Diamondust's Skulls and Shackles

Game Master Diamondust

Having escaped Bonewrack Isle, the crew of the Man's Promise look to become anonymous before they can build their fame.
Rickety's Squibs


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The only one sentenced there is you Kunala. Jord you will actually get given a different job so you can roll again for a job. Only one person needed in the bilges at a time.

Plugg seems unimpressed and orders the carcasses thrown overboard and everyone to get back to work. The weather turns sour today and drizzle turns into rain that doesn't let up all day.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

job: 1d6 ⇒ 3

Swabbing the deck str check: 1d20 + 2 ⇒ (17) + 2 = 19

After the hards days work Jord can be heard to say

"Sheesh, ye lot will trim off all me hard won fat at this rate, it took years of carousing in taverns to be this beautiful."


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

"Oh I don't like this weather...I got a feeling that we got a storm coming up," Jerieth said as she felt the rain hit her blue skin.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Rigging: 1d6 ⇒ 6 Mainsail

Sailor: 1d20 + 5 ⇒ (4) + 5 = 9
Con: 1d20 + 1 ⇒ (9) + 1 = 10

Reinald starts the day behind from starting the day in the bilge. He works hard miscalculation leads him to think that he has time to chat up Samms after mid day.

diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

Reinald takes a moment to talk to Barefoot Samms Toppin. "Well maybe this rain will wash the bilge stink off. How long you been aboard? I here you hail from the Sodden Lands tough place to survive by most accounts."


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Swabbing Job: 1d6 ⇒ 5
Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
Constitution: 1d20 + 3 ⇒ (11) + 3 = 14

Sejanus has a great day. He is quick, efficient, and courteous toward all, whether they deserve it or not. He doesn't even feel tired at the end of the day.

He decides to continue the public relations campaign and spends some time being chummy with the crew, particularly Grok. He uses prestidigitation to spiffy-up his clothing, shave his stubble, and clean away the sweat and grime of the day. He chats and jokes and laughs with the crew, making sure to send occasional smoky glances toward the quartermaster. At some point when he passes close to her, he smiles and asks, "Grok, do you know what you and Andor have in common?"

He leans in close and whispers,

Spoiler:
"At some point, you're going to get invaded by a Chelaxian."

He gives her a wink and continues interacting with the crew.

Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Forgot to roll job for today
Swabbing: 1d6 ⇒ 3 Swabbing the deck
Constitution: 1d20 + 2 ⇒ (19) + 2 = 21

When he can, the doctor will check up on Jerieth. "Hmm, it seems you are coming down with a fever. Get plenty of water, and try not to work too hard." he tells her, the last bit with a sarcastic smirk.

Heal: 1d20 + 3 ⇒ (12) + 3 = 15 to treat disease(You get +4 to your next save if I beat the disease's DC)


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

After his shift Jord will move amongst the other crew sharing a wineskin(common wine) he had in his gear.

He is trying to find someone to talk to or to just find information so he can better ascertain which crew are worth the effort to befriend.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Rigging Job: 1d6 ⇒ 1

Climb: 1d20 + 6 ⇒ (11) + 6 = 17

Sailor: 1d20 + 5 ⇒ (16) + 5 = 21

After climbing, she quickly got to working on repairing the rigging.

"Ha! This reminds me of my days working on the docks of Absalom," she said to herself.

After finishing up, she began talking with any of the other riggers, trying to learn more about her fellow crew members while also trying to become friends with them.

Diplomacy: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24


After Kunala spends the day working the bilge pump he climbs out looks for Reinald, once he finds his fellow crewman he asks, "Hey Reinald do you still have Jack Scrimshaw's knife? I was thinking that I would go check on him and give him his knife back, that way he can keep doing scrimshaw." Leaning in a little closer "I figure if we give him his knife back it may influence him to see things our way. Oh, and keep that kitchen knife I gave you, Fishguts won't miss it, at least until you go speak to Grok, If you make a deal with her she will trade your stuff back to you."


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald nods and reaches into the folds of his sash at his waste flips the knife so it is relatively hidden and shakes Kanula's hand passing it to him.


Kunala winks at Reinald "Thank you, Reinald" Then nods to Barefoot Samms Toppin. "Mam" He then goes below decks.

As he goes past Owlbear he waves high and asks "How you doing Owlbear, has Fishguts fed you yet today?" After speaking with Owlbear for a moment he goes to visit Jack Scrimshaw.

"Hey Jack, how you doing. Sorry you got bit by a rat. But I figured the least I could do was bring your knife back. You use it for your scrimshaw carvings right? Is there one your working on now?"

Is Kunala using the diplomacy he rolled for jack earlier or should he reroll?


Barefoot Samms talks to Reinald, "Just a few weeks sailing with this lot, tired o'fishing. Ha this rain is nothing. Just you wait until tomorrow. I sense we'll see much worse before it gets better." She tells a couple stories of folk stories of her lands and the monsters that also make it their home. You have made a new friend.

-----

Diplomacy to gather information Jord
Jord Gather Info: 1d20 + 6 ⇒ (6) + 6 = 12
You ascertain that the six pirates who stopped you on the second day definitely don't like you, but then they don't seem to like anyone else either and were among the first to join the crew, making allies of any of them would be difficult. Of the remaining crew Giffer Tibbs and Tilly Bracket seem to not mind you at all and would likely be the easiest to sway.

-----

Jerieth chats to Conchobar Shortstone, another one recruited at the same time as you. He is a handsome, honey-tongued gnome who wears a foppish purple hat, an eye patch, and a white silk shirt, and carries a dandyish cane. His appearance is that of someone pretending to be a pirate, rather than a true buccaneer. "Always yearned for the sea so this pressganging might be a blessing in disguise really." He's not exactly friendly but with some more effort he could perhaps be an ally.

-----

previous roll is fine
"Thanks. I'm sure I'll be fine. Yea I've been working on a few lately. A couple of pieces I started in port." He shows you his good luck medallion to Besmara among other small trinkets. Jack now considers you his friend.


Kunala "used diplomacy" on Jack, were allowed one attempt a day right? Is anyone else rolling diplomacy with a particular crew member before the end of the night?

'That's nice work' Kunala admires the ivory carvings that jack shows him. "You do good work Jack. I may commission a piece, once we make a little money of course." Kunala give Jack a toothy grin, standing to leave. "for now you get some rest. Plugg will be expecting you to work tomorrow."

Taking his leave of Jack, Kunala goes to the Hold where Grok is at. Taking the time remaining he explains the basics of his pistol to her. Having the opportunity he disassembles and cleans it; demonstrating how as he goes, so she could learn the proper care of the weapon first.

unless there is something else happening on deck I assume Kunala will work with Grok until it's time to sleep.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Jerieth recognized that the gnome was someone pretending to be a pirate but well you have to start somewhere when you want to achieve your dreams.

She patted the gnome on the back, "Maybe it is my friend. Maybe it is. Just have to wait and see. But if you stick with me and my friends we will make you an...exceptional man of the sea!"

Diplomacy: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20


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Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Jord decides on Tilly Brackett to attempt to make friends with, But to do that I need some rum

Jord will go down to the quartermasters store if it's open and offer a Skin of wine for some Rum.. If he has Rum he will offer it to her at the drink offering stage.. If that isn't enough of a deal to get Rum from Grok he will just Approach Tilly with Wine instead

Jord approaches Tilly

"Hello there lass, I heard you are good with a joke and a drink, well I have both for you in hopes that you'll share a joke with me."

Jord offers her the drink he has and launches into his joke

"Long ago, when sailing ships ruled the waves, a captain and his crew were in danger of being boarded by a pirate ship. As the crew became frantic, the captain bellowed to his First Mate, "Bring me my red shirt!". The First Mate quickly retrieved the captain's red shirt, which the captain put on and lead the crew to battle the pirate boarding party. Although some casualties occurred among the crew, the pirates were repelled.

Weary from the battles, the men sat around on deck that night recounting the day's occurrences when an ensign looked to the Captain and asked, "Sir, why did you call for your red shirt before the battle?". The Captain, giving the ensign a look that only a captain can give, exhorted, "If I am wounded in battle, the red shirt does not show the wound and thus, you men will continue to fight unafraid". The men sat in silence marveling at the courage of such a man.

As dawn came the next morning, the lookout screamed that there were pirate ships, 10 of them, all with boarding parties on their way. The men became silent and looked to their Captain for his usual command. The Captain, calm as ever, bellowed, "Bring me my brown pants!!"

Ihope it wasn't too terrible

Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21 If needed


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Later in the day, the doctor finds himself working alongside a scruffy looking one-eyed gnome. He introduces himself, and learns her name is Giffer Tibbs. "If you'll forgive my boldness in asking, how did you come by your injury?" he asks her, "I am a medical man, you see, and such things interest me. Does it ever give you any trouble?"

Here goes nothing... Diplomacy: 1d20 ⇒ 15


As Kunala wraps up showing Grok how to clean and load the pistol, he heads back toward the deck, seeing the good Doctor speaking to Tibbs he laughs and slapping the doc on the back introduces himself to the gnome. "Don't mind Docs beside manner, he's a good man, he was helping Jack Scrimshaw out, no charge or nothing." Reaching his hand out to Giffer he adds "By the way I'm Kunala, helping Fishguts down in the kitchen."

aid another: diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21
you said one diplomacy a day, so this is aid another, not diplomacy right ;)


Actually Kunala since you had to work in the bilges all day, come work is over and it's relaxing/eating time, Grok doesn't have time for any gun lessons today. Also you can't aid on top of your other one.

Jerieth only one diplomacy per day ;) Imagine it as your effort at influencing people is focused on one person for that day.

Tilly listens expectantly, hoping Jord's joke is a good one. When she hears the final line she leans backwards full of laughter and when she can finally compose herself replies with her own quip. "I'm gonna need yeller pants if I listen to too many of your jokes." She laughs at her own humour, "Brown pants..." Tilly definitely takes a liking to you. another friend

-----

Giffer stares at Genade with her good eye like she is contemplating what to say, "Yes I should have known. Ain't much to it. An aberration of the depths, covered in tentacles wrapped one of them around my head. I was lucky to escape with my life thanks to my crew mates at the time pulling me free from its grasp, though not before its suckers pulled my eye clean out. I aim to hunt it down and have my revenge one of these days." It seems she is serious and searching for clues on where these 'things' might live. Piracy is just to pass the time for her. You have made an 'interesting' friend.

-----

That evening there is little entertainment above decks as the rain still pelts down. Rosie plays a little music accompanied by Jerieth's dancing and even Sandara joins in a little but it is not long before even the men who enjoy watching the women the most head below to sleep away the night and hope for a fresh morning.


1d2 ⇒ 2
1d6 ⇒ 1
sober and cooking, it's going to be a good day ;)

After spending the rest of the evening cleaning the bilge from his nooks and crannies Kunala heads to bed early and awakens refreshed. Heading to the kitchen, expecting the worse. He is pleasantly surprised to find Fishguts awake and soberish already working on the porridge for breakfast.

Kunala spends the day helping prepare the meals and cleaning while he can, learning as much about the crew from Fishguts as he can. After dinner is served he goes above decks and attempts to make a new friend.

Approaching “Badger” Medlar he attempts to get to know the oddly coifed half elf. "Good evening Medlar, do you mind if I call you Medlar? I thought the porridge this morning was unusually good, ol' Fishguts was in rare form today, reminded me of what must have been a much younger version of himself. Have you known Fishguts very long? Of course I've just met him. But I've grown up on ships so he seems like I've known him my whole life. How about you, have you been a 'sailor' most of your life?"

diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24 hhhhmmmmm


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Fortitude to beat filth fever: 1d20 ⇒ 19

Rigging Job: 1d6 ⇒ 3

Climb: 1d20 + 6 ⇒ (11) + 6 = 17

Sailor: 1d20 + 5 ⇒ (7) + 5 = 12

Jerieth enjoyed dancing to Rosie's fiddle and was quite happy that even the attractive Sandara joined her. The undine was determined to woo the priestess but there would be more chances to win the woman's heart. But she would try later, for now she focused on her task of doing the rigging. Luckily she beat the filth fever so that was good.

She busied herself with working on the upper rigging high above the deck. While she did her tasks, she also talked with the gnome Conchobhar. She had already started the work on befriending him and she was one who didn't like to do a half assed job so might as well continue befriending him!

Diplomacy: 1d20 + 1 + 9 ⇒ (6) + 1 + 9 = 16


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Booyah!

Swab Job: 1d6 ⇒ 4

Prof Sailor: 1d20 + 4 ⇒ (5) + 4 = 9

Con Check: 1d20 + 1 ⇒ (13) + 1 = 14

He's not fatigued but he's not done the job very well, guess knot tying and rope hauling aren't his best jobs.

After whatever he cops as punishment, he'll head over to see Crimson "Cog"

"Hoy mate, I hear your a follower of the Pale lady, i'd be mightily interested in learning of her faith if ye have the time to spare to educate me, I even have a skin of wine to share."

Diplomacy: 1d20 + 6 ⇒ (7) + 6 = 13

This should be Jords third skin that's he's used if he used one yesterday with Tilly


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

In the evening Reinald enjoys time with the others and keeps his eyes peeled.

In the evenings is there options to influence crew or is that only during the day?


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

First thing in the morning, the doctor checks up on Jerieth and Jack Scrimshaw. He takes their pulses, and feels their temperature. "I must get my equipment." he mutters to himself.

Heal checks
for Jerieth: 1d20 + 3 ⇒ (9) + 3 = 12
for Jack: 1d20 + 3 ⇒ (19) + 3 = 22

Getting to work
job: 1d6 ⇒ 4 Hauling/rope work
Strength: 1d20 ⇒ 12
Constitution: 1d20 + 2 ⇒ (15) + 2 = 17


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Swabbing job 1d6 ⇒ 1
Checks 1d20 + 0 ⇒ (20) + 0 = 201d20 + 3 ⇒ (6) + 3 = 9

Sejanus makes a herculean effort in manning the bilges, but it takes a toll on his body. He is as loose as a rag when he makes it back on deck.

Diplomacy 1d20 + 10 ⇒ (16) + 10 = 26

It does not, however, keep him from spending time with the crew. He approaches Shivikah and puts on his friendliest smile. "Hello, there. I am Sejanus. I understand you are Shivikah, yes? The work is easier if the crew gets along, and I would like to get along with you. What brings you go this lovely floating workhouse?"


Either the Paizo Forum Monster ate my tasty post or I forgot to press submit before I turned my pc off... anyway there was meant to be a second post starting the next day off. So scratch off what you thought you were doing today because you're going for a bit of a wilder ride ;) Sorry but no diplomacy allowed today.

After yesterday's heavy winds and rains the storm well and truly hits this morning. The bell goes off slightly earlier than normal as the ship is tossed about on the high seas. When the entire crew rushes on deck everyone is put to work in the rigging, even the cook's mate Kunala. All roll 1d6 again and take jobs from the Rigger list. All job DC's are increased by 2.


so did the last six posts count? Or can we save em for later ;)
editing for work roll
1d6 ⇒ 6
Sailor: 1d20 + 5 ⇒ (1) + 5 = 6
fatigue: 1d20 + 1 ⇒ (18) + 1 = 19
the mainsail, nothing I haven't done before, doesn't mean I like it' Having been awakened early due to poor weather, Kunala draws the short straw and is assigned to the Mainsail.

well that can't be good.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

rigging: 1d6 ⇒ 4

Prof sailor roll: 1d20 + 4 ⇒ (7) + 4 = 11

Jord gets into Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards and he just fails with the extra difficulty.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Rigging job: 1d6 ⇒ 6

Sailor: 1d20 + 5 ⇒ (8) + 5 = 13 that was a close one!

Fortitude check: 1d20 ⇒ 3 CRAP! Not good!

Jerieth struggled working the mainsail as the storm raged but she was able to do her job even though this left her fatigued. She just hoped no one fell overboard as she would most likely be the only one who could safely and quickly save them!

Someone refresh my memory please: what is the penalty if you're fatigued?


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Rigging: 1d6 ⇒ 3
Climb: 1d20 + 8 ⇒ (18) + 8 = 26
Sailor: 1d20 + 5 ⇒ (18) + 5 = 23

Reinald seems driven throwing himself into his work and aiding others when things are difficult. "Just water and wind don't let it throw you."


A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Rigger Job 1d6 ⇒ 3
Climb 1d20 ⇒ 2
Profession (sailor) 1d20 ⇒ 2

Fuuuuuuuuuuuuuudge.


hey if you add them together you get seven, seven's lucky right?


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Rigging: 1d6 ⇒ 6
Strength: 1d20 ⇒ 4
Constitution: 1d20 + 2 ⇒ (8) + 2 = 10
Nuts. Wish I could use the last rolls


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

So do I fall 50 feet?


"C'mon you useless maggot!" Kunala, Seajnus and Genade get yelled at each time they insufficiently complete a task, "Perhaps we'd get through this storm faster if we gave ye to the waves! If you don't get thrown overboard by yer own incompetence I'll be seein' you make friends with the lash when this is over!"

Jord gets some angry looks but no threat of punishment, "Do yer job properly you overgrown barnacle!"

When it finally is evening the storm has not abated one bit and only a quick meal of crackers is offered before another shift is ordered. No punishments are carried out but Plugg seems pleased to announce 3 lashes for Kunala, Sejanus and Genade will be given the first evening after the storm.

roll again for rigger jobs during the night shift.


rigging: 1d6 ⇒ 1
climb: 1d20 - 1 ⇒ (16) - 1 = 15
sailor: 1d20 + 5 ⇒ (3) + 5 = 8

'blast, I'm better in the rigging than I looked, I'm just rust.'glaring at Plugg, Kunala bites his tongue and continues on working into the nightshift.

Having drawn the long straw for rigging repair Kunala easily Climbs into rigging cutting loose the broken strands of rope, but once he gets it to the ground he has difficulty with the whale bone needles used to repair the ropes, after botching the job, Kunala shakes his head. 'Unbelievable, why didn't I bring my own repair kit, this is going to do nothing but add fuel to Pluggs fire.'

unless, of course, if were allowed to "Take 10" ;)


On normal days I would allow take 10 for job checks. The storm prevents that right now.

Sometime during the stormy night
As everyone works tirelessly in the rigging a gigantic wave crashes overboard hitting you hard. You struggle to hold on to whatever is near you as the salty sea water drenches you anew. When the water is gone you notice a cry and someone missing. The halfling Rosie Cusswell has been swept overboard and desperately trying to swim back to the ship. No easy feat in this foul weather. She is currently 10ft. away from the ship and quickly losing ground. No one can hear her cries for help over the storm and no one else seems to have noticed her missing yet.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Rigging Job: 1d6 ⇒ 5

Climb: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Jerieth made her way, barely what with her fatigue and the storm, to the crow's nest to serve as lookout. It was difficult to see but she was able to get a good glimpse of what was going on.

So um...do I spot Rosie? Crosses fingers!


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Job: 1d6 ⇒ 3 Top rigging, oh dear...
Climb: 1d20 - 1 ⇒ (8) - 1 = 7
Dexterity: 1d20 + 2 ⇒ (2) + 2 = 4
The doctor is completely unsuited to such hard physical work. His fatigue gets to him, making him mostly useless.

Do I see Rosie?

Conditions:

Fatigued: -2 Str and Dex, no run/charge


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

I'm pretty certain we all see Rosie.

Seeing Rosie go overboard, Sejanus bellows to those around him. "Man overboard! Man overboard!" He grabs a length of rope, coils it, and throws it toward the halfling.

Ranged Touch?: 1d20 + 2 ⇒ (13) + 2 = 15


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

"Man overboard!"

Jerieth repeats the call as she springs into action, jumping off the crow's nest into the waters below before swimming towards Rosie!

Swim: 1d20 + 19 - 2 ⇒ (4) + 19 - 2 = 21
Acrobatics: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20

Oops! I rolled the skills backwards. I guess it's okay right?


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Jord will run and help Sejanus with the rope, helping to pull Rosie in, hopefully after his throw.


most are too focused on their job but you all noticed your friend missing

Sejanus' rope lands right next to Rosie and she manages to grab onto it just before it slips past her. At the same time Jerieth jumps fearlessly into the stormy waves.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Sejanus hands the rope to Jord and claps him on the back. "Reel her in, big man!" He grabs the line behind him, ready to help.

Aid Another: 1d20 ⇒ 14


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Jord takes the rope and waits til Sejanus is secure and assisting and then he heaves...

If he has the time Jord uses Strength Surge on himself for an extra +1

Str Test: 1d20 + 2 ⇒ (16) + 2 = 18


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Jord uses strength surge on himself and then begins to pull Rosie in

"By Kurgess Might!... Heave!!

Pull Rope Strength Test: 1d20 + 3 ⇒ (13) + 3 = 16

Stupid forum ate my first post where I rolled a 16 .. first time i've seen it freak out and change the roll


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Jord uses Str surge on himself and then begins pulling the rope in

"By Kurgess might! HEAVE!!

Str test Pull Rope: 1d20 + 3 ⇒ (12) + 3 = 15


yea strength surge is good here

Kord pulls with an almost inhuman strength and assisted by Sejanus they pull back towards the ship, leaving Jerieth in the water.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Sorry about that ... I was going to check and see if there were extra posts then I got delayed.. stupid forum was eating my posts and showing me nothing


Seeing Rosie go overboard, and Jerieth go in immediately after her Kunala, drops the ropes he's working on and moves to that side of the boat. Ariving just as Jord and Sejanus are pulling in the halflng, looking around for Jerieth he asks, "Should we throw the rope back for our dancer?"

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