers’ ship held back and was undamaged in the fray.

A couple days worth of hard work by the crew aided by intelligent uses of greater make whole should have all of the ships seaworthy. Further repairs can be made in route to your next destination


Male
Spoiler:
Aquatic Druid 2 | Init +1 | Perc +4 | AC 15 T 11 FF 14 | CMB +3 CMD 14 | HP 7/17 | F +5 R +1 W +7 | Icicle 5/6

Would wood shape or warp wood help speed things up? What I'm thinking is, get the lumber in place, then cast one or the other to shape the wood to fill any gaps or even replace the rudder.


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 suppose I will have to get this translated in the next port

As well as pick up a Comp Languages wand. Are we allowed to get partially charged wands?


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

*Skips up behind Dimitriuos as he's perusing the found scroll..*

Suny gently puts her hands upon Dim's shoulders as she leans down and forwards, over his head, to peer at the parchemnt.

"It's got them, what cha' call it... 'Squigles' an' tha' like." she notes sagely, nodding her blond mop solemly.

She gives Dim's shoulder a reassuring squeeze. "If'n any one can be gettin' tha' better of them squigles. It be yerself Master Dim." She acknowledges Dimtriou's formidable skills.

(^_^)


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

"I don't read that bloody carp," Reijo answers the shadowy halfling.

...

Reijo stands atop the aft deck of his new warship as the crew assembles in anticipation of their new captain's formal introduction.

With a puff of his pipe, he peers through the rising smoke with a squinty glare to scan the sea of new faces staring back at him. His intense blue eyes seem to peer right into the crew's souls.

And he's displeased with what he sees, judging by his grumpy expression.

"Right you sorry lot o'lubbers," he begins in his loud, grating voice, "I'll be yer new cap'n then. Cap'n Reijo. Don'tchye ferget that fact, lest ye want me ax in yer bloody skull."

He peers particularly intensely now at the inexperienced crew, making sure it sinks in their fresh heads who the boss is.

And somewhere in the crowd might be one of the few Chelaxian survivors, the one whose life he spared, who he called Moley Boy. Moley Boy knows all too well that his new captain is most definitely not bluffing, as horrific recent memory taught him.

"That said," he relaxes his intensity a bit as he continues now, beginning to pace back and forth above the assembly, "Ye'll find me ta be a firm but fair cap'n. Ye do right by me, an' I'll do right by ye. Do yer jobs right, and we'll be gettin' along just dandy."

Looking up now with deep disdain at the Chelaxian emblem prominently portrayed on the main sail, "Also on the bright side, ye ain't gotta worry about no bloody devils and devil-worshippin' juju from me or yer new quartermaster," he motions to Thurden here, "I calls him what I bloody want to. But that's Quartermaster Thurden ta ye sorry lot. Lest ye want a bloody icicle rammed through yer skull."

More horrific recent memory shows on the face of poor Moley Boy.

Getting to present business, "So we're gonna get this bloody ship in ship shape form now. Then we sail fer the Council. An' we don't wanna make Cap'n P... Cap'n Noro late." Looking more sternly now, "Ye best savvy that."

"In fact, the sooner we get that bloody travesty offa me ship, the better," he suddenly switches mental gears again, his gaze shifting up towards the Chelaxian emblem once more. Musing to himself aloud contemplatively, as if wondering what's available to replace it with.

After a few moments, Reijo's thoughts calmly return to the assembly below. Looking at them sternly, he startles them by suddenly raising his voice, "What are ye alls waitin' for?! A bloody formal writ o'invitation from tha gov'ner? Get ta work! Chop chop!" He stamps his foot twice to emphasize his last sentence fragment and motions for everyone to get out of his sight and start working already.

...

As the day or two of repairs progresses, Captain Reijo can always be seen getting his hands dirty. He pours his own sweat, blood, and the not so occasional colorful curse phrase into getting the ship ready to sail as soon as possible. He orders that the crew receive a free grog or two at the end of each day, and can be spotted playing cards with any of the crew willing to risk their coin. In spite of this, he remains visibly stern and maintains an aura of strong respect.

How effective Reijo's speech is towards getting the new crew on board with, and motivated to work for, the new order (if you'd prefer Diplomacy, that's still a 22 total):
Intimidate: 1d20 + 15 ⇒ (20) + 15 = 35

How well Reijo's personal ship repair efforts are:
Craft(ships): 1d20 + 9 ⇒ (8) + 9 = 17


Male
Spoiler:
Aquatic Druid 2 | Init +1 | Perc +4 | AC 15 T 11 FF 14 | CMB +3 CMD 14 | HP 7/17 | F +5 R +1 W +7 | Icicle 5/6

Thurden stands glaring at his new crew-mates from just behind and to the right of Reijo, scowling deeply. The dwarf's cold green eyes scan for faces flagging in interest or appearing insolent and fixes them with a hard stare, studying each offending face for future reference. The statement against devil worship causes Thurden to spit onto the deck and rub it in with his boot. When the captain goes on to mention consequences disrespect, he summons an icicle into his hand reflexively. The shard of ice slowly melts in his palm.

As Reijo wraps up his speech, Thurden begins barking orders to the crew, paying special attention to lollygaggers.

Intimidation Assist: 1d20 - 1 ⇒ (13) - 1 = 12


Male Human Expert 1 Warrior 1

I think intimidate will work just fine. The crew of the former chelaxian ship stands still transfixed for a moment before a couple of men usher the others into getting to work. Their new captain seems stern but that is to be expected. Over the course of the next day repairs are made to the three ships and a little before noon the next day they seem ready to sail.

The journey to Port Peril:
weather: 1d100 + 12 ⇒ (92) + 12 = 104
Commodore’s ability to navigate around. proffession sailor: 1d20 + 15 ⇒ (6) + 15 = 21

The Eye of Abendego is acting up once more. Noro manages to take her fleet into the less damaging semicircle where the ships still receive a great thrashing. any permanent losses? High is good: 1d100 ⇒ 66 though the ships suffer some damage, no one was lost at sea and with the magical capabilities you now have the repairs take less than an hour when things calm back down.

The rest of the transit goes smoothly and you sight land with three days until the council meeting.

The harbour is deep enough to accommodate even the largest and most heavily laden of vessels. Visitors to Port Peril are required to dock at the Crescent Harbor, which is overseen by surly harbour-master Tsojmin Kreidoros. There, their vessels have their cargoes inspected before they are allowed to continue on to the main docks.

This is as good a place as you can find to look for any magic items/supplies you may need. Dimitrious, you may need to look for some more foaming powder as it ended up getting pretty wet in the last fight (and contributed to the ship’s survival).


Male
Spoiler:
Aquatic Druid 2 | Init +1 | Perc +4 | AC 15 T 11 FF 14 | CMB +3 CMD 14 | HP 7/17 | F +5 R +1 W +7 | Icicle 5/6

After repairs are made the first morning

Thurden climbs over the gunwale, dripping with seawater. He gives himself a good shake, which does little to dry him, and scans the deck for Reijo. Spotting the man, the dwarf walks wetly across the ship and grabs his captain's eye.

'Have you given any thought to naming our new ship? Seems a shame to keep the old hells-tainted one.'


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 spends the three days being the Captain of her ship. Looking to help the newest recruits get along with the 'Older' Salts.

Lots'a dice rollin' :

Since I'm not sure which/what might be appropriate... Suny will roll ALL the stuffs!

Acrobatics:1d20 + 10 ⇒ (8) + 10 = 18(+19 to jump)
Appraise:1d20 + 6 ⇒ (14) + 6 = 20
Bluff:1d20 + 10 ⇒ (9) + 10 = 19
Climb:1d20 + 6 ⇒ (17) + 6 = 23
Craft(Carpentry):1d20 + 6 ⇒ (9) + 6 = 15
Diplomacy:1d20 + 9 ⇒ (13) + 9 = 22
Disable Device:1d20 + 10 ⇒ (16) + 10 = 26
Escape Artist:1d20 + 8 ⇒ (5) + 8 = 13
Intimidate:1d20 + 8 ⇒ (13) + 8 = 21
Knowledge(Engineering):1d20 + 6 ⇒ (2) + 6 = 8
Knowledge(Geography):1d20 + 2 ⇒ (17) + 2 = 19
Knowledge(History):1d20 + 5 ⇒ (18) + 5 = 23
Knowledge(Local):1d20 + 5 ⇒ (14) + 5 = 19
Perception:1d20 + 13 ⇒ (16) + 13 = 29
Perform(Dance):1d20 + 8 ⇒ (20) + 8 = 28
Profession(Captain):1d20 + 10 ⇒ (1) + 10 = 11
Profession(Courtesan):1d20 + 6 ⇒ (5) + 6 = 11
Profession(Fisherman):1d20 + 7 ⇒ (8) + 7 = 15
Profession(Sailor):1d20 + 7 ⇒ (2) + 7 = 9
Sense Motive:1d20 + 6 ⇒ (15) + 6 = 21
Sleight of Hand:1d20 + 7 ⇒ (12) + 7 = 19
Stealth:1d20 + 10 ⇒ (2) + 10 = 12
Survival:1d20 + 7 ⇒ (17) + 7 = 24
Use Magic Device:1d20 + 10 ⇒ (17) + 10 = 27

So.. with those dice rolls.. Suny is more simply following along in the wake of Captain Noro while Suny invests herself amongst her crew..

By day bouncing and skipping about, leading by helping and doing things by example amongst the crew.

By night, getting to know both new and old hands better.

The one thing that will be worked out amongst the crew are;
Safe and fair sharing of 'Guard' duties for when the ship docks.
Working out the furthering of Suny's... 'Plans'....

Much cheers to all! (^_^)


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/-

hey all, busy Monday.. worked late

Noro leads her new and growing little fleet to the required docks. signaling to drop anchor and take the long boats to the piers.

She goes ashore with those that wish to accompany her, meeting with the harbor master.

hello Tsojmin. Long time no see.


Male Human Expert 1 Warrior 1

Tsojmin smiles a toothy smile as he steps onboard to make a cursory inspection, Ahh the Iron Maiden, you have been busy lately. While you are here for the council will you be making a stop by the fighting pits? I’d like to make a wager.

Your ships can tie up for free. It’s one of da perks, as he says ‘perks’ he emphasizes them by making quotes with his fingers.


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Reijo answers Thurden after the first round of repais, "Vengeance. Blood Vengeance." He wipes the sweat from his brow, and takes a deep chug of rum.

...

Captain Reijo shows recognition and no fear as the fateful Eye of Abendego rears its reckoning on the newly rechristened Chelaxian ship. He maintains fierce alertness, an iron grip on the helm, and continues barking orders over the raging waters and winds, seeing the Bloody Vengeance safely through the storm as if the rapid winds and rains were but a gentle breeze and a light drizzle to him.

...

"She ain't bad fer a devil-cursed man'o'war." At the docks, Reijo meets up with Captain Noro and the rest of the gang. Lighting up his billard pipe, "When's this council s'pposed ta start anyhow?"

Reijo will pay particular heed while shopping to finding new materials for replacing Chelaxian emblems on his ship, replenishing any low supplies (like food, etc.), and of course replenishing his personal stashes of pipe weed and black powder.

Then, with time permitting, he'll head to the tavern. It's never too early for the tavern.

What does Reijo know about Tsojmin Kreidoros? About the fighting pits? About Port Peril in general? And... where's the best tavern for both drink and information?
Knowledge (Local): 10 + 7 = 17


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'

While in port Dimitrious will purchase a wand of comprehend languages 10 charges and then read the note to his captain. he will then upgrade his Robe for resistance +5(paid 1 1/2 the cost), his headband from +2 to +4 and pickup 20 more bags of Foaming Powder for the hold of the ship.

I am playing in a live campaign using the automatic bonus progression from unchained and we are loving it. Not having to buy any of the "big six" items really frees you up to get some interesting stuff


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 nods, acknowledging the harbor master, I hope ta get a fight or two in before the meetin'.

Turning to Reijo, we got bout three days till the meetin' If ya aint gonnaa stay on yer ship, let me know where you'll be. I'll make sure ta get ya fer the meetin."

または私が孤独を感じている場合は早く she adds in tien to herself.

translation:

gonna have to enter it into google translate to find out

Sunny, I'm goin to the fighting pits, got to keep up with the rep, after I grab some rum. addressing everyone, who's with me!


Male Human Expert 1 Warrior 1

Reijo, you are aware that the dwarven Harbourmaster holds a lot of sway on the island. In fact during Kerdak Bonefist’s (the Hurricane King) routine absenses he is jointly responsible for running the island. You are remember some stories about him having some magical abilities but you don’t remember what they are.

As far as pubs go you are always welcome at the Rotting Mermaid, a few years back a brawl had broken out and the proprietor was about to get beaned with a tankard when you hit the would be offended over the head with your own. Because you “sacrified” your drink for the good of his noggin he gives you free drinks when ever your travels take you here.

Dimitrious, as you cast the spell from the wand, the meaning of the words before you becomes clear. It is addressed to the captain of the ship, Sail into the pirate infested region known as the shackles and begin to develope an understanding of their movements. Commodore H will be brining a fleet of reinforcements from the north and driving toward Port Peril. He knows the area well and his presence with the fleet will be most unwelcome by our enemies. Affixed to the bottom of the note is the red seal of the Chelish Admiralty.


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'
DM wrote:
Sail into the pirate infested region known as the shackles and begin to develope an understanding of their movements. Commodore H will be brining a fleet of reinforcements from the north and driving toward Port Peril. He knows the area well and his presence with the fleet will be most unwelcome by our enemies. Affixed to the bottom of the note is the red seal of the Chelish Admiralty.

Dimitrious reads the note to his captain I believe the king will be most interested in this turn of events


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 makes sure her ship is safely moored. Her crew properly mostered and rostered before she skips shore with her more senior hands along to look at the shops and services.

Suny's fun

Suny's attire is little more than her finest, silk netting wrapped artfully about her lythe, tanned frame. All held in place with some of her favourite pieces of jewelry (Some items of which might not actually be considered such by others... But Suny likes their look/feel/shape and thinks of them as valuable)

For this prestigious occasion Suny actually wears things on her feet. Elegant sandals whose laces help accentuate her calves as they lace up her legs.

Diplomacy:1d20 + 9 ⇒ (7) + 9 = 16
Perception:1d20 + 13 ⇒ (19) + 13 = 32

(^_^)

Suny's 'DM' fun:

So, Suny is happy for the crew to get a good share of her allotment of the plunder. 10, 000 shared amongst the lasses should keep them bright and cheerful.

As for herself? Suny will scamper, bounce, skip and other wise wander all about the place. Her bestest and most trust worthy gals along to try and help keep her out of trouble.

She will, however, use some of the time to slip away, done disguises and continue on with her plans of gaining a 'Clock work' ship and getting her magical 'Alter ego' of the Dread Piratess.... (What name have we possibly decided on?) Wokring and kitted out. As well as spending more time and moneys spreading the tales of woe, danger and mystery about such an entity.

Acrobatics:1d20 + 10 ⇒ (13) + 10 = 23(+19 to jump) ,
Appraise:1d20 + 6 ⇒ (10) + 6 = 16,
Bluff:1d20 + 10 ⇒ (3) + 10 = 13,
Climb:1d20 + 6 ⇒ (8) + 6 = 14,
Craft(carpentry):1d20 + 6 ⇒ (17) + 6 = 23,
Diplomacy:1d20 + 9 ⇒ (19) + 9 = 28,
Disable Device:1d20 + 10 ⇒ (11) + 10 = 21,
Disguise:1d20 + 10 ⇒ (12) + 10 = 22,
Escape Artist:1d20 + 8 ⇒ (10) + 8 = 18,
Intimidate:1d20 + 8 ⇒ (8) + 8 = 16,
Knowledge(arcana):1d20 + 2 ⇒ (12) + 2 = 14,
Knowledge(engineering):1d20 + 6 ⇒ (4) + 6 = 10,
Knowledge(history):1d20 + 5 ⇒ (3) + 5 = 8,
Knowledge(local):1d20 + 5 ⇒ (18) + 5 = 23,
Perception:1d20 + 13 ⇒ (10) + 13 = 23,
Profession(Captain):1d20 + 10 ⇒ (8) + 10 = 18,
Profession(courtesan):1d20 + 6 ⇒ (16) + 6 = 22,
Profession(sailor):1d20 + 7 ⇒ (3) + 7 = 10,
Sense Motive:1d20 + 6 ⇒ (19) + 6 = 25,
Sleight of Hand:1d20 + 7 ⇒ (6) + 7 = 13,
Stealth:1d20 + 10 ⇒ (6) + 10 = 16,
Swim:1d20 + 8 ⇒ (3) + 8 = 11(Innate 'Take 10'),
Use Magic Device:1d20 + 10 ⇒ (16) + 10 = 26;


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

"Very tempted ta drink with ye, and ta see ye in the pit," Reijo responds to Noro, "But I gots ta secure the Blood Vengeance first. Ye ain't a cap'n if ye don't got a ship ta cap'n no more."

He then smiles, "If ye fights again later, definitely won't miss it."

Adding, while addressing Noro, Dimitrious and Suny, "I'll be at the Rotting Mermaid later. First rounds on me fer me new mates."

...

The first thing Reijo purchases is the most difficult-to-pick lock he can find for the Blood Vengeance's helm, to prevent anyone from stealing his ship while off of it (by being unable to steer it). If it isn't already, he'll also look for metal plating to reinforce the helm, so that it's much more difficult to simply cut through the wood to bypass or remove the lock instead of picking it. If he can find a sturdier metal and lock material (i.e. adamantine), all the better.

Reijo will ask Thurden to mind the crew while he goes in himself for that particular equipment. He'll return and spend the time reinforcing the helm and locking it, placing the key in a safe place he tells noone.

Later, after the ship has been secured, he invites Thurden to the Rotting Mermaid, along with any particular crew mates he or Thurden deem show the most promise and loyalty to him as captain. He'll butter them up with a free round drinks of each's choice. He also invites Noro, Dimitrious, and of course Suny, including each in a free round as well. So as not to abuse his sway with the proprietor, he'll pay for drinks above any beyond his own.

...

"To me new mateys!" he raises a bottle of rum in a gruff toast before the first round. While there, he's sure to catch up with the proprietor, and to catch any rumors or tidbits of information from the establishment's patrons he overhears.

Gathering intel on the council, on Noro and the others, about other local events, etc. Or... perhaps not, with that roll, lol:
Diplomacy, to gather information: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8


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,*

"Ooo! Look-it that! "

*Bouncy, bouncy,*

"Ooo! Look-it those!"

*Scamper, scamper...*

"Oooo! Look-it These!"

(^_^)


Male
Spoiler:
Aquatic Druid 2 | Init +1 | Perc +4 | AC 15 T 11 FF 14 | CMB +3 CMD 14 | HP 7/17 | F +5 R +1 W +7 | Icicle 5/6

Thurden will take the restocking of provisions upon himself, explaining that the stock he'll want for the galley are too specific for Reijo to waste his time searching for. He then keeps an eye on the crew, explaining to the men what's expected of them while in port.

'We're here for the council and whatever else that severe woman has in mind. You're expected to show back up for your watches and when we cast off. Otherwise get drunk, whore, fight, just leave it all ashore. Me and the captain, we'll find you if you try to desert, so don't get any terrible ideas. Dismissed.' Thurden spends the rest of his time waiting for Reijo's return planning meals for the crew.

Thurden happily takes Reijo up on his offer, suggesting a few men to join them.

'To the captain!' Thurden responds to Reijo's toast.

After the first round is drained, Thurden pulls Reijo to a quieter corner of the bar to speak privately. 'What's her play here in port? You think she'll be trying to depose old Bonefist, or fall in line?'


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 joins the new officers for some drinks, letting them have their fun. she sits back, feet propped up on the table. she does raise her glass at the toast and again to the new captain in her new growing fleet.

Once a few rounds are done, Noro moves on to the fighting pits. she spends the better part of the first night throwing punches. and riling up the crowd, as well as scout for potential new recruits.


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
Noro the iron maiden wrote:
Noro joins the new officers for some drinks, letting them have their fun. she sits back, feet propped up on the table. she does raise her glass at the toast and again to the new captain in her new growing fleet.

Suny comes bouncing through with her gang in tow. Stopping to give Captain Noro a congratualtory hugging. (^_^)

Before skipping off to see even "More of all-a THINGS!"


Male Human Expert 1 Warrior 1

Suny:
Your crew is a little surprised by your generosity, but there are no complaints. A couple even offer to by a round of drinks in your honor. Kala tells Shabe that she will catch up with him latter that night, but she needs to help make sure you stay out of trouble. When the time comes for you to slip away and further your ruse about your “alter ego” a couple of your crew see you leave but they keep their mouths shut. You put out little seeds of rumors about the Dread Piratess, and like good superstitious sailors, the pirates of the city begin to spread your rumors.


Male Human Expert 1 Warrior 1

Reijo, and those who join him at the bar.:
A difficult to pick lock is not hard to come by. There are plenty of locksmiths on an island of pirates with treasure to protect. Even an adamantine lock can be found though they are a bit expensive at 3020 gold.

The Rotting Mermaid is despite its name, actually a relatively fine establishment. At least as far as pirate bars go. The proprietor Sean Dinkens, keeps the place cleaned up (for the most part) and the glasses are always washed between customers. It’s not the cheapest pub in town, but that usually serves to keep the rift raft out.

Because this is one of “your” pubs, I’m going to reroll that gather information check for you. father information: 1d20 + 4 ⇒ (17) + 4 = 21 [ooc]<=== more like it.

While at the bar and enjoying a strong glass of rum, you can’t help but overheard some of the local gossip.

It seems that Kerdak Bonefist has been buying up stores of gunpowder and other armaments more so than normal recently.

You also hear rumors of more Chelish activity in the Shackles recently.

You hear rumors of a clockwork ship, captained by a Dread Piratess.

Finally you hear that the Iron Maiden is back in town.


Male Human Expert 1 Warrior 1

The next day while most of the crew is sleeping off the night’s revelry, Dimitrious is up on the quarterdeck when a courier arrives. The courier is dressed sharply in a tweed colored suit. He hands you an note and states, Please inform your fellow officers that they are invited to come meet with the Hurricane King tonight. Invitations are generally not refused.

He hands you a note, opening it up it reads as an invitation to the Lucrehold, Kerdak’s fortress home overlooking the lighthouse. It requests your presence one hour before sunset.

Giving you a chance to read it he awaits your response.


A question for the DM:
Just how ready is Suny's masterful, magical disguise? Has there been enough investment of the alternate clone for the Dread Piratess to possibly make an appearance? Though, I'm also guessing, there is not yet a clock work vessel swaning about handy.

Much cheers to you and yours.

(^_^)


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/-

any info from the fighting pits?


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Previous Day...

While speaking with his first mate in private, the severe new captain replies to his query...

Thurden:
"Old Kerdak? Could be so. All I cares about is I gots me a fine man o'war outta this deal. Bloody devil curses be damned, it be a fine prize just fer kissin' a bit o'rather fine-lookin' arse."

Reijo continues, "If we gots ta suck it up to Cap'n Punch, so be it. I've heard of the Iron Maiden and what she's done. She's got a fine an' fearsome reputation fer captainin' alright. She knows what she's doin', whatever it may be."

Reminiscently, he repeats himself, "...and a fine arse ta boot, I might add."

Giving the icy dwarf a look of implication, "We stay loyal. We make her fight our fight. I don't give a bilge rats arse what it be for. Fer as long as we benefit outta this deal... 'til the moment that changes. And then, well, we still got a fine ship fer goin' on account... ourselves. If ye catches me drift..."

Pirate Speak: "Going on account" was how real world pirates referred to piracy when they wanted to make it sound more like a legitimate trade or profession.


Male
Spoiler:
Aquatic Druid 2 | Init +1 | Perc +4 | AC 15 T 11 FF 14 | CMB +3 CMD 14 | HP 7/17 | F +5 R +1 W +7 | Icicle 5/6

Thurden nods along as his long-time shipmate explains his view on their situation. 'As long as it's your lips on the ass I'm fine with our situation. If it turns to cutting and running, give me a sign and I'll make sure the winds are in our sails and not theirs. But, for now, I agree. Let's see how working with this lot plays in our favor. They gave the elf-girl a boat so they can't be all bad.'

__________________________________________

The dwarf orders another round for the men and one for Suny. Thurden invites the sailor who survived the card game in the hold to a booth and begins grilling the poor man about his past. He's taken a shining to the uncomfortable crew member.


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Reijo smirks, "I be surprised Saucy's ship ain't got no bloody rainbow, shootin' stars, or butterflies fer her Jolly Roger."

At the Rotting Mermaid, Reijo keeps Thurden informed, as privately as possible in a loud tavern, about what he's overheard. "Them bloody Chelish spar-suckers are in the Shackles. Glad we got their infernal gibberish off o'th'mainsail."

Pirate Speak:
A spar is a pole, used in rigging. Reijo's not using it in a technical sense when he refers to "spar-suckers," however... :D

Reijo buys the adamantine lock for 3,020 gp and installs it himself, earlier that day. I do have the coin... apologies, I will finally resolve my coins in a bit in my profile. I keep procrastinating, lol.

Also, any notable characteristics about Sean Dinkins? Reijo has a nickname for everyone, lol.

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