GM Claigeann: Skull & Shackles

Game Master Faol Mhor


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Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

what to do? If I run they catch me and beat me anyways. If I go in all meek that helps in no way and I still get beat. Hrm. I'm so burning this ship to the bottom of the ocean when we land in port, til then better to be tough.

screw it!

Emilio tries to garner some respect by dashing past the pirates and grabbing hold of the mast, takes off his shirt and says to master scourge Make them count...

This sucks.............


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

This is gonna be a longer post, lol, I kinda feel bad about this but here we go... :)

Emilio is lashed to the mast and Scourge happily obliges him with three sharp lashes.

1d3 + 2 ⇒ (3) + 2 = 5, 5 Non-lethal
1d3 + 2 ⇒ (1) + 2 = 3, 3 Non-lethal
1d3 + 2 ⇒ (3) + 2 = 5, 2 Non-lethal, 3 lethal.

Emilio falls unconscious from the pain and is unceremoniously dumped on the deck next to Jasmel.

Next Scourge points at Borzin. "The one with the hat." The two pirates grab Borzin and lash him to the mast. "Wonder if this one 'll be as much of a lightweight as the rest." Most of the pirates laugh as scourge snaps the whip on the deck before he lays into Borzin.

1d3 + 2 ⇒ (2) + 2 = 4, 4 Non-lethal
1d3 + 2 ⇒ (3) + 2 = 5, 5 Non-lethal
1d3 + 2 ⇒ (2) + 2 = 4, 1 Non-lethal, 3 lethal.

Borzin falls unconscious.

As they drag him to the pile Scourge turns to Nathan and sneers.

"Master Scourge" Scourge stops and turns to the younger man with the long braided ponytail,

"Yes Mr. Plugg?"

"Let him go without his lash's Master Scourge...let him explain to his new friends why his skin is still so fine and dandy."

Master Scourge looks on in disappointment.

"Don't worry Master Scourge."

Mr. Plugg gets an evil glint in his eyes and the hatred in the young man's eyes are palpable.

"Every time this one earns a lashing or time in the box we'll take it out on one of his friends and see how quick he is to re-offend, that goes for any of your tricks as well caster."

Before Nathan can respond Mr. Plugg yells. "Sandara, I need these lubbers up and ready to go, we have a ship to sail and I have jobs for em to fill. Beseech your mistress and make it quick."

From behind Nathan the beautiful woman with the wavy red hair hurries to the pile of unconscious bodies.

In addition to what you noticed earlier She has a fancy looking rapier on her hip, she wears a billowy and revealing white blouse with a corset around her waist, black leather pants with heavy stitching on the side, a red sash around her waist and thigh high black leather boots.

@Nathan you can make a perception check and a sense motive check

She stoops over the unconscious treeo and mutters something under her breath. 2d6 ⇒ (2, 2) = 42d6 ⇒ (2, 2) = 4

All of you regain 8 HP total including Nathan. Nathan you feel a wash of energy run through your body.

The three of you on the ground wake up and see the red head standing over you, she helps each of you up and whispers, "Just do as they say and we'll talk later." She turns back and joins the rest of the crew .

All three of you notice Nathan still standing where he had been before.

Mr. Plugg continues "Don't expect me to let Sandara tend to you next time. Now I have one spot for a rigger and I aim to find the best climber outta the lot so up to the crow's nest now, and it'll be more lashes for an lolligaggers...MOVE!! He points to the crows next 60 feet in the air.

To get to the crows nest a person would have to climb the net on the side of the main mast If you choose to climb make 9 climb checks. Emilio if you choose to climb you need to make 12 climb checks. Just make all ten in one post if you do decide to climb.


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

Oh goodie, climbing. Hope I don't have to come down after. The crow's nest looks like a good place for me.

Climb: 1d20 ⇒ 1
1d20 ⇒ 1
1d20 ⇒ 1
1d20 ⇒ 15
1d20 ⇒ 9
1d20 ⇒ 15
1d20 ⇒ 15
1d20 ⇒ 15
1d20 ⇒ 18
1d20 ⇒ 1
1d20 ⇒ 17
1d20 ⇒ 12

Wow that's a lot of botches. Looks like I'm going to have to take the climbing talent sooner rather than later. I'm so on the ground. Not a fan of this die roller so far.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Without a word, Nathan moves to the riggers on the main mast. He rests a hand on it and glares at Mr.Plugg. With an untouched back, Nate attempts to climb to the top of the main mast, his rage and his embarrassment keeping him from parting his lips to vow revenge on Mr.Plugg.

Perception - 1d20 ⇒ 5
Sense Motive - 1d20 - 1 ⇒ (2) - 1 = 1

Following are my climb checks.
1d20 ⇒ 7
1d20 ⇒ 1
1d20 ⇒ 20
1d20 ⇒ 6
1d20 ⇒ 4
1d20 ⇒ 9
1d20 ⇒ 9
1d20 ⇒ 16
1d20 ⇒ 19

Nate takes the second as he attempts to climb to consider those around him. First, foremost and with significant effort, Nate has to squash the boiling rage held for Mr.Plugg and his whipping boy. Next, his embarrassment and shame for getting his friend and new co-slaves whipped for his own mistakes. But most of his mind is on the Ruby-Haired Cleric. Something about the way she held herself intrigued Nate, and that wasn't just because of the loose fitting blouse she wore.

I must thank her later for cleaning up after my rashness. She seemed to genuinely care about me and my friends. Wait, are they even my friends? Looks like I have some amends to make tonight. If we even get a rest.

Me too man, Me too. I miss my actual dice. They like me so much better.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Come on Russ, we both know you can't roll in RL either :)

Nathan is too distracted by Sandara's wavy hair and loose blouse to notice anything else going on.

Nathan when you go to climb you are so busy glaring at Plugg that the first two times you try and get yourself up on the ropes you can't even pull yourself up. Finally your able to get up on the rope, you climb 7 feet before you get tangled in the ropes and then fall to the deck below. You don't get injured from the fall.

After getting up and back at it you make it up almost half way.

Emilio you grab the rope but can't haul yourself up for a about 20 seconds. You make it about 25 feet up the rope, you stall once and then proceed, before falling to the deck below.

1d6 ⇒ 31d6 ⇒ 3

You can make a roll to avoid taking the first 1d6 of damage. A DC 15 Acrobatics check allows you to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. If you don't make the check you take the full damage.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (11) + 5 = 16
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (3) + 5 = 8


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

You guys need 9 successful, or 12 for Emilio, to reach the top. If you roll 10 or higher you advance, less than ten but greater than 5 you make no progress but below 5 you fall from the height you are at.

@Borzin your climb should be much higher than +5 shouldn't it? You have a dex of +4, one skill rank +1, and then its a class skill so its another +3, so it should be +8, did you add your class skill modifiers to your skills? If that's the case then adding +3 to your rolls above you are almost at the top and need to make one more successful roll


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

Climbing is Strength based, not dex based or i'd do a lot better

Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21

Although Emilio sucks at climbing when he falls he does it with quite a bit of finesse. He then looks to see where the others are.

Climb: 1d20 ⇒ 6
1d20 ⇒ 11
1d20 ⇒ 12
1d20 ⇒ 9
1d20 ⇒ 1
1d20 ⇒ 1

At this time he falls again

Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20

and gives up.

I may take the climb speed talent at level 2 now. If i can't get to the crows nest i won't be able to snipe from it.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

oh never mind, climb is a strength thing, I forgot.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

So, I'm at 4 successes?

1d20 ⇒ 7
1d20 ⇒ 6
1d20 ⇒ 5
1d20 ⇒ 13
1d20 ⇒ 20
1d20 ⇒ 12
1d20 ⇒ 9
1d20 ⇒ 16
1d20 ⇒ 12
1d20 ⇒ 7
1d20 ⇒ 10
1d20 ⇒ 5
1d20 ⇒ 14

That should do it to get to the top?

Nate looks down from his vantage point high above the boat and considers the momentary freedom from the world up here.

As bad as all of this is, I could get used to it...


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Yeah you make it, we just need to figure out who makes it there the fastest.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (18) + 5 = 23
1d20 + 5 ⇒ (8) + 5 = 13

I'm up there now aren't I?

Borzin tries to recall anything he can about Captain Harrigan

Knowledge Local 1d20 + 4 ⇒ (15) + 4 = 19


Female Human Witch 1 HP 6/6, AC 14, CMD 13, Touch 12, Flat 12, F +0, R +2, W +3, INIT +2, Perc +2

1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (19) + 1 = 20
1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (9) + 1 = 10


Female Human Witch 1 HP 6/6, AC 14, CMD 13, Touch 12, Flat 12, F +0, R +2, W +3, INIT +2, Perc +2

1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 1 ⇒ (18) + 1 = 19


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Emilio: you fall at 20 ft twice, making your acrobatics to avoid the first 10 feet of damage both times, and turning the next 10 ft into non lethal.

You took 3 Non-lethal the first time, you take 1d6 ⇒ 6 non-letahl from the second fall.

You decided not to continue trying but about this time tha Borzin was making it to the top of the rope anyway so Plugg doesn't notice that you've given up.

Jasmel: falls once and then when she tries again makes it 40 ft, Jasmel make an acrobatics check DC 15 to turn the following damage into Non-lethal 1d6 ⇒ 4

Nathan: You fall twice in the attempt but always at the start, avoiding any real damage, on your third determined try you make it to the top but you find Borzin has already made it.

Mr. Plugg yells up at Borzin, "Looks like I have a new rigger, you'll report to me fer yer duties each day. Now all of you get yer pathetic hides down here on the double."

You can each take a set of actions if you like (just like its a round of combat, so 1 standard, 1 move, swift and free actions). Other duties to follow in tomorrows posts when you all get down to the deck.

I know the falls aren't deliberate jumps but this is how I'm choosing to do it here, assuming you are climbing up a lot of ropes giving you an oppertunity to slow some of your decent and avoid some damage.


Female Human Witch 1 HP 6/6, AC 14, CMD 13, Touch 12, Flat 12, F +0, R +2, W +3, INIT +2, Perc +2

Acrobatics 1d20 + 2 ⇒ (15) + 2 = 17


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Nate reaches the top purely as a matter of principle before climbing back down to stand before climbing back down.

1d20 ⇒ 7 climb standard
1d20 ⇒ 18 climb move


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

From the nonlethal damage I am unconscious again drooling because that's jut what I do. 1 lethal. I think Jamel is down too


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

nope. I'm wrong she's @ 2 nonlethal


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Nathan you can take 10 to move down the ropes.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Then I take a 10


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Mr. Plugg yells at those of you on the mast again "Hurry down here ye lubbers, I don't have all day!!"

Mr. Plugg finally notices that Emilio is unconscious on the deck, he shacks his head and curses under his breath. "Sandara!!!

Sandara moves over Emilio's body and mutters something again, she heals you for 2d6 ⇒ (1, 4) = 5 at this point Jasmel on her way back down and is also within 30ft and gets +5 Hp as well.

Sandara looks like she's going to continue to try and continue healing Emilio but Plugg notices his eyes flutter open, "That's good enough. He can live with a few bruises."

Sandara gets up to move back to the crew but she doesn't look none to pleased with Mr. Plugg.

When you all make it down to the deck,

If there was something you wanted to do before coming down go ahead and post it in a spoiler

Plugg looks over Jasmel, Nathan and Emilio, "Which of you sorry lot can cook? I need a cooks mate to help in the galley I've had enough of this slop that Fishguts keeps cook'n up. Plugg spits on the deck in disgust and you hear most of the grew mutter in agreement.


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

Emilio points at Nathan.

Probably not too wise to speak up yet. I'll have to get more acquainted with people later


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

[ooc]That made me laugh :-)[/occ]

Plugg turns and looks at Nathan...


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Nate, upon reaching the ground raises his hand.

I've done me fair share of cookin', Plugg. And I think I've already been introduced to the fine chef of this tub. I can also spin a tale or two, if'n yeh need some entertainment. Other then the company of some young lad...

Nate crosses his arms and awaits Pluggs response while leaning over to make sure Emi is alright.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

"Well'n unless one of ye others think ye can do a better job I guess we got ourselves a new cooks mate...

There are a few chuckles from some of the crew.

"Jap, Chumlett get em down ta the galley and roust Kroop if'n he's still asleep." The half-orc with a gut and the obese sweaty shirtless pirate pirate step in beside Nate and start leading him below decks.

"Now the rest a yea 'ill be swabs...so start swabbing!!" He kicks a bucket full of water towards Emilio and Jasmel, it slides across the deck, the water splashing over the edges.

The rest of the pirates seeing that the mornings entertainment is over hope to it and get on with their work.

Riggers run up the ropes and make ready to unfurl the sails. Others start working the ropes.

Some of the swabs head below deck others grab sandstone blocks called holystones and mops and start scrubbing and moping the decks.

Master Scourge orders Jasmel and Emilio to get to moping and scrubbing.

Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.

Plugg orders Borzin to do Rope Work:

Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a Profession (sailor) or Dexterity check.

Nathan: You are escorted down the steps to the end of the hold where you ran too earlier, the door you didn't go through earlier is open. A tall female half-orc with a throwing axes in her belt walks past you and down the hold without saying a word to you or the other crewmen. You notice she has a nasty scar across her throat, like she had her throat slit at one time but survived.

The fat man you ran into earlier is chopping up something on a chopping block with a knife.

"Fishguts, got a new cooks mate fer yeah, claims he can cook." the obese human says in a deep voice, he shuves you into the galley and he and the silent half-orc leave.

All of you are free to react or perform an action. I'm going to post options for the work day in the discussion thread, these options allows you to choose to work hard or sneak off or try and influence etc. during your shift so wait till ive posted your options before rolling your work rolls.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Nate raises his eyebrows as he walks up to Fishguts. He looks around the ships Galley, sizing up the kitchen and seeing where everything is.

Looks like we meet again. Only this time I aint running for me life. What are the rules to yer kitchen Fishguts?

I will be working while trying to influence Fishguts.

First Profession: Cook 1d20 + 3 ⇒ (15) + 3 = 18
Second Profession: Cook 1d20 + 3 ⇒ (5) + 3 = 8
Diplomacy 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17(Bonus + Trait bonus)

For evenin activities, I would like to entertain the crew with a tale from the pages of Pirate Legend.

Barroom Talespinner: Int Check to remember a Pirate Legend 1d20 + 2 ⇒ (18) + 2 = 20
Perform: Storyteller 1d20 + 4 ⇒ (16) + 4 = 20


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

Emilio works hard for a very short while but as soon as the opportunity is available sneaks off shirking his responsibilities. i hope I roll well unlike usual.

Job: 1d20 ⇒ 3
Sneak (I'm guessing): 1d20 + 12 ⇒ (1) + 12 = 13
Perception: 16 (10+6)

ARG!!!!


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Nathan: Fishguts glances over his shoulder. "Ah, its you, and your still walking, guess that means your here to help and not to fill my pot eh! They must be desperate fer crew if they let you live after that ruckus ye caused. Names ambrose Kroop but ye can just call em Fishguts." He laughs. "Rules eh? I guess one rule is don't cook mah chickens, they ain't for eating, specially not Bezebel here.

He points at a large black cockerel perched on his shoulder,

Well don't just stand there get in here and start gutting those fish. He points at a nasty pile of fish on one of the counters.

Today you are helping fish guts cook, he'll do most of the work but you'll just need to cut and stir as directed, no rolls required to succeed...today, this isn't a five star restaurant after all... :) You are welcome to try and influence him, just make a quick outline of what you'd like to talk to him about.

@Everyone, i'll be putting together a list of people you can try and influence and i'll put it up for you to look at and make your choice. If you do try and influence someone i'll need the appropriate roll as well as a brief outline of the conversation you want to have with them. Because these are pirates and you are free to try and influence them favourably by either using bluff, diplomacy or even try to intimidate them, but your proposed conversation should reflect that choice.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Nate would like to start talking about his chickens first, slowly building up to where he is from and how he ended up on the boat. I keep the small talk going to try to pry information about some of the crew, namely Plugg, the Captain, the Cleric and Scourge.

1d20 + 1 + 8 ⇒ (18) + 1 + 8 = 27 Diplomacy to Influence


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

MAP: Top deck

Map of the fore, mid and aft upper decks, Note that the fore and aft decks are raised above the main deck and there are stairs leading up. There are doors both fore and aft on the main deck leading to cabins under the fore and aft decks.


MAP: Middle Deck

Cargo hold and galley as well as quartermasters stores and cook and quartermasters cabin.

@Emilio: Where did you want to try and explore during your shift?

@Nathan: I'll finish your conversation with Fishguts tomorrow.

@everyone: I'll wait to hear from all of you about your day shift before I move on to the evening events and actions.

Finally here is the NPC list

LIST: Current list of NPCs and thier disposition

I will add descriptions and information as you learn about each person. a coloured box under disposition means you have favourably or negatively impacted the relationship with that individual.


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

Wouldn't mind checking out the lower deck.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

@Emilio: during the day you see that most of the crew is up on deck or climbing in the rigging. When Plugg and scourge are distracted elsewhere you manage to sneak off down the stairs below decks. You make it to the middle hold and on down the stairs to the lower deck without being found.

What Emilio sees:

The Lower Hold has Sixteen pillars that support the deck above this spacious hold. tucked against the wall you see hammocks and you guess that this is where the crew must sleep , hanging their hammocks from the pillars.

There is a trap door just behind the mainmast, it looks heavy but it doesn't look locked.

The hold is currently empty of cargo, but
several footlockers line the walls. 18 of these lockers appear to be in use with locks on them while 22 empty lockers are stacked along the walls.

You are able to make it back to the deck again and get back to your work before Scourge finds your bucket unattended.

During the day find that hard work and scrubbing don't seem to suit you very well and you have trouble with adapting to the manual labour. The sun gets to you and wears you down. You are fatigued for the next 8 hours

You successfully snuck around, but you failed your work check huge! its -2 to your job check due to shirking.


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

I know it's -2. I have +2 con so I just rolled 1d20 rather than +2-2. Still failed hard, but what's new.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

@Nathan: You get along really well with Fishguts. He's surly and foul mouthed but seems friendly and not unpleasant towards you. He doesn't seem happy about his lot and at one point he utters a bit of a tirade.

“It’s poison, this ship, but don’t let anyone hear you say it aloud. The hull listens, see, and the cap’n hears it all. Poison the Wormwood is, though, rotten to the core. You’ll not meet a more nasty, sour piece of work than Cap’n Harrigan in all your days at sea, and his crew’s the same, ’specially the first mate, Mr. Plugg. Vicious little sod, he is. He’d take his own mother’s liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can’t ’arm ’em. But you'd be best not to press yer luck”

Fishguts doesn't really let on too much about his past but will gladly talk about the different breeds of chickens he's managed to collect.

you find that by the end of the day he's joking with you and seems to like you more. You find that most of your responsibilities are going to be helping him prep the slop, made mostly from...fish guts, and you'll be responsible for catching food when need be.

You also notice he drinks a lot.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

When Fishguts, who Nate now has started calling Ambrose, has gotten nice an liquered up, he is going to start proding for information from the overweight cook.

Namely about Owlbear and Sandara, who have both piqued Nates interests.

Nate, of course, is going to drink along side his boss.

Am I going to need to roll a Fort or Con check here?


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

By this time Nathan it's the end of the work day and you need to start serving the evening meal.

The day to day activities in this campaign are a little different than a normal campaign, the roll to influence was a day long process. Don't worry there will be time to drink later. I'll move on to the evening once Jasmel and Borzin have finished their days activities or if they haven't posted by tomorrow evening. They can always do both evening and day activities together.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

Job Check 1d20 + 4 ⇒ (10) + 4 = 14

Borzin will try to have a conversation with Barefoot Samms. He will start with flattery, commenting on her looks and unique name. He will ask her about how she became part of the crew. He will also try to get information about the Captain and Sandara.

Diplomacy 1d20 + 1 ⇒ (8) + 1 = 9


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

Did my Knowledge local check reveal anything?


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

@Borzin:

Knowledge Check:
You are able to recall that you've heard the name, and that he has a reputation for being fierce, as for the particulars of his career you don't recall.

From what you do know he is obviously a "free Captain" Acknowledged by the Hurricane Lord's of the Shackles,which means he's free to go in and out of port peril without fear of other pirates attacking his vessel.

One other thing you can tell while up on the mast is that your ship is heading North across Jeopardy bay near port peril.

As for your work, having been a sailor all your life it comes naturally to you and you have no problems handling the ropes and keeping up with the hectic demands of sailing.

During the day you try and speak with Samms, but being a woman aboard a ship full of dirty pirates has made her a little more cautious of men. So she doesn't take well to your flattery. She doesn't seem averse to talking but she doesn't seem all that free with information today. You are able to figure out from her that she was a fisher woman before this and she hates wearing shoes.

@Everyone:

In future you can use sailor profession to try and determine your course and heading, if you have it. As well, when you guys roll checks it makes it much easier for me if you write what skills exactly you use, so instead of typing "job" or "job check" write

(sailor check:) or (Constitution check:) etc. as required.

Basically it makes it way easier for me if you show me the modifiers as well as what your doing, otherwise I end up having to try and figure out what mods may or may not have been missed.


Female Human Witch 1 HP 6/6, AC 14, CMD 13, Touch 12, Flat 12, F +0, R +2, W +3, INIT +2, Perc +2

Jasmel will work diligently at swabbing the deck
Strength check
1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7

Did I do that right? (Normally Jordan helps me if I'm not sure)

Also, in the evening Jasmel will try to determine where her familiar is. What do I need to roll for that?


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Yup you did it right.

@Jasmel: Although swabbing the decks and mopping is not all that difficult to do, unfortunately the heat of the sun and the difficulty of the labour fatigues you by the end of the day.You are fatigued for 8 hours

During the day you can feel your familiars frustration, anguish and hunger.

You could try and gather some information by talking to someone who might know and then rolling a diplomacy check, essentially if you choose to try and influence someone for your evening action and bring up your familiar in conversation, describing it etc, if you score high enough they may give you the information you are looking for, if they themselves know what happened to it.

after that you would have to try and steal it back or convince someone to give it to you depending on where it is and if someone has it.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Everyone: I'll post about the evening soon, don't make plans for evening actions just yet


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Those of you on the deck hear a few pirates mumble "Bloody Hour” to one another as the sun starts to set after a hard day of work. The crew begins to gather and murmur, you catch them talking about "Magpie", "Poor bastard", "dumb sod"

Nathan is busy getting dinner ready to be served. The large Rahadoumi man comes into the galley and in rough accented common says "Bloody Hour, plugg say you need be on deck"[/b] and he leaves just as abruptly.

Ambrose tells you "Ye may as well take up the slop when ye go" and he lets out a heavy sigh as he shoves the pot of fish gut stew in your arms.

Before long most of the crew is on deck, a few officers are about but not many, Plugg is there standing up on the fore deck.

Out of one of the hatches in the deck Scourge and the silent half-orc Jaundice Jape haul a bedraggled man up on deck. They take him up to the fore deck to the prow and start tying him up with long ropes.

The man is visibly shacking and looks terrified.

Plugg looks down on the crew and says, [b]"most a ye know why he's up here, this is what we do on this ship t'thieving wretches." /b]

With that Plugg walks to the prow with Scourge and they toss the pleading man off the front of the ship. there is a yell and a splash

They start walking down the opposite sides of the ship length wise, Plugg on the port, Scourge to starboard and it looks like they are going to walk the length of the ship while pulling the ropes tied to poor Jackes magpie while he's under the water and you guess that means he's being dragged under the ship.

You can make either a knowledge local or sailor check if you have them, you can each make a perception check if you like, or you can take an action.


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

ouch! I may have to rethink my plan to steal stuff, unless I take it and put it in pluggs locker. I'll have to think about this a little while longer.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

Knowledge local 1d20 + 4 ⇒ (5) + 4 = 9
Perception 1d20 - 1 ⇒ (12) - 1 = 11

This Harrigan is worse than my father ever was. I wonder how strong the loyalty of his crew is


Female Human Witch 1 HP 6/6, AC 14, CMD 13, Touch 12, Flat 12, F +0, R +2, W +3, INIT +2, Perc +2

Jasmel watches on helplessly

Perception 1d20 + 2 ⇒ (17) + 2 = 19


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Perception @ DC 15:

You notice the sheer pleasure Plugg takes to his task of dragging poor Jackes Magpie under the keel of the boat. There is a disturbingly satisfied look in his eyes and eh makes sure to tug hard against the rope.

Borzin you weren't able to determine much about what was going on. You've never seen this punishment before yourself.

When Plugg and Scourge get to the end of the ship they haul the body up on deck. What's left of it anyway. It appears to be shredded to the bone in some places.

Sandara has been watching the four of you and she makes her way over to you all. "That there's a keelhauling, tis far more common in these waters than ye'd like to think. The idea is to nearly drown the man and scrap him up some. A "lucky" few have survived a keelhauling, not that you'd want to, but more often then not its the barnacles that'l shred a man t' the bone. Plugg's a cruel one so best take care to avoid the same fate." She starts walking away. "Come t' find me at supper and we can talk."

It looks like plugg and scourge plan to toss shredded remains of the body overboard.

Before they do that you can all take an action if you like.

If not dinner is called and Nathan will need to start serving the food while you all get to settle in to eat the "gourmet" meal. Tell me if you plan on finding Sandara or not.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

During the keelhauling, Nathan gets a horrified look on his face. As soon as Sandara is done whispering to us, Nate turns on his heel and stomps off to the galley intent to busy himself with the final preparations before he heads to the mess, ready to start serving.

I would like to make a couple checks. First, the perception to up on deck. Second, to examine the mess to get a detailed description (salt shakers and what not on every table?) Lastly, I'd like to roll a profession skill for serving the food and a diplomacy for trying to increase general morale while serving the sludge.)

1d20 ⇒ 18 perception
1d20 ⇒ 6 perception
1d20 + 3 ⇒ (13) + 3 = 16 profession cook
1d20 + 8 ⇒ (5) + 8 = 13 diplomacy (not adding trait to influence, but you can add 1 if you wanna count it)

Nate also takes his time to talk to Sandara while serving her food, letting her know that he will have to catch up to her later, hoping to make some arrangements to see her after dinner.


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

Emilio starts to feel sick to his stomach at this grotesque image, however he sees that plugg takes a certain joy in this and tries to suck it up, take it all in, watch every bit of it and try to look like he's taking pleasure from it in hope that plugg sees it.

Bluff: 1d20 + 6 ⇒ (11) + 6 = 17 +3 for lawful authority. I think he may constitute seeing as he is enacting the law, no stealing. You still have not said one way or the other though.

Man that's sick! However it seems the more evil the more "respected". If I'm going to get favour im going to have to be much tougher.

Emilio would also like to see if scourge is enjoying it too.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16

At dinner Emilio will search out Sandara and talk with her.

thank you so much for looking out for us. I am Emilio, my friend Nathan is the one serving. I just wanted to say that this would have been much, much harder of an adjustment because of you and we all appreciate your mercy on us.

Later in the conversation Emilio tries to get information on her and some of the crew, specifically how she ended up here, how plugg became first mate, and how the captain is with everything going on.
Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18

I wonder if they would appreciate a toast? Would that be good or bad for the crew or for the authorities here? Hrm

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