Fever'd Seas & Pirate Intrigues (Inactive)

Game Master PirateDevon

A GM returns because he can't let his obsession go. Most of the old crew is gone but a plucky gnome recruits some new friends to dream of a life as Golarion's newest pirate dynasty.


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Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

"Hold on Bucko's hold on I'm sure there's a mutually beneficial solution that we can work out where nobody loses.."

Mel sheathes her sword and steps out off the water..

"Someday I have to learn me some of that there language" she mutters


Male Dwarf Alchemist 4- Grenadier

"Send a beneficial blade up it's arse and let's call it a day. Either that or give it Hake's address and they can work it out."


GM Screen:

1d20 ⇒ 7

I want to see what Shaso says before I give a reaction from the creature...


Human (Mwangi) Warpriest 4 (27 HP, Init +2, AC 18/T 12/FF 16, Fort +5, Ref +3, Will +6*) Perc. +4

Shaso doesn't see a good way out of this so he makes an offer to the snake thing.

Aquan:
"My mates here need this vessel. I'm giving you the chance to leave peacefully. If you want to come back in 10 days I won't stop you."


Male Dwarf Alchemist 4- Grenadier

Aquan:
"Ye come back inna week and ye look for a man named Hake. Ye can find him in that big ol' house up on that there hill. Bring some friends, he's got some toughs on his side I'd be sure."


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

Mel listens in growing frustration to the gurgling conversation.."What did ye tell it..and can it speak anything else other than Aquan.." she asks in a somewhat petulant tone


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

The half-orc stays in the back on the beach watching the strange conversation while holding her cutlass at the ready. She also puts the decanter into her backpack for "safekeeping".


The naga narrows its eyes at the apparent confusion in the ranks and the willingness to simply "delay" the situation...

In very clear common she counters, I want the halfling now. If I return to my people empty handed I will not get a second chance.


Male Dwarf Alchemist 4- Grenadier

Sooty snorts loudly in derision, but keeps his peace for now.


M Gnome Conjurer

Quillin grins maliciously, "A halfling for the jug. I think we can manage that." Gazing at Pfarna he frowns, "Um, where exactly is the halfing?" Discerning Pfarna's lost look, the gnome whistles back Smudge to go reconnoitering.

edited- as DCD points out, I'm not entirely aware of the halfling situation yet.


Quillin:

Smudge can see the jungle near where the "bar" is but can't see too much movement at the moment. [Not the best perception check this time around] I'm not sure its clear that the halfling is running (not sure Pfarna/Sooty have mentioned it per se) but Smudge can't see him, for now.


Male Dwarf Alchemist 4- Grenadier

"Sorry Capt'n, but the halfling has flown the coop. We didn't realize he'd be important."


M Gnome Conjurer

"Brigh's Bronze Balls!" the gnome curses. "What was the last thing I told you? 'Keep your eyes on shorty'! Fekkit! Well, let's get looking. Can you track him, Shaso?"


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Sorry, I grabbed the cauldron. Figured that was what was important. Lets see if I can find him.

Survival(Track): 1d20 + 5 ⇒ (20) + 5 = 25 <-- maybe?


Human (Mwangi) Warpriest 4 (27 HP, Init +2, AC 18/T 12/FF 16, Fort +5, Ref +3, Will +6*) Perc. +4

To the naga, "We will look for the halfling. You may join us. If you harm anyone else we will not help you."

"Which way did he go? I will try to track him."

Survival: 1d20 + 6 ⇒ (11) + 6 = 17 to aid Pfarna.

status:

full health
Fervor 4/4 remaining
Blessings 3/5 remaining

5 at level 0: Create Water, Detect Magic, Purify Food and Drink, Light, Mending
4 at level 1: Obscuring Mist, Read Weather, Comprehend Languages, Air Bubble
2 at level 2: Aboleth's Lung, Track Ship


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

Mel looks relieved when the Naga speaks in a tongue she can comprehend.."Oh you want him..no prob.." she bites her tongue as Sooty admits the subject of the conversation got away

"Yes we had best go and find him then..." she says and heads off to the bar looking foe clues as to where the little ..person..might have gone.

Perception to track 1d20 + 8 ⇒ (17) + 8 = 25


Male Dwarf Alchemist 4- Grenadier

Shorty's eyes widen and almost he almost chokes before he can sputter out, "Wwwwhat? What is this? What is in it for us to help this bloody snake? Let me repeat m'self: I didn't sign up to right wrongs!" His words rise to almost a roar.


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

Mel gives Quill a look as she passes him "Going t' have trouble with that one" she says quietly "best you sort him out now Quill"


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Pfarna looks back at the grumpy dwarf:
We are not righting wrongs. We are eliminating future problems. We have the decanter. I would rather the halfling not try to take it back. This eliminates two problems. The halfling coming after us and whatever that fish woman is.


M Gnome Conjurer

Quillin elbows the dwarf. "Who's helping? I'm just getting rid of a sneaky little rat of a halfling. Remember that we need seven more crew. It won't hurt if we put on a little demonstration of how we handle uncooperative types."


Male Dwarf Alchemist 4- Grenadier

"Demonstrations don't pay in gold..." Sooty grumbles. He falls in line, apparently somewhat mollified.


Oh my this is going to be fun...both in the immediate and the long haul, I like the personalities...

The naga looks around at the few remnants of sailors scattered on the beach and up at the bar's overlook, I will return. Bring the halfling to the beach and I will be here. With that she dives into the water.

Assuming no one follows her...

The group makes its way back up to the bar, its rundown shack of a building, and the area around it...

Shaso and Pfarna:
Slippery? Yes. Subtle? Not so much. The halfling has apparently decided that tromping into the woods at full tilt is the best way to handle things and this makes him easy to track. He is also little so you can get to him faster, assuming you break away from your smaller companions. Bad news is a jungle cat of some size has also noticed, and seems to be following as well.

Mel:
Wet tracks and unsubtle running are easy enough to spot and the trackers seem to catch those tells too. What the young woman catches that others don't, however, is the false wood panel at the base of the bar.


Human (Mwangi) Warpriest 4 (27 HP, Init +2, AC 18/T 12/FF 16, Fort +5, Ref +3, Will +6*) Perc. +4

Shaso breaks into a jog, following the trail, trying to make speed without making too much noise.

Stealth: 1d20 + 3 ⇒ (8) + 3 = 11


M Gnome Conjurer

Quillin rolls his eyes as the nature priest suddenly dashes off. "Should I assume he's found the trail?" the gnome deadpans to the others.

Looking his bird in the beady black eyes, Quillin addresses his familiar before shooing him off. "Smudge, go keep an eye on the fool."


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

Mel pauses momentarily as the others head out then follows along.

"I thought Halflings were supposed to be Masters of stealth" she quips as she notes the obvious trail.

DM

Spoiler:
Given time Mel will return and check that panel out


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Pfarna follows close behind the warpriest. Decanter now stored in her pack and her cutlass in her hand.


Shaso and Pfarna give me one more Survival check please. Perception checks from the lot of you. Marching order as well. Terrain is rough, will support single file or two abreast with ease.


Human (Mwangi) Warpriest 4 (27 HP, Init +2, AC 18/T 12/FF 16, Fort +5, Ref +3, Will +6*) Perc. +4

Survival: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 4 ⇒ (16) + 4 = 20

I guess Shaso is in front.


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Survival: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

I will follow closely behind Shaso.


Male Dwarf Alchemist 4- Grenadier

Sooty stays in the rear to keep an eye on the group's collective back.

Perception Check:1d20 + 11 ⇒ (13) + 11 = 24


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

Perception 1d20 + 8 ⇒ (18) + 8 = 26

Mel keeps a sharp look out and listens intently as they make their way through the brush


M Gnome Conjurer

Quillin chases behind moving with some speed considering his short legs, but not quite as fast as his mates. Smudge stays up front scouting out the path ahead.

Smudge perception: 1d20 + 6 ⇒ (20) + 6 = 26


The group heads along the trail for some 10/15 minutes until Shaso brings the group up short as the various jungle fauna starts to thin into a rock ridden flat that seems to lead to a short cliff. The sound of water rushing obscures the groups movement. All of you see the halfling in question kneeling at the lip of the river, seemingly contemplating his next exhausted move.

Khuzdac, Mel and Quillin:
You are not alone in watching the halfling as a panther, easily the size of Mel, stares at you and looks at the halfling. Its tongue licks at its muzzle as it contemplates the current state of affairs.

Init:

Quillin Init: 1d20 + 3 ⇒ (6) + 3 = 9
Mel Init: 1d20 + 3 ⇒ (3) + 3 = 6
Sooty Init: 1d20 + 3 ⇒ (20) + 3 = 23
Pfarna Init: 1d20 + 6 ⇒ (12) + 6 = 18
Shaso Init: 1d20 + 2 ⇒ (17) + 2 = 19
Villian Block: 1d20 + 6 ⇒ (2) + 6 = 8

Group block is up. No surprise.


Male Dwarf Alchemist 4- Grenadier

Sooty pulls a tanglefoot bag off of his bandolier as he approaches the halfling. He prepares to throw it if the little bugger moves. "You stay right there shorty!

Move: Close with the halfling and pull the tanglefoot bag
Standard: Ready to throw if the halfling attempts to move from his spot.


M Gnome Conjurer

Actually, if everyone was tracking at half speed, I should be able to keep up.

"Here, kitty kitty! Here, kitty kitty!" Smudge squawks as he perches above the big cat.

"Yeah, I wouldn't move." With a squint, the gnome hocks a loogie into his palm and tosses it at the cat.
Acid dart: 1d20 + 5 ⇒ (19) + 5 = 24
acid: 1d6 + 2 ⇒ (6) + 2 = 8


Quillin wrote:
Actually, if everyone was tracking at half speed, I should be able to keep up.

Fair, and likely as the halfling isn't exactly "Mr Marathon"

Gm Screen:

1d20 + 10 - 8 + 2 ⇒ (13) + 10 - 8 + 2 = 17

It is plain to everyone at this point that Quillin just pegged a large black panther. It seems unamused, and uninterested in leaving...But the rest of you go first.


Human (Mwangi) Warpriest 4 (27 HP, Init +2, AC 18/T 12/FF 16, Fort +5, Ref +3, Will +6*) Perc. +4

Shaso turns his attention from the halfling to the panther. "Is this cat a friend of yours?"

Drawing picks and ready to attack if threatened.


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Pfarna moves over next to the halfling.

Unless you want to become panther food, give me your spell equipment.


Mel stalls a moment as Shaso, Pfarna and Sooty approach and draw weapons on a very surprised and obviously chagrined halfling. He seems almost ready to contemplate a response when the large panther rushes through the brush right at Quillin...

GM Screen:

1d20 + 8 ⇒ (20) + 8 = 28Crit
1d20 + 8 ⇒ (12) + 8 = 20Confrim
1d20 + 12 ⇒ (15) + 12 = 27Grapple?
2d8 + 10 ⇒ (3, 4) + 10 = 17

Good news, terrain means no charge, which means no pounce. Bad news is a crit on the bite...

The panther closes the distance in a blink of an eye, the large jungle cat issuing a snarl as it bounds to the wizard and promptly snatches him up with powerful jaws. The gnome is practically lifted of his feet as knife sized teeth dig into his torso and the cat thrashes him down with a heavy thud, clearly uninterested in letting the wizard go. Quillin takes 17 and is grappled.

Group block is up.


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Pfarna quickly moves over to protect the captain stabbing at the panther.

Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

If the attack hits (which clearly it will not), then:
Intimidate: 1d20 + 7 ⇒ (5) + 7 = 12

Well, this combat is off to a good start.


M Gnome Conjurer

sure. pick on the little guy!

Round 2
AC: 11/13 hp: 5/23 CMD: 12; condition: grappled and P.O.ed

Quillin shrieks as the panther leaps on him, "GEt it off!@" In a desperate final act he attempts to cast a spell.

concentration: 1d20 + 7 ⇒ (12) + 7 = 19

maybe? casting color spray


Human (Mwangi) Warpriest 4 (27 HP, Init +2, AC 18/T 12/FF 16, Fort +5, Ref +3, Will +6*) Perc. +4

Seeing the big cat, he had been wary. Shaso knew how quickly they could kill a man. As it attacks the gnome, he springs into action. As he draws on the power of his goddess, one of his picks develops a frosty sheen. He closes with the panther and attacks with a savage cry.

Attack: 1d20 + 8 ⇒ (5) + 8 = 13
damage: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (2) = 7

Adding /frost/ to sacred weapon for 1 minute.

status:

full health
Sacred Weapon 3/4 minutes remaining
Fervor 4/4 remaining
Blessings 3/5 remaining
5 at level 0: Create Water, Detect Magic, Purify Food and Drink, Light, Mending
4 at level 1: Obscuring Mist, Read Weather, Comprehend Languages, Air Bubble
2 at level 2: Aboleth's Lung, Track Ship

Hmm, these spells aren't so useful in combat.


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

Mel closes with the combat crossbow in hand and fires a shot into the melee.

1d4 + 7 + 1 - 4 ⇒ (2) + 7 + 1 - 4 = 6 +1 for Point Blank Shot -4 for firing into Melee

However her care to to hit her comrades translates into burying the bolt in the soft ground of the jungle floor


Male Dwarf Alchemist 4- Grenadier

"Ye bunch of idgets! Pharasma's cold teats, kill the thing!"

Here's hoping the Color Spray worked.


GM Screen:

Save!: 1d20 + 2 ⇒ (9) + 2 = 11

Pfarna charges at the large cat and its engrossing activity with Quillin presents an opening (it loses its dex and its a big cat...its AC is a little compromised when eating people...) The half-orc lands a solid blow which open a heavy gash on the creature.

Get it off! A shocking display of color erupts from the gnome and panther in question promptly drops the wizard on his ass as the creature seems stunned.

Shaso follows up with good measure and sinks his pick into the stunned panther. Despite all this the creature is alive and standing but seems incapable of responding though it is already shaking its snout as though to clear the "cobwebs" from its senses.

Mel's bolt goes wide despite the sudden de-escalation of events.

Its a new round so Sooty you need to tell me if you are setting the same readied action or doing something new, its my turn but I'll be nice ;p


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

duh..my system was playing up yesterday and I posted in a hurry.. without realising that I had only rolled a d4 for my combat check..

Rerolled properly

1d20 + 7 + 1 - 4 ⇒ (3) + 7 + 1 - 4 = 7

and..no change there then..lol


M Gnome Conjurer

The gnawed on gnome quickly scoots out of the way cursing cat, crew and everything else nearby and then belatedly casts a warding spell as he keeps an eye on the halfling.

casts mage armor


Human (Mwangi) Warpriest 4 (27 HP, Init +2, AC 18/T 12/FF 16, Fort +5, Ref +3, Will +6*) Perc. +4

Shaso continues to fight the cat, attacking with both picks in rapid succession.

+1 pick: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (4) = 10 frost

mwk pick: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d6 + 1 ⇒ (6) + 1 = 7


Dammit people are getting ahead of me, I need Sooty's last round action...so hold up because depending on what he does it may change things...


Male Dwarf Alchemist 4- Grenadier

Sooty moves until he is about 15 feet away from the halfling, "Let them sort out that cat, you stay right there."

Same thing, ready action to throw the tanglefoot bag. Here's the roll if he ends up moving: 1d20 + 6 ⇒ (9) + 6 = 15 (+2 Dex, +1 bracers)

Tanglefootbag:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

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