For a Sip o' Chelish Wine - Skull and Shackles PBP

Game Master Rafael Bronzatti

Map of the Wormwood


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AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Wow, dodged that! I'm the only one without whip-lashes on her back?

Satinder will go to Owlbear after the fight, and comfort him like only a mother hen can. She looks at his bruises, caresses them and (when nobody is looking) says the infamous words: "Here, a kiss will make it feel better".

She then gathers up the boys, after Sandara is done with her.
"Listen up, we need to find a way to get rid of this rhum, easier and with less likelyhood to get caught? What would happen if some rats found the stash, and starting gnawing at it, letting it all go to waste?
I myself will carry a small bottle with water, as to dillute the rhum and making it easier to go down, or over the edge of the cup. What do you reckon?"


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Lux steps to the mast and lifts his hands before forced. He locks gaze on Plugg. His expresssion is cold and unphazed. He maintains this for the first hit. At the second his face twists in pain just as he returns his jaw to the previous defiance. He goes limp.

As Sandra and the others gather many such scars are visible beneath his fur. It is clear from the thick cording of some of the scars. He has not always had acess to magical healing.

Lux nods. " We can also rotate distraction. Take turns who will drink and who will not. Who will cause others to look.elsewhere."


Male Aasimar (Garuda-blooded) Gunslinger 1

"Thanks Sandara."
He looks at Skaldi.
"I could try to brew something less vile to dilute the rhum.. if I had a good equipment."
I'm thinking of Alchemist's kindness but I'm not really sure that could work against the rhum.
He looks at Skaldi.
"And you my friend, do you know anything that could help us on this matter ? You know.. "
He makes an obscure gesture with his hand, gesture that might be a reference to magic.


Male Half-Elf Summoner 1

Skaldi readily helps carry Lux away from the mast and to Sandara's ministrations.

When asked about the rum, I don't know how much help I can be. Have we seen where they store it? If it's in wooden barrels or Tuns, I might be able to bring in some outside assistance. Mites are damn good at working with bugs. Perhapts they can bring the termites of the ship to bear on those barrels?

Shivakh:
After finishing up talks with the group, Skaldi sits for dinner with the dark Mwangi woman. He digs in with a smile. He'll even drink his Grog for once, watering it down to take off the bite but drinking the full ration. His first drink is toasting Shivakh's good sportsmanship.

Fortitude: 1d20 + 1 ⇒ (9) + 1 = 10


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Satinder will, after feeling the rush of the fight, make sure to find Ratline this night.

Action 0: Drinking the rum, and asking for seconds, so that everyone can see she is NOT dumping it.
Action 1: Singing a song about heroic fights, the reawards afterwards and the love of a woman... And she puts herself in the main characters role.
Action 2: Influence Ratline!
Action 3: Look for where the rhum is hidden. What skill is this?

Perform: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Diplomacy: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Skill?: 1d20 ⇒ 19

Fortitude: 1d20 + 2 ⇒ (2) + 2 = 4
Fortitude: 1d20 + 2 ⇒ (12) + 2 = 14
Fortitude: 1d20 + 2 ⇒ (10) + 2 = 12

Man, I'm going to be sore in the morning!


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Lux looks the grog server in the eye. Throws back the glass swallows and makes a breathy "ahhhhh" sound in thier direction. He opens his mouth wide a lols his tough around.

Lux finds Satinder between songs. "Your a brave one though crafty. Most brave conscripts end up dead. You are well ahead of the curve." He leans back obviously joking a bit. "Now whats this I hears about improper equipment."


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

"KITTY! I love you meeen! Have I told you that I luuvvv you? Well, I love you. Liszten.. LISZTEN! I have found a leffer amma, juz your size! You want it? What kind of weppenz do you em..epmo...use? Maybe I have sumz?"


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Lux smiles his eye squint calcualting if Satinder is really as high as she puts on. "Another axe or dagger would be good anything that can used thrown or up close. Though I prefers axes. Yes I will take the armor." Lux sticks fairly close to Satinder durring his night actions. Laughing with the crew. Trying to keep an eye out for those hoping to take advantage of Satinder's drunkenness or for Plugg's goons working the crowd. He succums to fatiuge after the first night action. And finds his hammock.


Male Aasimar (Garuda-blooded) Gunslinger 1

Maeleg drinks his rhum, toasting loudly "Mr Plugg."
I'll drown him in his own rhum...
After that he goes directly to his hammock and goes to sleep with his musket.


Wikia. Map Bilges Fatigued: Lux.

Satinder:
Ratline still tries to avoid you, but because everyone is having fun on deck and you were moments ago entertaining everyone he fails to notice you approaching so you strike some small conversation even if Ratline is nervous during the time. Later that night you sneak trough the middle hold seeking the barrels of rum, after some searching you do find them.

Skaldi:
"Take your food! That girl got quite the punch... Well at least I got rum! Shivikah seems grumpy but not really irritated at having losed.

GM Dice:
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 2 ⇒ (1) + 2 = 3
1d6 ⇒ 2

Satinder you Heal 1 point of ability dmg which mean you only have the -1 on constitution for now.

Day 5 The Owlbear END

You wake in the morning to the sound of thunder and Mr. Plugg shouting in your ears: "Up dogs! In case you haven't noticed there is a storm! Move up!" Upon reaching the deck you are greeted by heavy rain and strong winds, the Wormwood is being tossed around by the waves, luckily most of you have enough experience in the sea to avoid sea sickness except for one. Satinder the movement of the ship makes your stomach turn and you are not sure you will not throw out yesterday dinner.

STATUS:

Lux:Ok.
Mael: Ok.
Satinder: Exhausted, plus -1 in con (2 con dmg and 1 dex dmg) and nauseated.
Skaldi: Ok.

As soon as the crew is on deck Plugg begins to shout orders at everyone:

"Kitty you're going to help lower and hoisting the sails!" Profession sailor check and a constitution check.

"Bird-brains you get to care for the ropes!" Profession sailor check.

"Song girl looking green eh? Pity you are on duty at the main sail!"Profession sailor check (Untrained: STR check) and a constitution check.

"Smart boy! you are on upper rigging today!"Climb check and Profession sailor check.
And for the first time since you have been onboard you see the captain actually directing things from the upper deck.

One of you must direct Owlbear during work you gain a + 2 on STR and CON checks but take a -2 on every other type of check. As he is distracting.

DAYTIME SHIP ACTIONS


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Satinder does not appear to be very happy this day. It would be one of those "I don't want to go to school today mommy", were it not that she was on board a pirate ship, and her mommy was bald and had a gigantic scar across his face.

I hope everyone else had a good night's sleep. Taking one for the team boys!

"Aye aye Mr Plugg! 't Was a good night, but a hard morning..."

She looks over at Owlbear and shouts "Come on big fella, time to hoist some ropes and all that. I could use some strong arm to help me this morning!"

Checks:
STR check: 1d20 + 3 - 3 + 2 ⇒ (18) + 3 - 3 + 2 = 20+str -exhausted +Owlbear
CON check: 1d20 + 2 + 2 - 1 ⇒ (10) + 2 + 2 - 1 = 13+con +owlbear -con dmg

Besmara, please don't ever let me be pregnant on board of a ship!

Ratline:
Did it work though? Could I talk some sense into Ratline?I forgot that I even had another +2 on ratline because of the singing, so a total of 23 on diplomacy.
It's hard to say no to a pretty and drunk woman... with a pegleg :P
Status Satinder:

-2 CON
-1 DEX
Nauseated
Exhausted

Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Later that night:

"Good news fellas.. I found the rhum rations!" she says while trying her best not to throw up due to the motions of the ship.


Wikia. Map Bilges Fatigued: Lux.

Satinder:
Yep it worked, he became simply unfriendly, the DC for Hostile is pretty big and I had already counted the +2


Male Aasimar (Garuda-blooded) Gunslinger 1

In the morning, Maeleg tries to have a little chat with "Badger" Medlar as they work the same shift, trying to win influence her and pointing the usefulness of helping each other in such a storm.

Daytime action:

Influencing Medlar: 1d20 ⇒ 20

He'll then spend the day working as hard as he can.
Captain on deck, not the good time to be too smart.
Caring for the ropes:

Profession (sailor): 1d20 + 11 ⇒ (11) + 11 = 22


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

DM:
I use the option "Work Diligently", just to be clear. Haven't used the +4, but doesn't matter I reckon.


Male Half-Elf Summoner 1

DM:
Shivakh should be at friendly in the wiki.

climb: 1d20 + 2 ⇒ (20) + 2 = 22
Profession: Sailor: 1d20 + 6 ⇒ (20) + 6 = 26

Skaldi comports himself well and sticks close to Shivakh as much as possible.

Action: Influence Shivakh


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Lux takes to minding the sails.

sailor: 1d20 + 6 ⇒ (4) + 6 = 10
con: 1d20 + 1 ⇒ (12) + 1 = 13


Male Half-Elf Summoner 1

DM:
Cool, looks like you got to it. Thanks again.

Skaldi remains friendly with the swab as much as possible while doing his job well. He does show off a bit in the rigging and with the lines whenever she's got an eye on him.

Diplomacy: 1d20 + 11 ⇒ (11) + 11 = 22


Wikia. Map Bilges Fatigued: Lux.

Skaldi:
Shivakh does not talk much during the day as you are all working hard, but she does seems to enjoy someone to make jokes about the bad weather. Shivakh is helpful.

Mael:
Badger doesn't speak much during work but she appreciates the help as work has gotten much harder. Badger is indifferent.

The storm goes on during all day and it seems like it will go on during the night also, when the ship's clock tolls, some of the crew are told to eat and rest for a few minutes a time, just to take work again soon after. Rather than cooked food all you eat are biscuit rations, this evening no rum ration is given, and after filling your stomachs and a way too short rest you are all called back to duty.
Constitution checks:

Mael: 1d20 + 2 ⇒ (11) + 2 = 13
Skaldi: 1d20 + 1 ⇒ (18) + 1 = 19
Satinder: 1d20 + 1 - 1 + 2 ⇒ (5) + 1 - 1 + 2 = 7
Lux: 1d20 + 1 ⇒ (17) + 1 = 18

Lux and Skaldi:
Even tuough you work trough the night fighting the storm, you deal with it fairly well, you are tired but you feel that your body is still under your complete control.

Nael:
As your second shift begins you feel incredibly tired and your body is not responding as well as normally. You are fatigued
[spoiler=Satinder]You are completely tired and is a miracle you are still standing, your toughts are fragmented mess and your breath is ragged your eyelids close and open, each time it is harder to open your eyelids untill you cannot anymore, you fall asleep while working, tough you don't realize it, you just feel Master Scourge kicking you awkae and ordering you to return to your job.

NEW DAYTIME ACTIONS - EVEN TOUGH IS NIGHT AND NEW WORK CHECKS

Sometime during the endless hours battling the storm you hear a shout: "Man overboard! It is Jack!" You all look towards where the shout is coming from to see Samms pointing towards the sea, if you look towards the sea you can see young Jack struggling to swim close to the wormwood, the lad doesn't seems in to be sinking but neither is he able to ge closer at his pace.

GM Dice:

Jack's swimming:1d20 + 7 ⇒ (20) + 7 = 271d20 + 7 ⇒ (7) + 7 = 14


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Lux looks about for excess rope, a life preserver or even a long pole or boarding pike.

perception: 1d20 + 1 ⇒ (14) + 1 = 15

He will depending on what he finds. Toss a life preserver, try to get the rope out to Jack or reach him with pike.

As Lux looks for the items he makes a swift judgment on the storm; really rough, dangerous or just rocky waters and rain.

Sailor: 1d20 + 6 ⇒ (17) + 6 = 23

If it is safe to turn the ship toward Jack in the storm:
Lux calls out in a hard voice you have yet to hear an aire of authority he normally does not take, "Man over hard to port/starboard (depending on the which side Jack is on)."

If the storm is to dangerous to turn in:
Lux calls out in a hard voice you have yet to hear an aire of authority he normally does not take, "Man over," He moves to the edge trying to use what lifesaving tools he can find to reach Jack. "If you wants to live you gots to swim Jack."


Male Aasimar (Garuda-blooded) Gunslinger 1

As soon as he hears the shout, Maeleg runs to the edge, taking a coil of rope as he runs I guess it's not hard to find aboard the ship and throws the rope to Jack.
"Catch that lad !"


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

"Mael, that could be real hard to get it to him. Tie it around myself, and I'll see what I can do... I just wish I wasn't this exhausted and sick, I would be a lot better at this. Stupid rhum!"


Male Aasimar (Garuda-blooded) Gunslinger 1

"I didn't want to ask you to do that, you were nearly asleep but I think it's the best idea."
He gives the rope to Satinder and brace himself to keep the other end.
"Lux ! Skaldi !Come here and help us."


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Lux runs over to Mael and Satinder. He intercepts the rope as it is being handed, he wraps it around his own waist."Mael's right this one is your turn to worry. You get to fight the hulking lads I'm used as bait." He winks at Satinder. "Get the other end tied to the rail and help Mael pulls us back." With that he hops the rail and dives out toward Jack.

swimming: 1d20 + 5 ⇒ (13) + 5 = 18


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Satinder nods!
"Besmara protects!"


Male Aasimar (Garuda-blooded) Gunslinger 1

"First time I see a cat jumping so joyfully in the water... Satinder, help me please, I don't think we want to lose that rope."


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

"Sure thing... Won't be much help, but at least my weight can help, right?"

Tamarie will assist.

"SKALDI!!"


Male Aasimar (Garuda-blooded) Gunslinger 1

Satinder:

Tamarie ?


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Spoiler:
Oops, wrong character :P


Male Half-Elf Summoner 1

Skaldi rushes forward, taking hold of the rope with the others. Can he make it? I can call help if not... Those two are worth the lashes. He's not mindful of who hears him. He doesn't mind at all the crew knowing he'll take pain for his friends.

He looks out into the storm for Jack or Lux.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

If he sees no sign of them he'll let go of the rope long enough to summon a dolphin and send it searching.


Wikia. Map Bilges Fatigued: Lux.

Weekends and mondays are being hard on me. Oh well.

The storm is too rough for the Wormwood to make any unecessary movements, if the captain ordered the ship to stop or turn it would endanger it. Luckily your body is strong and the adrenaline removes your fatigue, you swim trough the stormy waters being tossed around by the waves but you do reach Jack.

The lad looks tired but he is swimming with all he got, you give the rope to him and together you both swim back towards the Wormwood you are tossed away by the waves but you keep your grip on the rope and make your way to the wormwood, both of you climb aboard with the help from the others. When you reach the deck Jack says with a rough breath: "Thnak you! Tought I was gone..." The lad begins to laugh: "I am alive Besmara be graced I'm alive." You get only some moments of respite before Plugg tells Jack to go sleep and the rest of you back to work.

Skaldi luckily you won't have to face punishment for saving your friends, at least not this time.

Bohd you're ON!:
The Sail's fortune was one day west from the Arch of Aroden when it was hit by a great storm, while most of the passengers and crew were worried, you were not, it was a terrible storm indeed, but a finesse in handling a ship could easily save the Fortune, but of course no one can predict everything, like lightining hitting the main mast, breaking and dropping it upon the Captain and other members of the crew, even so the Fortune might have survived if not because of a flying splinter also killing the first mate, thus without direction the crew of the Fortune was unable to reverse the situation and soon the ship was sinking, knowing you could survive this storm in one of the boats of the Fortune you head to one that is only full with two men you recognize as part of the crew, one of them a chelish man with a high nose, the other a varisian sailor who is smiling even now, soon you are joined by two other men, another varisian a young one with a friendly face strained with the effort to carry another man, a garundi with a bad leg, after the two board the chelish man speaks with autorithy: "Help me drop the boat, we have to go or we're going to sink with the Fortune!" you help him and the others to untie the ropes so the boat drops down, but before this work is done a beautiful woman wearing a elegant dark green dress shouts while she is running in your direction. "Wait! Wait! Let me board!" The chelish man seems annoyed but he waits for the woman when the young Varisian adds: "C'mon let us wait it is not going to make a difference." when the woman boards you notice she is also chelish with long black hair in a now messy bum, she speaks faintly when she sits on the boad: "Thank you... Thank you..." Finally you untie the boat and drop to sea at first the chelish man takes command and tells everyone to row away from the Fortune. But soon you begin giving directions to go away from the storm. as you row and try to survive you all stay mostly silent, but an unknow amount of time later the storms weakens and some began to talk. The varisian youngster first: "Well I think we should at least introduce ourselves now, since it seems we are going to live for at least some days more. My name is Vili Calinova I'm a pathfinder." then the chelish man answered: "Vani Astain I am, was the Fortune boatswain's mate." the garundi man went next giving a ugly smile: "Name is Sefu, Sefu the hobbler" the last one was the varisian: "Leo Castein, a simple sailor, albeit a resourceful one." He says as he shows two bags, full of food.

The Swimming checks:

Jack:1d20 + 7 ⇒ (7) + 7 = 14
Jack:1d20 + 7 ⇒ (12) + 7 = 19
Lux first check:18 + 3 From Rope with Sat.
Lux with rope:1d20 + 9 ⇒ (15) + 9 = 24
Jack with rope and Lux:1d20 + 13 ⇒ (12) + 13 = 25
Jack with rope and Lux:1d20 + 13 ⇒ (7) + 13 = 20
Lux with rope and Jack:1d20 + 9 ⇒ (1) + 9 = 10
Lux with rope and Jack:1d20 + 9 ⇒ (13) + 9 = 22
Lux with rope and Jack:1d20 + 9 ⇒ (2) + 9 = 11
Lux with rope and Jack:1d20 + 9 ⇒ (3) + 9 = 12

New daytime actions and work checks for the night now.


Male Half-Elf Summoner 1

Action: Work Diligently

Skaldi gets about his work for the night, planning on a long evening and probably a long morning after. As the evening sets in he concentrates more on keeping the rigging proper than chatting with lovely women from exotic places.

Climb: 20 + 2 + 4 = 26
Profesion:Sailor: 20 + 6 = 26


Male Half-Elf Summoner 1

I should probably roll dice for those

Climb: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17
Profesion: Sailor: 1d20 + 6 ⇒ (13) + 6 = 19

When they're back on board Skaldi claps both Lux and Jack on the shoulder, welcoming them back. You He says to jack, Get some rest and keep your feet under you.

You he turns to Lux with a stern glare. He lets it linger for a second before it cracks into a grin, That was a brave thing you did. I'll buy you a drink when we've something proper to put in our mugs.


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Lux shakes the water from his fur, "Keep your feet lad. Storms not over." Lux gets back to work.


Male Garundi Human Storm Druid 1

Bohd's Actions:

"Mah name's be Bohd.. ya may jus' call meh Stormcalla', though." Bohd speaks in a very thick accent as he rows, "I be on da ship ta help with storms an' da like. We coulda' been fine in da storm, but as luck be havin' it, Gozreh did not mean for da ship ta be makin' it ta where she be goin'."

Although rowing quietly most of the day, reflecting on why Gozreh would sink the ship and strand him and four other people in the middle of no where, Bodh speaks momentarily to the Varisian with the food. "It be a good ting ya were able to save some of da food.. I be able ta fish for some, but ya can't be eatin' fish all da time. Ya be goin' ta ration it, an' share it with the rest of us, ya?"

Ship Action #1: Diplomacy Check to Influence Leo:
Diplomacy: 1d20 + 3 ⇒ (9) + 3 = 12

Occasionally throughout the day, Bohd takes a moment to fill his salt water before casting a quick incantation on it. When given curious looks as to what he is doing, Bohd simply says, "I be purifyin' da water.. makin' it safe ta drink. If ya be needin' any, just hollah. I can do dese ta any spoiled food we be havin', too."

Although he does not need to rest to regain his spells, he does rest after a hard day worth of rowing, to regain his strength. In the morning, he had cast his usual Read Weather spell using his marked sticks to gain the next two day's weather report, to make sure the storm won't redouble itself upon them.

Ship Action #2: Rest


Male Aasimar (Garuda-blooded) Gunslinger 1

When Lux and Jack are back on board, Maeleg greets them with a friendly clap on the back.
"Glad to see you back. I'll see with Satinder and Kroop if we can have something to drink this evening. I guess you're not fond of salt water after all. For now, time to work."

Work check:
Profession (sailor): 1d20 + 11 ⇒ (2) + 11 = 13


Wikia. Map Bilges Fatigued: Lux.

Bohd:
Leo answers smiling: "Yes I share it, I think there is enough for a week if we add some fish." Upon seeing you purifying your water he adds: "Good, you go rest first I think we need you rested, for now me and the othes can row." Later on during the day the lady finally wakes up she seems confused, after looking at each of you she finally speaks: "Damn so it wasn't a draem?" "I'm afraid not Miss..." Answers Vili. "I am baroness Leroung." "Well baroness, my name is Vili, the very bearded one is Bohd, the other varisian is..." Vili goes on and introduces everyone.

"Thank you all, we can talk more later, Mr. Plugg it seems wants us back to work." Answers Jack.

Satinder work checks and action


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Lux smiles and takes the compliment, "Brave, just a foolish act that paid off."


Male Aasimar (Garuda-blooded) Gunslinger 1

Daytime action:

Maeleg continues to chat with Medlar while they work during the day, helping her when he can and pointing Jack's rescue as a good reason to be a friend rather than an enemy.
[dice=Influencing "Badger" Medlar]1d20[/dice]


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Daytime Actions [/spoiler:
sailor: 1d20 + 6 ⇒ (9) + 6 = 15
Influence Ratline diplomacy: 1d20 + 1 ⇒ (20) + 1 = 21
At some point through the day Lux, when it could be said semi privately." I wonder Ratline would Fipps or Jape brave the big blue if you ended up on the soggy side of the rail."


Wikia. Map Bilges Fatigued: Lux.

I'm gonna assume Satinder works diligently so we can move on.

Mael:
You notice Badger is in no mood to talk and after some of your words she tells you to "F&!$ of!"

Lux:
Ratline nods at your words Lux, him like you know the answer to that question: no, neither Tam, Jape, Fipps, Aretta, would have jumped overboard to try and save a companion, oh they might throw rope even make good effort in that, but they certanly wouldn't risk themselves.

Satinder work rolls:

1d20 + 3 - 6 + 2 + 4 ⇒ (9) + 3 - 6 + 2 + 4 = 12
1d20 + 2 - 1 + 2 + 4 ⇒ (8) + 2 - 1 + 2 + 4 = 15

Day 6 - The Storm END
At five in the morning according to the ship's clock at least, you are all finally told to go rest and sleep, unfortunately the hours of rest are few and three hours laters you are awoken by being kicked out of bed by Master Scourge, Mr. Plugg and some lucky pirates that managed to wake up first, then you are all marched to the deck to get your duties for the day, the weather being better even if still cloudy, rainy and with strong winds. As always Mr. Plugg glares at everyone before talking:

"Bird Brains! You're going to haul rope today! Sailor or STR check, with CON check

"Kitty! You're on the mainsail! Sailor or STR check, with CON check

"Magic boy! You're on repair duty today!" Sailor or DEX check

"Cook girl! There is fish that needs to be caught!"

GM Dice:
4d6 ⇒ (6, 4, 3, 4) = 17

Everyone is Fatigued except for Sat who is still Exhausted, Need Daytime actions


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Yes, Satinder would have worked diligently. Damned forum ate my post!

Satinder will do her best at catching fish, but is found looking around for a place to "rest her eyes".

I would like to choose the "Other" variant, and work/sleep in small shifts. Yes, Satinder wants catnaps :)
I assume it will take a -2 (at least)?

Fishing is survival?: 1d20 + 0 + 2 - 2 ⇒ (15) + 0 + 2 - 2 = 15


Male Aasimar (Garuda-blooded) Gunslinger 1

Medlar, Day 5:
Is she back to unfriendly or should the wikia be updated ? :o

Maeleg does his job without saying anything but he tries to help Satinder as often as he can.
Day 6, job:

Profession (sailor): 1d20 + 11 ⇒ (7) + 11 = 18
Constitution: 1d20 + 2 ⇒ (11) + 2 = 13


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Hoping my last exchange with ratline convinced him he should consider thrownok ng in with us.

sailor: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15


Male Half-Elf Summoner 1

What does repairs actually ential, just general maintenance? Is there anyone about to influence for this task?


Wikia. Map Bilges Fatigued: Lux.

General mainentance, and you can always influence someone unless you're on bilge duty. Fishing is survival, Medlar is undfriendly.


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Forgot the con check
con check: 1d20 + 1 ⇒ (1) + 1 = 2
Ow


Male Aasimar (Garuda-blooded) Gunslinger 1

Do we know if someone influenced Medlar from indifferent to unfriendly (seeing someone speaking to her, etc) or is that just from a failed check ?


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

I think we should consider that a variety of things are happening that color the npcs for or against us. But if it is obvious that things are changing against us we should start to work out a better system. Perhaps teaming up on influencing, or taking other direct actions to sway peole our way.


Or murdering everyone we don't like?

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