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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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 smiles, "Kurgess has made you a fisher of men."

He ties the rope around his waist. He makes a dive away from the stone.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Alright, my turn I guess." Leaving his bow and arrows in a safe spot, Morgan ties his role around his waist. Leaving the rope's end with the others he dives in.
Swim: 1d20 + 9 ⇒ (9) + 9 = 18


Dozens of scrimshaw objects litter the chamber in various nooks and crannies carved into the walls. Although many of these items are merely curious, repulsive, or both, among them are the jawbone of a shark carved with scrimshaw images of a vast octopus eating whales and containing a dozen silver and gold rings hammered into it (worth 250 gp), a huge hooked tooth from some colossal sea creature with a seaweed plugged cavity containing six pearls worth 75 gp each, and a whale skull weighing 25 pounds whose scrimshaw carvings look very strange and arcane.

In addition, a total of eight 4-pound silver ingots that were attached to Sandara Quinn and Syl, each worth 20 gp. The rest of their equipment lies scattered on the floor among the lacedons’ masterwork manacles, along with four +1 heavy crossbow bolts, a silver spearhead, an iron bracelet that matches the one you found where you killed the devilfish, 211 sp, and 136 gp in assorted coins.


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

"Well me hearties, this was a good haul. Gravy it is on getting back our crew." He smiles grimly, "Good work." He picks up a big bundle of things and looks at the others. "Let's get back to the Promise."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Recovering his bow and quiver, Morgan stows them securely and draws his cutlass and takes the lead back out of the caves.
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Stealth: 1d20 + 10 ⇒ (2) + 10 = 12


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

"Very well, let's go." the doctor agrees, taking up his share of the goods to haul. He looks back toward the Cauldron as they leave, wondering what the crew may have missed out on, or narrowly avoided as the case may be. "Perhaps we could come back here when we aren't so pressed for time and resources..."


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

"Well done lads. Let us take this ere booty back to th boat and get outta this orrible place." He takes his share and starts back to the ship


There is quite a lot of loot to be had and nothing more on the island that dares to challenge you. It seems all the squid-goblin creatures have fled after you killed their queen and the slow moving tide is the only thing you must be careful of as you remove the treasure.

Cave Loot:

256 gp
211 sp
Shark jawbone with silver and gold rings embedded(250 gp)
6 pearls inside huge tooth(75 gp each)
25 pound whale skull with arcane carvings
8 silver ingots(20 gp each)
Masterwork manacles(4 pairs)
4 heavy crossbow bolts
Silver spearhead(50 gp)
Matching iron bracelets
Anchor feather token found in a rotting coat
Scrimshawed hammerhead shark skull(250 gp)
walrus tusk walking cane set with gold(400 gp)
Harp made from the jaw of an Orca(500 gp)

Queen Loot:

potion of cure moderate wounds
wand of summon nature’s ally II(12 charges)
vindictive harpoon(no penalties when used underwater, returning quality)
lobster pot containing flensing knives including two masterwork daggers, a masterwork silver dagger, a rusting masterwork cold iron sickle, a scrimshaw blade of great workmanship depicting an octopus worth 125 gp, and 12 other blades of varying shape and quality.

You feel weakened from the artifact but also different, like that unholy burst of energy should have killed you but somehow you are still alive. A very dangerous object. Should you leave it here hoping no others find it or take it with you for some other purpose.

The crew waiting back on the ship are glad to see you return and glad to see the island has yielded some treasure. When Syl tells her friends about you saving her they seem to be less hostile towards you(Syl is helpful now).The ship has been repaired and all the treasure loaded.

Jiran calls out from the helm. "She's all set Captain. Heading?"


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 sets his hat and straightens his shirt, "Time to make the ship our own. West North-West, full sail."

Basing my line on my memory of Bonewrack and the Coast toward Squibbs. Consider it flavor heading wherever Fishguts says.


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

"Full Sail!. To your duties mates, let's get this ship flying to some R&R."

He then goes and expends his healing on those that need it including anything that has happened with the crew while they were away. Only has healing spells left atm


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Despite being still slightly weakened by the adventure ashore, Still have some con damage I believe Ruadhán is so relieved to be back onboard, that he is soon racing up the rigging and helping to set sail, before settling himself as lookout.


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

Genade deposits the portion of the common loot he was carrying, then disappears below decks, retiring to the makeshift lab he had set up. He carries one last bag, and anyone who cared to observe him on the trip back to the ship would have seen him collecting tissue samples from each of the creatures they had fought. Usually small cuttings, other times whole limbs.


"Aye, Captain." Conway replied. The Man's Promise had been repaired while you were away on the Island and after maneuvering to the side of the island where the cavern was it only took you a few trips to retrieve all the valuables from the caves(listed in my post above).

Slippery 'Syl' and her associates apply their full effort to their tasks and an attitude change is evident after she told them of being rescued by you. They might not think you are the best ones to lead them but at least you have no more enemies among the crew. (Attitude change from hostile to indifferent)

As soon as everything is loaded and the orders go out The Man's Promise shudders into movement. Directed north and slightly west towards Rickety's Squibs and the Slithering Coast. Captain Harrigan is one of the most notorious of the Free Captains of the Shackles and will not let his ship go easily.

-----

Most ships that sail the Inner Sea region, such as the Man’s Promise, were crafted by hand in shipyards throughout Avistan and Garund. Though ships of the same type are similar in attributes and size, they each have their own look and lines, which the practiced eye of an experienced sailor can recognize in the dark by the silhouette alone. Successfully stealing a ship and hiding it from its owners requires more than a name change and a new coat of paint—there must be a complete rebuild of the superstructures and rigging in order to change the way it looks. Such an overhaul is superficial in nature and changes none of a ship’s characteristics, but it does give a ship a different appearance and lines so that even someone familiar with the original ship can only determine the falsehood after several minutes of careful study.

Changing the identity of a ship in such a way is not cheap and must be done in secret or word would quickly get out of the ship’s new identity. Powerful Free Captains with their own home ports are able to do such modifications in their own private shipyards and dry docks, and captains with access to skilled carpenters and shipwrights among their crews often make such changes far out at sea away from the shipping lanes or while beached on some distant shore. But not everyone has access to those sorts of resources. As a result, a side industry of sorts has grown into existence at remote locations throughout the Shackles and just beyond its borders, where captains can find discreet craftspeople willing to do the work quickly and with the promise of silence for the right price.

Rickety Hake is one such man and with Fishguts' professed knowledge of the man and past dealings on other ships you may be able to cut a deal with the man despite your meager funds. If successful, with the Man's Promise unrecognisable, you will be able to sail the Shackles unaccosted and begin to chase your own fortune.

Two days of almost perfect weather bring you to your destination. Early on the third day the coast is finally in view but no port is visible. "It is well hidden. Look there. A watchtower on the headland." Fishguts points out. With the looking glass taken from Bonewrack Isle you can get a better look and notice a small wooden tower that serves as a lookout for the port hidden behind the headland. You can tell it is manned as there is a checkered yellow and red flag raised. They know you are here. Rounding the tall headland reveals a hidden cove at the mouth of a wide jungle river, its sluggish brown waters staining the waters of the blue sea like an ugly bruise. A series of docks has been built upon this estuary, with buildings concealed beneath the overhanging limbs of the jungle beyond. A wooden watchtower stands upon the promontory of the headland, carefully concealed among the trees to provide a clandestine view of the seas.

Rickety's Squibs map

As you close in on the docks you notice a blue flag on a yardarm in answer to the red and yellow flag. A number of humanoid figures emerge from the shaded buildings and gather on a pier. A small, single-masted longboat soon sets out from the boathouse on the estuary to meet the Man’s Promise, and its crew hails you, asking you to drop anchor to discuss terms.


Taicho
You are perhaps in your room or downstairs for breakfast at the only inn in this settlement when your ears pick up on some commotion outside. There is movement towards the docks. A ship? You have been stuck here for almost a month though it seems far longer and you are eager to be able to leave.


Setting alone at square wooden table on a three legged stool, Taicho, holding a wooden bowl in one talon alternates from eating his porridge and blowing on a piece of blue string he has placed on the table.

Blowing... watching the string roll and tumble over the table, slurping a mouthful of porridge straight from the bowl with his long black beak, then blowing the string again , slurping more porridge, blowing, slurping, blowing, slurping.

As he finishes the bowl of porridge, he hears a commotion outside. Picking up the blue string and placing it in his pouch he nearly jumps off of the three legged stool, setting the bowl on the counter with a silver coin. Moving toward the door, he turns, as if he had forgotten something. Putting both his talons together, he bows to the barkeep and in a soft Tien voice "Shank you veddy much, it wras dericious."

He then follows the others to the dock, watching the single-masted longboat move into the estuary to meet the vessel. He lulls his tongue in a tengu smile and looking up to the sky says in a flat baritone voice. Praise be to Hei Feng whose winds hath brought my deliverance from this place."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Whoa thar the bow, loosen the jib sheets, let her speed run off or we'll run the boat down. Helmsman, bring us into the wind. Cap'n, ar' we to anchor up as they ask?"
As the speed lessens, Morgan, readies his bow to cover the longboat.


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

The doctor looks over the rail at the tiny settlement. "Pitiful looking place, but supplies are supplies, I suppose."


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

"Keep at it lads and lasses, it's almost rest and party time so lets get her into a berth and show off how awesome a crew we are.. then.. party time... "

Jord yells


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

"Aye Sharky, we'll listen to our host."

Reinald calls out over the deck, "Make to, drop anchor, we've work to do till their is solid land under your feat lads."


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 has used lesser restoration on Morgan and any others that need it on the journey to rickety squibs.

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