Freedom of the Open Seas

Game Master Steven_Evil

Leading a battered ship to Rickety's Squibbs, our intrepid pirates are very close to beginning a lucrative career as real pirates!

Initiatives:

[dice=Alistair]1d20-2[/dice]
[dice=Sunny]1d20+4[/dice]
[dice=Harvey]1d20+5[/dice]
[dice=Noro]1d20+1[/dice]

Infamy and Disrepute Charts
Side Quest: The Missing Ships:
You've heard only rumors, but it seems that the Miriam's Love isn't the first ship to show up dead in the water with no crew and no trace of what happened to them...

Side Quest: The Mysterious Slavers:
You've heard rumors at the Tavern in Rickety's Squibbs that a huge vessel, carrying slaves of an indeterminate race, came in for repairs. The guard onboard were heavily armed, and several people claim to have seen "lizardly humans" through port windows when they were able to sneak up. Voices were also heard at night, trying to get passers-by to release them, with promises of rewards.

The World Weapons:
It appears that there will be some sort of "demons" invading the Shackles, and the ancient Azlanti World Weapons are somehow connected. There is a cave, off of the cost of Rickety's Island, where you can learn more...

<<<COMBAT MAP>>>


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Liberty's Edge

Male Human Pathfinder Society GM

Everyone else is able to perform their jobs perfectly. The crew is satisfied with your words, at least for now.

You are about five crew members short, but you can make do with what you have to at least make it to Rickety's. Perhaps you can pick up the sailors you need there. For now, your repairs and your navigations are enough to get you on the course.

After a while, Olhas's tinkering a with the chest attract the attention of the party.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Having finished her duties and ship chores for her current 'Roster time' Sunny comes to look at what it is the group has found.

(^_^)

Wishin' every one all'a very bestest!


Human Hospitaler 6/Lore Oracle 1 HP 64/64 | AC: 22 /T: 15 /FF: 17 | Perc. -2 | F: +11 / R: +12 /W: +10 | CMB +10 | CMD 18 | Speed 30 | Init. -2

"So this is our prize? Let me think a moment...

K. History on Third Key: 1d20 + 25 ⇒ (15) + 25 = 40

Liberty's Edge

Male Human Pathfinder Society GM

Alistar:
You've heard mention of such a thing only once in your studies. In a rare book, you once read a theory about how the Azlanti fought the Aboleths. In it, it described weapons made by the Azlanti that were so powerful, it would take several "keys" to activate and control them. Usually, these weapons were geographical in some way. Tornadoes, earthquakes, the like. The events would be created, and remain stationary until all of the keys were activated in unison, at which point all of the key holders would be able to control the intensity and movement of it. Without all of the keys, such a weapon would remain in place, and be impossible to dismiss.

Each "key" would also be considered a minor artifact, as they had magical properties all their own, usually linked to whatever part of the weapon they controlled.

It is also theorized that the ancient Thassilonians attempted to copy this type of weapon magic, and failed miserably, destroying an entire kingdom.

This theory has never been proven or disproven, because no one has ever been able to locate any such weapon, or key.


Human Hospitaler 6/Lore Oracle 1 HP 64/64 | AC: 22 /T: 15 /FF: 17 | Perc. -2 | F: +11 / R: +12 /W: +10 | CMB +10 | CMD 18 | Speed 30 | Init. -2

After a few moments staring at the box Alistar shares his knowledge with the rest of the group.

"So what we need to know now is there any link between these keys. How would we go about finding another and what do they really do. Perhaps we need to spend some time studying the key itself. So how should we open the box is the question?"

Liberty's Edge

Male Human Pathfinder Society GM

The lock, while intricate, is non magical.


M Human Gunslinger (Buccaneer) 6 Perception +10, AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 40 (6d10) Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wi

i'll post tomorrow i have a short time here


Human Hospitaler 6/Lore Oracle 1 HP 64/64 | AC: 22 /T: 15 /FF: 17 | Perc. -2 | F: +11 / R: +12 /W: +10 | CMB +10 | CMD 18 | Speed 30 | Init. -2

Hope somone has disable device. where is everyone?


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

*Waves* (^_^)

Sunny joins in the peering at the box.

Perception:1d20 + 6 ⇒ (10) + 6 = 16

"Here.. that looks interestin'..." So saying Sunny gently begins to explore the mechanism.

Craft carpentry:1d20 + 5 ⇒ (19) + 5 = 24 (Best.closest skill I got)


M Human Gunslinger (Buccaneer) 6 Perception +10, AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 40 (6d10) Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wi

Alistar and Olhas When I was standing upon the chest something tried to reach out to my mind, It was there for a moment but then it was gone, I am not sure what it is. It was trying to tell me something but I am not sure what. let's move the chest into the store at the moment so we can figure out what is inside it with out distrubing the crew.
Looking around
Roger, Do me a favor take the wheel and keep course and if anything happens send Jonas in to get us we're going to be in the quatermasters office at the moment


Human Hospitaler 6/Lore Oracle 1 HP 64/64 | AC: 22 /T: 15 /FF: 17 | Perc. -2 | F: +11 / R: +12 /W: +10 | CMB +10 | CMD 18 | Speed 30 | Init. -2

"Interesting. So you resisted the effect. It could be good or could be bad. I will stand on it and allow the compulsion to speak to my minde. Nero can stand by to pin me if I become hostile or start acting weird. Sound like a plan?"

Liberty's Edge

Male Human Pathfinder Society GM

Alistair, when you stand on the chest, nothing happens.


Human Hospitaler 6/Lore Oracle 1 HP 64/64 | AC: 22 /T: 15 /FF: 17 | Perc. -2 | F: +11 / R: +12 /W: +10 | CMB +10 | CMD 18 | Speed 30 | Init. -2

"Interesting. This is a long shot but why don't you hop up on it again Cap'n Dagger. You should give us your guns first incase you go all crazy, but perhaps it was made for the seas to posses captains of ships. This is all just theory as I will need to examine it to find out more, but worth a shot. If you feel the magic just let it in."

Alistar hops down and takes the Captains guns before he hops back up.


M Human Gunslinger (Buccaneer) 6 Perception +10, AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 40 (6d10) Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wi

Looking at Alistar

Promise me sir that you will not allow me to go crazy, this ship and crew have been thru too much already

hands him my guns and cutlass

stands back up on the chest

Liberty's Edge

Male Human Pathfinder Society GM

Harvey:
You feel it again, but this time it feels farther away. It tries to communicate, but the distance is too great. All you can sense are feelings from the presence, mainly indignation. You also sense a small bit of relief and satisfaction.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny watches intently to any changes that come over Harvey...

Perception:1d20 + 9 ⇒ (7) + 9 = 16

"Here... is his nose s'posed t'be doin' that?" She whispers....


M Human Gunslinger (Buccaneer) 6 Perception +10, AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 40 (6d10) Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wi

I share my experience to everyone

Harvey:
You feel it again, but this time it feels farther away. It tries to communicate, but the distance is too great. All you can sense are feelings from the presence, mainly indignation. You also sense a small bit of relief and satisfaction.

Liberty's Edge

Male Human Pathfinder Society GM

Any one want to continue to figure out what's in the chest? Or do you want to leave it be and continue on to Rickety's?


Human Hospitaler 6/Lore Oracle 1 HP 64/64 | AC: 22 /T: 15 /FF: 17 | Perc. -2 | F: +11 / R: +12 /W: +10 | CMB +10 | CMD 18 | Speed 30 | Init. -2

I have no way to get into it, so I guess continue


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny has 'Disable device'? Should she have a go at opening it up?


Human Hospitaler 6/Lore Oracle 1 HP 64/64 | AC: 22 /T: 15 /FF: 17 | Perc. -2 | F: +11 / R: +12 /W: +10 | CMB +10 | CMD 18 | Speed 30 | Init. -2

Yes, not sure why thats even a question I asked about this at the beginning of the week


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sorry. I remember posting a dice roll for such. Maybe it got over looked? Or I posted it in the wrong thread?

Sunny gives the strange box a bit of tinkering.

Disable Device:1d20 + 9 ⇒ (5) + 9 = 14

Liberty's Edge

Male Human Pathfinder Society GM

It takes Sunny a while, but she finally is able to open the chest up. The inside is lined with black velvet, and sitting in the center, in a spot molded for it, is a blue sphere, just big enough to fit in a persons hand. About the size of a softball.

As you look at it, white shapes swirl and crawl across the surface of it. It reminds you of wispy clouds over the sea, the kind you see the day before a storm.


M Human Gunslinger (Buccaneer) 6 Perception +10, AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 40 (6d10) Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wi

*** hmm...

keep my guns again fella's, I am going to grab this blue pearl.

I reach my hand in the chest and grab out the sphere

Liberty's Edge

Male Human Pathfinder Society GM

Harvey, as you reach for it, everything around you seems to fade away. The only thing you see is a skeletal white hand, reaching from out of the orb to grasp yours. When it does, it's touch is cold, and it feels ancient. A voice then enters your mind. It's deep, and powerful.
You would wield me, Harvey? You would resume my war? You have power, yes... But no magic, and magic is my strength!! I know... We should meld, become one... I can help you achieve your goals... You can help me achieve mine... Together we can do great things...

Harvey, please roll a will save.

Orb stuff:
Orb: 1d20 + 7 ⇒ (20) + 7 = 27


M Human Gunslinger (Buccaneer) 6 Perception +10, AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 40 (6d10) Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wi

Will Save: 1d20 + 2 ⇒ (4) + 2 = 6

I hope this doesn't kill me, but on the upside looks like I might get some magic


Human Hospitaler 6/Lore Oracle 1 HP 64/64 | AC: 22 /T: 15 /FF: 17 | Perc. -2 | F: +11 / R: +12 /W: +10 | CMB +10 | CMD 18 | Speed 30 | Init. -2

Nice save :) Good luck being possesed :)

"Harvey can you still hear us? what is happening?"

What do we see or notice as we observe?

Liberty's Edge

Male Human Pathfinder Society GM

Harvey:
You will carry out my task. Find the other keys, and activate the weapon. Wipe out the Aboleths. Destroy them all, and save the kingdom.

You receive a few more things, emotions and feelings, mostly. You get the sense that the presence of the orb wasn't entirely sentient, per se, but more like the residue of the collective minds that created it. As such, you now have an intense hatred of all aberrations, Aboleths in particular. Please roleplay as such, if you don't mind. This could lead to you making decisions based on that emotion instead of good sense in some battle to come.

The orb doesn't know where the other keys are. When they were created, the location of each one was kept secret from everyone but the mages specific to creating them, and each key was created by a different group. This ensured the Aboleths wouldn't be able to find all of the keys easily to stop the Azlanti from using them.

You also know now what the weapon this set of keys goes to is.

The Eye of Abendego.

Harvey grasps the orb, and for a few second seems to concentrate hard. After a moment, though, the orb becomes liquid, blue as the sea but as viscous as honey, and covers the man's hand. It then seeps into his skin, and forms into a tattoo on the top of his hand, roughly the size of a baseball. The tattoo is of a hurricane. His eyes become as blue as the sea, with the white shapes of clouds occasionally drifting across.

Suddenly, a massive gust of wind rips across the ship, knocking some of the sailors to the deck, and blowing several items into the water. The wind whirls around, and forms a slight tornado-esque whirlwind around Harvey before dissipating.

Harvey, you now have the ability to cast the spell Alter Wind four times a day, with a caster level equal to your character level. In addition, you also have a +4 deflection bonus to AC versus ranged attacks, as you are now able to control the wind around you to deflect airborne threats. You may use this wind once a day to stop a melee attack, but doing so removes your +4 to ranged AC for 24 hours.

You also gain a permanent feather fall ability.

You also gain a permanent +2 to dexterity.


Human Hospitaler 6/Lore Oracle 1 HP 64/64 | AC: 22 /T: 15 /FF: 17 | Perc. -2 | F: +11 / R: +12 /W: +10 | CMB +10 | CMD 18 | Speed 30 | Init. -2

"I'm not sure if this is good or bad, How do you feel Harvey? Can you tell us what happened? Are you still Harvey?"

Alistar stands a bit puzzled by the situation waiting to see if the captain is alright.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny watches intrigued.


M Human Gunslinger (Buccaneer) 6 Perception +10, AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 40 (6d10) Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wi

I am here, but not sure what really happened. Yet, this is a key a key to a very destuctive weapon, We're going to search out the rest of they keys, we must destory all Aboleths I have to look up what they are

I look at my hand.
this is yet one burdon, I didn't need. looking up at everyone

OK! back to work! we need to get this ship squibbed and sea worthy sooner then later

Grabbing a hold of Alistar Stay with me for a moment

I tell him everything and let him know what's going on

you are my master magician master Alistar please help me

The Exchange

Female HP 126/126 170/170 (rage) , AC:19, T: 14, FF: 17, CMD: 30 (34 vs grapple), F: +10 , R: +5, W: +3, Init +2, Pereption +14, CG Female Human Barbarian Lvl 11, CMB Grapple +24

Last I remember, Noro took some crew members down into the hold to check on supplies, so I don't think she knows too much what happened with Harvey...let me know if that is wrong or not.


Human Hospitaler 6/Lore Oracle 1 HP 64/64 | AC: 22 /T: 15 /FF: 17 | Perc. -2 | F: +11 / R: +12 /W: +10 | CMB +10 | CMD 18 | Speed 30 | Init. -2

"You honor me captain, but a magician I am not. This is interesting though as it seems to be and Azlanti spirit that has entered you and tied to the key. It wishes to save a kingdom that is long gone. While I'm not a fan of Aboleths a mass genocide is not a good thing. A weapon of such power needs to be destroyed. This could ruin civilization as we know it. I fear that we will need the other keys to understand the weopon in order to learn how to destroy it. I think your fine for the moment and perhaps this will aid us as the spirit that has entered you may react when close to another key or the weapon. Lets take care of the ship for now and we will learn what we can to deal with this as we go."

Liberty's Edge

Male Human Pathfinder Society GM

Noro:
As far as supplies go, you don't have very much. Just enough food and fresh water to make it to Rickety's, if you ration it out. As far as loot, you only have what you were able to carry out of the Azlanti fortress. And the dinosaur in the hold.

Sunny:
The damage to the ship was bad, but not so much that you can't make on the spot repairs and limp to Rickety's. You won't be outrunning anyone, but you'll make it in a few days time.

Alistair:
The crew bundles around you, eager for the healing. Some of them were hurt pretty badly in the battle with the sahaguin. Your healing power bolsters their resolve.

As you all try and make sense of what just happened, Urlak steps into the room, his mighty chain wrapped over his shoulder and around his chest, like a bandolier.
Cap'n Harvey. Lookout spotted a ship moored at a small island. I took the liberty of checking the charts, there's nothing of note about the isle. The ship's small. Probably an independent merchant. Could be easy prey, even with our current condition. Should I prepare the boarding crews?

Also, for anyone wondering, Urlak Kresh is the only NPC on board who has class levels. He is a level 2 Titan mauler barbarian and level 3 swashbuckler. He is here to kind of be the "voice" of the crew, so to speak. He is fiercely loyal to his captain, whoever that may be at the time, and will follow any orders given by a PC as long as they don't endanger the captain, or spell certain death for the crew.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Ooo! Loves me the Titan Mauler. I've made an Elvish 'Dervish' with the beginning two level dips of Titan mauler. (^_^)

Suny gives her report on how beat up the ship currently is.

"Heck? If'n we's winnin' tha' fight? Might make fixin' things a whole tad easier..." She points out.

The Exchange

Female HP 126/126 170/170 (rage) , AC:19, T: 14, FF: 17, CMD: 30 (34 vs grapple), F: +10 , R: +5, W: +3, Init +2, Pereption +14, CG Female Human Barbarian Lvl 11, CMB Grapple +24

Noro makes her way to find her new captain after letting the crew that helped return to their normal routine.

she arrives just as the report came in.

supplish very low, If that ship hash anything of value, provishionsh would be a good thing. whatever ya deshide, I'll be on deck making ready to shail.


Human Hospitaler 6/Lore Oracle 1 HP 64/64 | AC: 22 /T: 15 /FF: 17 | Perc. -2 | F: +11 / R: +12 /W: +10 | CMB +10 | CMD 18 | Speed 30 | Init. -2

"If she can mount a defense she could sink us captain, but we could use the supplies and plunder to help outfit our ship. It worth considering. The men are in good health and ready to take it if you decide on that course of action. I must request a diplomatic surrender to avoid savage loss of life, but we must be prepared for them to defend themselves."


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny scampers about helping make the ship ready fr which ever course of action the Captain decides. (^_^)

Liberty's Edge

Male Human Pathfinder Society GM

Just waiting on the captain's decision.


M Human Gunslinger (Buccaneer) 6 Perception +10, AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 40 (6d10) Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wi

Urlak, tell the crew to get ready for battle. Let's try to see what we've got.

as soon as Urlak runs upstairs on deck

Noro, I am going to need your skills here. Alistar what spells you do you have to help us out here.


Human Hospitaler 6/Lore Oracle 1 HP 64/64 | AC: 22 /T: 15 /FF: 17 | Perc. -2 | F: +11 / R: +12 /W: +10 | CMB +10 | CMD 18 | Speed 30 | Init. -2

"None sir, again not a wizard. I will keep the men alive though. You heard the capmtain men. We are taking a prize. Prepare yourselves. If thins go well we should not have to fight, but best be prepared for the worst."


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny puts her best efforts towards the coming venture.

Prof Sailor:1d20 + 5 ⇒ (19) + 5 = 24

Climb:1d20 + 6 ⇒ (17) + 6 = 23

"How does peoples be thinkin' I can best be helpin' ina' fightin'?" She asks.

Liberty's Edge

Male Human Pathfinder Society GM

Update coming tomorrow afternoon. Work has kept me busy.

Liberty's Edge

Male Human Pathfinder Society GM

That took a little longer than I liked. Here it is.

As The Horned Trader approaches the smaller ship moored at the island, you all notice the distinct lack of movement, sound, or... well, anything coming from it. Noro, however, recognizes the markings and colors of a Sczarni trading vessel.

When you finally pull alongside, you notice that there is no one on deck, but everything else appears to be in perfect order. A search of the ship reveals that there is no loot missing. In fact, the storage area is full to the brim with mundane goods (2 loot points worth).

There are, however, no signs of life having ever existed. No food containers have been touched, no bunks look slept in, chests are full of personal effects (clothes, mundane jewelry, etc.).

A search of the beach shows no tracks heading from the ship, and both lifeboats are intact. A quick search of the island, which doesn't take long at all, reveals no life other than wildlife.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny ponders these developments... then seeks the captain so as to ask permission for something.

She also hints that, perhaps, people should be maybe keeping an eye on anything coming at the ship from below the waters.

The Exchange

Female HP 126/126 170/170 (rage) , AC:19, T: 14, FF: 17, CMD: 30 (34 vs grapple), F: +10 , R: +5, W: +3, Init +2, Pereption +14, CG Female Human Barbarian Lvl 11, CMB Grapple +24

I wonder, is this ship named... The Mary Celeste?

a little video as to why with a song

Liberty's Edge

Male Human Pathfinder Society GM

HAHA!!

The Exchange

Female HP 126/126 170/170 (rage) , AC:19, T: 14, FF: 17, CMD: 30 (34 vs grapple), F: +10 , R: +5, W: +3, Init +2, Pereption +14, CG Female Human Barbarian Lvl 11, CMB Grapple +24

Noro, taking notice of the ship's colors, heads for the Captain's quarters, she searches for a ship's log book, or anything that may help figure out more about this ship.

perception: 1d20 + 8 ⇒ (19) + 8 = 27
prof sailor: 1d20 + 9 ⇒ (2) + 9 = 11


M Human Gunslinger (Buccaneer) 6 Perception +10, AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 40 (6d10) Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wi

Profession (sailor): 1d20 + 10 ⇒ (12) + 10 = 22
Perception: 1d20 + 10 ⇒ (6) + 10 = 16

Keep you're eyes open mates! do not go too far!
Sunny, what's on your mind?


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sorry, at work. Post in another 10 hours or so.

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